but the Redeemers are already Human guided... ok maybe sometimes not as smart as it could.
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Leaving the human entirely vulnerable while they're guiding them.
This way even bots could fire them and they'd still lock onto a target and track after them... kinda like this.
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Code: Select all
(Function UnrealI.FlakCannon.TweenDown:000C) GetAnimGroup: Sequence 'None' not found in Mesh 'flak (Function UnrealShare.DispersionPistol.TweenDown:000C) GetAnimGroup: Sequence 'None' not found in Mesh 'DPistol'
With an extra request to enable/disable the weapons in inventory.
(goals is to give more unreal weapons in inventory, then only dispersion)