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Were they fighting with their bayonets then? I got a bit confused on that as well at first, but apparently they only switch after they fire their first shot.I just had a fight with some guards and they where carrying muskets but they didn't equip them when I attacked them...
I wouldn't rule it out... @Levis should be able to tell when looting.Npc:s need some ammo to be able to fire, even if they don't consume it.
Could it be that they don't have any/the right ammo?
Musketbullets + gunpowder for the 2 types of muskets using bayonets.But only if he knows what they need in the first place.
I can imagine when you use this we want to Trigger the dodge(back) Animation also so you are actually knocked back when Shooting?Would it be possible to have the Nock gun? This was basically a seven-barrel musket with a heavy recoil which made it very difficult to use, and that - along with the risk of setting light to rigging when all seven barrels went off at once - was why it wasn't often used and was withdrawn from service. Its main claim to fame as far as we're concerned is that it appeared in the "Sharpe" TV series, which means if it ever does find its way into the game, I'm giving it to Sergeant Harper in the "Hornblower" storyline. (Otherwise I may give him a blunderbuss instead, or possibly duplicate the blunderbuss and alter its stats a bit, as that has much the same effect - a spread of projectiles to hit a group of enemies.)
I can imagine when you use this we want to Trigger the dodge(back) Animation also so you are actually knocked back when Shooting?
Might be a bit much if the player and all three officers all use it at once.Indeed it is.
Hmm maybe enemies do click too? Which wasn't the idea.Could this code be triggered more often than it is meant to be?
Looking at that code, they shouldn't.Hmm maybe enemies do click too? Which wasn't the idea.
Before doing that, maybe add some checks first to see what actually happens.What if I skip all those sounds in Arcade Mode and only keep Pchar's sound else?
hip_LongRifle_C for Gontier Collopy
hip_LongRifle_C for Aurel Leydier
hip_LongRifle_C for Richard Sharpe
hip_LongRifle_C for Richard Sharpe
hip_LongRifle_C for Richard Sharpe
back_LongRifle_C for Richard Sharpe
Quest name end_of_skirmish1 FOUND in QuestComplete
back_LongRifle_C for Richard Sharpe
Quest name end_of_skirmish2 FOUND in QuestComplete
Quest name end_of_skirmish3 FOUND in QuestComplete
ItemLogic: On load location Santo_Domingo_town_exit_1
Quest name fight_more_voltigeurs FOUND in QuestComplete
Quest name fight_more_voltigeurs2 FOUND in QuestComplete
hip_LongRifle_C for Tongue
hip_LongRifle_C for Higgins
hip_LongRifle_C for Cooper
hip_LongRifle_C for Helgot Vanel
hip_LongRifle_C for Felix Roubel
hip_LongRifle_C for Fluvant Hanotel
hip_LongRifle_C for Hugues Prins
hip_LongRifle_C for Rene Chaboche
hip_LongRifle_C for Guilhabert Devaluez
back_LongRifle_C for Higgins
hip_LongRifle_C for Richard Sharpe
hip_LongRifle_C for Richard Sharpe
hip_LongRifle_C for Tongue
back_LongRifle_C for Richard Sharpe
hip_LongRifle_C for Richard Sharpe
back_LongRifle_C for Richard Sharpe
back_LongRifle_C for Felix Roubel
back_LongRifle_C for Tongue
hip_LongRifle_C for Cooper
back_LongRifle_C for Richard Sharpe
back_LongRifle_C for Cooper
back_LongRifle_C for Richard Sharpe
LAi_SetImmortal(pchar, true);
LAi_SetActorType(characterFromID("Thomas Wolfe"));
LAi_ActorFollowEverywhere(CharacterFromID("Thomas Wolfe"), "", 0.0);
AddPassenger(Pchar, characterFromID("Richard Sharpe"), 0);
SetOfficersIndex(Pchar, 1, getCharacterIndex("Richard Sharpe"));
LAi_SetOfficerType(characterFromID("Richard Sharpe"));
AddPassenger(Pchar, characterFromID("Patrick Harper"), 0);
AddPassenger(Pchar, characterFromID("Rifleman Haggman"), 0);
DoQuestReloadToLocation("Hispaniola_shore_01", "reload", "reload1" ,"Hispaniola_shore_for_Quelp");