(although they arguably could just move the cataphract model to horse archers, and substitute a heavy cavalry model, as a suggestion)
EMFXActorType = {
name = "byzantinegfx_horse_archers"
actorfile = "gfx\models\Byzantine_Heavy_Cavalry_Horse.xac"
idle = "gfx\models\Horse_2_Idle.xsm"
move = "gfx\models\Horse_2_Moving.xsm"
attack = "gfx\models\Horse_2_Attack.xsm"
scale = 0.9f
}
EMFXActorType = {
name = "byzantinegfx_horse_archers_rider"
actorfile = "gfx\models\Byzantine_Heavy_Cavalry_Rider.xac"
idle = "gfx\models\Heavy_Cavalry_2_Idle.xsm"
move = "gfx\models\Heavy_Cavalry_2_Moving.xsm"
attack = "gfx\models\Heavy_Cavalry_2_Attack.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "byzantinegfx_horse_archers_weapon"
actorfile = "gfx\models\Attachments\Banner_Sword.xac"
idle = "gfx\models\Attachments\Banner_anim.xsm"
move = "gfx\models\Attachments\Banner_anim.xsm"
attack = "gfx\models\Attachments\Sword_Anim.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "byzantinegfx_horse_archers_helmet"
actorfile = "gfx\models\Attachments\Helmet_03.xac"
scale = 0.000001f
}
EMFXActorType = {
name = "byzantinegfx_horse_archers_shield"
actorfile = "gfx\models\Attachments\byzantine_heavy_cavalry_shield.xac"
scale = 1.0f
}