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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-07-2003, 05:51 AM   #1 (permalink)
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Default sniper >< fleshy_sniper ?

I'm wondering why there is a difference being made between the 2?
Both tags are used identically in the armor section, so why make the distiction then?
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Old 05-07-2003, 07:50 AM   #2 (permalink)
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It seems that the difference between the pathfinder and JarmenKell

JarmenKell is a SNIPER, able to act on tank, and the pathfinder is a FLESHY_SNIPER, just able to kill infantry.

in armor ini, for TankArmor
Armor = SNIPER 1%
Armor = FLESHY_SNIPER 0% ; does zero damage to vehicles (not just "a little")

so, FLESHY_SNIPER can't do any damage, so impossible to do a KILL_PILOT. SNIPER has a non-zero value, so it can eventually kill the pilot (if it was zero, no action at all could be done on the tank). it's like stinger sites ("***This is required for snipers to be able to attack and kill stinger soldiers! Must be > 0!")

Hope I'm right
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Old 05-07-2003, 09:44 AM   #3 (permalink)
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From what I can make out of the armor.ini and weapon.ini SNIPER , FLESHY_SNIPER and KILL_PILOT are 3 seperate things.

the kill_pilot tag is pretty obvious and is used against vehicles only.

I just don't see the point to make a difference between a fleshy_sniper and sniper. Because they have to set 0% so the fleshy_sniper doesn't do any dammage to a vehicle, meaning that if you set it to 1% it would just be as good as the sniper.
If you just take the the sniper and play with the armor values you can easily differenciate between vehicles and infantry.
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Old 05-07-2003, 11:01 AM   #4 (permalink)
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I think, in the game, you have this rule "the amount of damage that can be *detected* by an unit to make it react is multiplied by the value of armor.ini, according to the fired weapon". In fact, with a 0%, the vehicle does not detect at all any damage and then don't do anything even to the pilo. If 10%, the damage is too small to have a real influence on the vehicle, but this way a damage is detected and the the KILL_PILOT process can be started.

I can't try it in generals right here, but change the sniper armor info to 0% instead of 1%, and then JarmenKell shouldn't be able to kill any pilot.

I think that it should work this way, but of course, I can't see the sources
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Old 05-07-2003, 11:28 AM   #5 (permalink)
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If it has 0% against its armor, you won't be able to target that unit with that weapon...
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Old 05-07-2003, 11:31 AM   #6 (permalink)
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Ok, that's the solution then, Developers were obliged to make 2 different things to permit JarmenKell to fire at tanks meanwhile the pathfinder can't.
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Old 05-07-2003, 11:40 AM   #7 (permalink)
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IIRC a distinction was also made for the case where snipers could instantly kill the infantry units in Stinger Sites but not destroy the site itself.
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