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Re: AGT [message #472777 is a reply to message #472765] |
Sat, 04 August 2012 14:09 |
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Xpert
Messages: 1588 Registered: December 2005 Location: New York City
Karma:
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General (1 Star) |
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The AGT fires more accurately. On 4.0 servers, the AGT doesn't fire anymore at players if the enemy isn't in their site. The old way, the AGT would shoot its machine guns at places like the C&C_Field tunnels even though the player isn't in sight of the AGT or has left the sight of the AGT.
This fix probably has something to do with it. If an enemy is in sight, it will fire at that exact moment.
void GDI_AGT_Gun::Enemy_Seen(GameObject* GunObj, GameObject* EnemyObj)
{
// Check for an living target which is in range
if (!IsValidEnemy(GunObj, EnemyObj))
return;
// If the current enemy is still a valid target, ignore this enemy
if (IsValidEnemy(GunObj, Commands->Find_Object(EnemyID)))
return;
// Attack!
ActionParamsStruct ActionParams;
ActionParams.Set_Basic(this, 100, 1);
ActionParams.Set_Attack(EnemyObj, 300, 0, true);
ActionParams.AttackCheckBlocked = false;
Commands->Action_Attack(GunObj, ActionParams);
Commands->Start_Timer(GunObj, this, .1f, 0);
EnemyID = Commands->Get_ID(EnemyObj);
}
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[Updated on: Sat, 04 August 2012 14:10] Report message to a moderator
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AGT
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Re: AGT
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Re: AGT
By: Sean on Sat, 04 August 2012 10:42
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Re: AGT
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Re: AGT
By: Xpert on Sat, 04 August 2012 14:09
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Re: AGT
By: liquidv2 on Sat, 04 August 2012 23:35
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Re: AGT
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Re: AGT
By: zunnie on Sun, 05 August 2012 03:41
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Re: AGT
By: liquidv2 on Sun, 05 August 2012 11:06
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Re: AGT
By: iRANian on Sun, 05 August 2012 01:56
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Re: AGT
By: robbyke on Sun, 05 August 2012 11:54
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Re: AGT
By: iRANian on Sun, 05 August 2012 12:58
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Re: AGT
By: liquidv2 on Sun, 05 August 2012 19:33
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Re: AGT
By: liquidv2 on Mon, 06 August 2012 10:07
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Re: AGT
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