Lav said:If Taleworlds implemented muskets as crossbows, then there's no solution I'm afraid. You will have either crossbow animation, or musket one, but not both. It's possible to detect the beginning of crossbow animation for muskets and replace it with another animation (something similar was done in pike bracing kit), but there are just too many problems along this road - for example, I suspect that replacing the animation (which requires moving agent into scripted mode, which means interrupting whatever action he was doing) will break the actual reloading process, so you'll have either reloading, or animation of it, but not both...Toasticuss said:Yeah I got that switched out and that is probably going to make the muskets have the crossbow reloading animation so I'm wondering how I can specify that to the gun reloading animation since it was using the crossbow animation ID for its reloading oddly enough...
For ranged, you're limited to 3 item types: bow, crossbow, and firearms; however, the animation sets for each of these (the itcf flags) plus the set for pistols can be used on any of the item types: for example, a musket that you carry like a crossbow that you reload like a musket. The itcf flags are hardcoded though, so you're limited to four animation sets (that determine how the item works and animates) and 3 item types (that determine the ammo used).Toasticuss said:So is it not possible to add a new weapon ID to specify a new animation? Are those hard coded?
For example
Make a musket weapon type and assign an animation to that type....
It affects damage, but not in the way you think (fast bullets won't deal enormous amounts of damage).Zamensis said:Finally it works fine ! One last question : does speed affect damage value for missiles ? I'd like to fasten my bullets but don't want them to be like rockets on the battlefield.