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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 11-15-2003, 01:04 PM   #1 (permalink)
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Default Red Guard Bayonet

I enabled everything, but the animations are screwed up. When the Red Guard stabs some1, it doesn't show the animations.

I thought they were already in the game files, only not used.
So, how do I get the Red Guard to use proper animations?

Thx all
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Old 11-15-2003, 01:06 PM   #2 (permalink)
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you need to actually reference the animations, so find out what animation does what, don't ask how... i don't know, and then put that into the ini's.
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Old 11-15-2003, 03:31 PM   #3 (permalink)
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DeeZire has it in progen
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Old 11-15-2003, 04:00 PM   #4 (permalink)
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It's actually verry easy.

It's in the conditionstate of the redguard, a normal gun firing or
PRIMARY = FIRING_A and the SECONDARY = FIRING_B and the TERTIARY = FIRING_C

Now that you know this if you look at the redguard it has a section devoted to bayonet animation.

It says FIRING_C
now that you know that.

Weaponset= None
Weapon = PRIMARY redguardpopgun
Weapon = TERTIARY redguardplasticknifeassault
End

You see you have to use TERTIARY as weaponslot
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Old 11-15-2003, 10:40 PM   #5 (permalink)
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Whoa! I had no idea...

But thanks The_Blind_One, you always help me out!

Sweet, my 100th post.
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