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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 09-01-2008, 11:54 AM   #21 (permalink)
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Thank you. I am going to download that, I can't remember the first Red Alert very well, but it might have the 'yelp' sound when a dog got killed.
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Old 09-01-2008, 12:55 PM   #22 (permalink)
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The animation should play if it is a firing animation and the weapon is fired. Does it have a secondary weapon? Maybe it is using that instead?

Another thing you could try is let it crush infantry so it can just run into them and knock them over.
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Old 09-01-2008, 01:00 PM   #23 (permalink)
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Do you have ra2? The ra2 attack dog yelping when dead.
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Old 09-01-2008, 01:05 PM   #24 (permalink)
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There were also dogs in castle wolfenstein, can't remember if they made noises though, and in doom there were pink things making pig noises, and floating one eyed strawberry like things.
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Old 09-01-2008, 01:18 PM   #25 (permalink)
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maybe have it do an OCL replace which transforms it into a missile with the jumping attack animation with a short range suicide weapon then creates a new one after each kill. i dont know anythin about ocls though tho beng's made some posts about them.

dont know if you could have the new 3rd object inherit the health and xp from the original or second though.
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Old 09-01-2008, 01:25 PM   #26 (permalink)
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Quote:
Originally Posted by beng View Post
The animation should play if it is a firing animation and the weapon is fired. Does it have a secondary weapon? Maybe it is using that instead?

Another thing you could try is let it crush infantry so it can just run into them and knock them over.
Would I use a dummy weapon to kill them this way?
The dog only has one weapon, and the animation does play if I force fire, but not when attacking infantry, wierd. I tried using PreAttackDelay, but it didn't work.

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Do you have ra2? The ra2 attack dog yelping when dead.
Not anymore, not for a long time, I have been trying to find a .zip or something with all the sounds from the game because there are other voices in there I'd like to use.
I have downloaded both RA disks from that site so there will probably be some sounds I can take from there.
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Old 09-01-2008, 01:27 PM   #27 (permalink)
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Quote:
Originally Posted by mikeyc View Post
maybe have it do an OCL replace which transforms it into a missile with the jumping attack animation with a short range suicide weapon then creates a new one after each kill. i dont know anythin about ocls though tho beng's made some posts about them.

dont know if you could have the new 3rd object inherit the health and xp from the original or second though.
Hmm, sounds complicated...
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Old 09-01-2008, 05:10 PM   #28 (permalink)
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Make the dog jump animation the PRE_ATTACK_A conditionstate and make the weapon have a PER_SHOT preattack delay. The weapon will fire at the end of the animation. Bear in mind the normal frame rate is 30fps so adjust your animationspeedfactorrange accordingly.
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Old 09-01-2008, 05:16 PM   #29 (permalink)
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Thanks beng, I will try that now.
About the AnimationSpeedFactorRange..........what the hell is it? I know it controls how fast an animation is played, but why are there 2 numbers, and why aren't they always the same? I searched for an answer earlier because I was changing the speed of the running animation, but I didn't find anything.
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Old 09-01-2008, 05:24 PM   #30 (permalink)
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The 2 numbers are the min and max speed factor, the animation is multiplied by a random number between them. If your animation is 100 frames long, making the speed factor 2.0 2.0 will make it play twice as fast and take as long as a 50 frame animation (1.667 seconds at 30fps).

See also Col Burton's stab conditionstates, the preattack is when he sticks the knife out, and after the attack is when he pulls it back.

Here is a page on military dogs:
K-9 History: World's Military Working Dogs!

Maybe you could make the dog a drone, slaved to an infantry dog handler. Kind of like the hellfire drone, but for infantry instead of vehicles. Use the slaved module not from the vehicle drones but from the angry mob members so it will die if the handler dies.

Last edited by beng; 09-01-2008 at 05:27 PM..
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