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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 10-01-2008, 12:32 PM   #1 (permalink)
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Default Re:angrymobtestmap

For beng who try to make the angry mobs attack with two different weapon: I think I've found the reason why your angry mobs always use the wrong anims even coded right already.

I see DeeZire makes the angry mobs fire molotovs by button-triggered method when you use the PreferedAgainst things. DZ already implement this in his Pro:Gen mod. His angry mobs can attack with normal weapons or molotovs, with the right animation too.

I don't know is the prefered against is conflicting with the animation. Need more research.
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Old 10-01-2008, 03:49 PM   #2 (permalink)
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By button triggered do you mean weapon switching like ranger switching to flashbang? Of course that would work but then you would have to manually switch the mobs every time instead of them choosing the weapon based on the target type.
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Old 10-01-2008, 08:56 PM   #3 (permalink)
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No, not like ranger weapon switching. It's like missile defender laser guided or demolition ability (FIRE_WEAPON button). Strangely when I use DZ code for your angry mobs, it not solve your problem, but when I make a new fireweapon button it works. I think the PreferedAgainst caused this, or it must have AutoChooseSource.
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Old 10-02-2008, 06:18 AM   #4 (permalink)
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missile defender laser guided or demolition ability are not FIRE_WEAPON but SPECIAL_ABILITY buttons. FIRE_WEAPON buttons are things like Jarmen sniping, toxin truck contaminate, and dragon tank flame wall. You may be right about the PreferedAgainst or AutoChooseSource. Maybe what happens is that for each shot it first thinks of using the primary weapon, but then the preferredagainst makes it use the secondary weapon instead, so it switches to secondary for every shot, so it never does the reloading for the secondary because it always starts off as though it just fired it the first time. Maybe this is why the rate of fire becomes twice what it shouldbe.
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Old 10-02-2008, 10:33 AM   #5 (permalink)
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Hmm.. maybe you should add "AutoChooseSoure = FROM_AI FROM_PLAYER FROM_SCRIPT" to make the anims work correctly even there is any PreferedAgainst so it will switch weapon automatically?
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Old 10-02-2008, 11:25 PM   #6 (permalink)
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> Hmm.. maybe you should add "AutoChooseSoure = FROM_AI FROM_PLAYER FROM_SCRIPT" to make the anims work correctly

I tried that, it made no difference.
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