<UnitArtInfo>
<Type>ART_DEF_UNIT_BOMBARDI</Type>
<fScale>0.65</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/Bombard I/Bombard.nif</NIF>
<KFM>Art/Units/Artillery/Artillery.kfm</KFM>
<SHADERNIF>Art/Units/Bombard I/Bombard_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/ArtilleryShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<TrailDefinition>
<Texture>Art/Shared/wheeltread.dds</Texture>
<fWidth>1.0</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_ARTILLERY</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_ARTILLERY</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_ARTILLERY_FORT</SelectionSound>
<ActionSound>AS3D_UN_ARTILLERY_FORT</ActionSound>
</UnitArtInfo>
<UnitMeshGroups>
<iGroupSize>2</iGroupSize>
<fMaxSpeed>1.25</fMaxSpeed>
<iMeleeWaveSize>2</iMeleeWaveSize>
<iRangedWaveSize>2</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_BOMBARDI</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
Duke van Frost said:Now I got an idea, maybe I´ll start a new thread where people can vote if you should be promoted![]()
That already happend.Duke van Frost said:And now you better do some animations for this thing and afterwards you create the Mortar for the WH mod, then I´ll directly vote for you to be promoted to Lvl 3![]()
Now I got an idea, maybe I´ll start a new thread where people can vote if you should be promoted![]()
Hadrean said:What did you do wrong?