Adding cannon flash

Joined
Jan 10, 2019
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Now a new unit. Carrack. (Actually Civ5 Portugese Nau)
I've got an entire asset downloadable here https://forums.civfanatics.com/resources/civilization-v-units-for-civilization-vi.27135/ . But running attack animations there's no cannon flashes going out of aftcastle cannons AT ALL.

How may I add cannon flash and cannonballs out of gun barrel? Is it possible to do with Asset Editor alone or do I need to do it on Blender as well?
upload_2020-2-17_14-0-57.png

What are additional methods needs to be done to get cannon flash and cannonballs going out of barrel? This is what i did but what I got (Animation tested) is that cannon jerks back with no gun flashes)
 
You can do it the Asset Editor or just use any text editor on your .ast file.

You'll need to examine the timelines section of in the Behaviour sections and make the animationBindings and timelines entries are correct. The name of the animation in the animationBindings and timelines must match up.
https://forums.civfanatics.com/thre...ation-6-a-modding-guide.612050/#post-14697257

You can look at the Galleass here if you want an example to follow:
https://github.com/deliverator23/UnitArtCooker/blob/master/UnitArtCooker/Assets/Galleass.ast

See ATTACK_P for port-side (left-side) attack and ATTACK_S for starboard-side (right-side) attack.
 
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Thanks i've got it. and it worked.

https://drive.google.com/open?id=1Pe5lM-fVaI_eFTuk6GxBXOfMK7pUkPMS

Well but cannonballs looked too big. is it a default size or is it possible to resize it to fit with the actual cannon ship carries??

You can make a copy of the VFX asset with a new name and rescale it if you have to. A simpler way might be just to adjust the scale of the Attachment Point that the cannon balls are originating from - I don't know if that will work but you can try it.
 
What is the name cannonball VFX asset? but i don't really know how to scale attachment points, what that can be adjusted are rotations and positions (how cannon flash goes).

It will be whatever the name is in the FXName in timelines section.
 
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