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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Coding Mistakes and useless things in inis by EA Games

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

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Old 08-25-2008, 03:11 AM   #141 (permalink)
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Nice post there Beng! Thanks for researching the mobs

Quote:
Originally Posted by beng View Post
Also, i seem to notice that mob members do not do the exploded flailing animations, anyone else see this? They will fly up into the air but do the normal dying animations. I wonder if this is because the transitionstate from dying to flailing comes before the conditionstate for flialing?
Thats because half of the mob members don't have any exploded animations made for them.
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Old 08-25-2008, 09:23 AM   #142 (permalink)
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They do, all the ADT* animations are exploded anmations. I found that by putting under the DYING conditionstate AliasConditionstate = DYING MOVING it made them die more often instead of staying running while they sink into the ground. It also made them do the expolded animations.
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Old 08-25-2008, 09:38 AM   #143 (permalink)
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Neat! I'm going to try this in my mod

Also, I just noticed all of the tanks in ZH (even in vGenerals) have this line to there tank guns:

Code:
  MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch          = 15                          ; ditto
So, Even on a tiny hill with a angle of 17 degrees, they won't fire there weapons at all unless they're in point blank range compared to light vehicles like the humvee that can fire at any slope angle.

You can actually see this bug when you go up that hill on the right in Alpine assault. The tanks will not properly target the bunker unless they're epically close to it.

Also, Ever noticed that kwai's battlemasters being dropped by the tank drop ability can be targeted by tanks and riflemen? Infact, Tanks and riflemen can even shoot it and kill it while in mid air.

The only fix i found is this line being added to the battlemaster's locomotor:
Code:
AirborneTargetingHeight  = 30

Last edited by IraqiPeopleRocks; 08-25-2008 at 09:42 AM..
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Old 08-25-2008, 09:43 AM   #144 (permalink)
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The Strategy centre gun is another pretty useless weapon if slopes are involved. Besides the AI module, you also should check the weapon.ini weapons for min target pitch. This makes the arty platforms on hills useless at shooting things on the ground below - that is why in the Generals challenge superweapon general map the arty platforms on the hills around her base hardly ever shoot at things inside her base.

As for the tanks, in an unmodded game you can still make them fire at things on hills by force firing on the ground beside them. The radius damage will hit them.
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Old 08-25-2008, 09:45 AM   #145 (permalink)
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But i found out that in alpine assault, you can't forcefire or target that damn bunker when the tanks is or beside that hill slope.
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Old 08-25-2008, 10:44 AM   #146 (permalink)
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You can't force fire the on object itself, you must for fire the ground beside the object.

Regarding Angry Mobs, n5p29 has his own mob mod here:
http://www.deezire.net/forums/genera...ngry-mods.html

And i have posted some code for fixing the mobs here:
Improved GLA Angry Mobs for Zero Hour - CnCMaps Map Editing Forums
I think mine makes less changes to the mob than n5pp29's, it is more about trying to get it to work properly.

Last edited by beng; 08-25-2008 at 10:58 AM..
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Old 08-25-2008, 11:30 AM   #147 (permalink)
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I noticed you added this on the mob's AK weapon:
Code:
  PreAttackDelay        = 500
  PreAttackType         = PER_ATTACK
I just tried that, The AK mobs fired weirdly. They kept using there "animation before firing" animations. I guess it's just me..
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Old 08-25-2008, 12:47 PM   #148 (permalink)
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Hmmm... since it is PER_ATTACK they should only do that when attacking a new target, not while attacking the same target. Unless i also aliased it for BETWEEN_FIRING_SHOTS, must go and check my code.

Edit: Try commenting out
AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A WEAPONSET_PLAYER_UPGRADE
from under the PREATTACK state.

It should not trigger if it is just BETWEEN_FIRING_SHOTS_A and not PREATTACKing since there is a dedicated
AliasConditionState = BETWEEN_FIRING_SHOTS_A WEAPONSET_PLAYER_UPGRADE
under the FIRING_A WEAPONSET_PLAYER_UPGRADE conditionstate, so i don't see why that should be a problem, but its worth a try.

Another thing to try is to morge RELOADING_A WEAPONSET_PLAYER_UPGRADE with the BETWEEN_FIRING_SHOTS_A WEAPONSET_PLAYER_UPGRADE state in case it is doing the reloading animation. It shouldn't though, since the weapon never reloads.

Last edited by beng; 08-25-2008 at 12:52 PM..
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Old 08-25-2008, 05:23 PM   #149 (permalink)
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The problem with my code is not the PREATTACK, it is the mobs transitionstating from Firing_AK to Standing in between each shot! Making the firing state animate ONCE instead of LOOP and putting WaitForStateToFinishIfPossible = TRANS_FIRING_AK in the standing state sorts it out. Now i need to find how to do this for the pistol firing as well, and also adjust the death anims to not wait for the firing anims to finish.

BTW did you see the pistol reloading anim? I used the idle anim where the guy changes magazine. Now i want to see if the rebel anim of changing magazine can be used for the mob AK reloading, if so i will give them a 30 round clip.
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Old 08-25-2008, 11:03 PM   #150 (permalink)
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Try my mod! I remade the angry mobs animations. Since there are a crapload of codes, it's impossible to post it here.
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