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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 06-28-2003, 05:18 PM   #1 (permalink)
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Default Switching weapons problems

Ok-I made a hero unit that has two weapons.

The first is a clone of Jarmen Kell's sniper rifle.
The second is an RPG. I made buttons that function like the ranger's where he is able to switch between the two weapons.

My problem is this...he is able to snipe air units. He can drop a chinook in 3 shots despite the fact that I even added the non anti-aircraft line in weapon.ini. So therefore somewhere the ability to switch weapons is messing something up.

Which leads me to this...how can I fix this? I have a couple of methods I could use that I know would work...I could take the buttons out...and let it auto acquire, but I don't want to do that. I could also just edit the chinook armor so that it doesn't take damage from sniper weapons, but I'd prefer not to do that either.
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Old 06-29-2003, 12:06 AM   #2 (permalink)
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This sounds rather bizzare, I don't quite understand I think, are you saying you have this code under that weapon:
Code:
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
And he still fires that weapon at aircraft?
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Old 06-29-2003, 12:48 AM   #3 (permalink)
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Yes, I do. It still allows him to shoot chinooks out of the sky.
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Old 06-29-2003, 12:53 AM   #4 (permalink)
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Well... you could always keep it . Afterall, someone who's good enough to take out the pilots from often moving vehicles with armor much too thick for any rifle bullet to penetrate should also be able to shoot through the armor on the vital areas of helicopters.
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Old 06-29-2003, 01:03 AM   #5 (permalink)
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I think the Jarmen Kell ability is meant to imply he shoots through small holes in vehicles (yes, tanks have em to) to kill the pilot. Although still very unlikely it makes a lot more sense than penetrating tank armor with a sniper rifle :P
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Old 06-29-2003, 02:54 AM   #6 (permalink)
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I don't want to sound like an ass, but is there a chance you have added that don't attack air code to the old JarmenKarmell Weapon and not the new one, I'm thinking that it could be something mcuh more simple rather than a code bug.. Try giving him the rangers weapon and see if he shots air then... Cause I don't get it :scared:
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Old 06-29-2003, 04:09 AM   #7 (permalink)
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The problem is the ChinookArmor listing - it has Default=50% meaning the KILL_PILOT damage type will affect it

That armor listing causes all kinds of problems in the game, including the bug where you can land Chinooks on land mines and not take much damage.
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Old 06-29-2003, 08:03 AM   #8 (permalink)
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Ahh....but hey check this out....I didn't give my new unit the "SNIPE VEHICLE DRIVER' command. I thought it would unbalance the game too much. (I gave him the Defector special ability instead) So...he doesn't shoot pilots of of chinooks...he blows the damn things away in like 3 hits.

Thanks for shedding some light on that DZ. You have any idea how I could possibly fix this besides just changing the armor set? I mean...from everything I see he shouldn't even be able to shoot air units to begin with...at least with his primary weapon.
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Old 06-30-2003, 12:58 AM   #9 (permalink)
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Quote:
Originally Posted by Eradicator
I think the Jarmen Kell ability is meant to imply he shoots through small holes in vehicles (yes, tanks have em to) to kill the pilot.
Are you kidding? Why would a modern tank have a hole to look through? WW2 tanks, sure, but modern tanks use periscopes my friend (to prevent things such as this.)
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Old 06-30-2003, 01:45 AM   #10 (permalink)
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Let's Just all agree Jarmen Kell is armed with a miniature Atom-Splicing Sniper Rifle. That might work....
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