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 Actor Teams 
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Actor Teams
So, you can set the Team in an actor's code. I'm not sure how this works though. Obviously, when you buy an actor its automatically set to your team. So I kinda assumed maybe this variable is for when an actor is spawned from a gib or emission or something, rather than purchased. Still, no matter what team I set my actor to, all active teams still fire at them like they're enemies. Does this variable actually have any effect? Or is a gibbed/spawned as some kind of unaffiliated actor no matter what I set it to?

I'm pretty sure actors fired directly from a weapon are on the team of the actor that fired it, though you can't control them. Of course, there's the "fire a dropship" trick where you fire a dropship that then releases an actor, which is both on your team and controllable.

I could be wrong about something...


Thu Nov 20, 2008 10:37 pm
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Joined: Sun May 18, 2008 8:30 am
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Post Re: Actor Teams
What exactly are you trying to do?


Thu Nov 20, 2008 10:48 pm
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Joined: Sun Nov 09, 2008 8:47 pm
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Post Re: Actor Teams
I think he wants a clone gun.


Thu Nov 20, 2008 10:58 pm
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Post Re: Actor Teams
Sigh... no, I don't want a clone gun. That's easy, as I described. What I'm trying to do is make four versions of my chaff grenade. The basic version sprays out short-lived actors that cause nearby actors to fire into the cloud. Unfortunately, this also causes your own team actors to do the same. Each of the four versions I want to make would spray out actors of one of the four teams, so you could purchase the one corresponding to your team and not confuse your own allies. But no matter what I set the Team variable to, I get the same effect: it confuses all actors.


Thu Nov 20, 2008 11:25 pm
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Joined: Fri May 30, 2008 9:38 pm
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Post Re: Actor Teams
Darlos9D wrote:
Sigh... no, I don't want a clone gun. That's easy, as I described. What I'm trying to do is make four versions of my chaff grenade. The basic version sprays out short-lived actors that cause nearby actors to fire into the cloud. Unfortunately, this also causes your own team actors to do the same. Each of the four versions I want to make would spray out actors of one of the four teams, so you could purchase the one corresponding to your team and not confuse your own allies. But no matter what I set the Team variable to, I get the same effect: it confuses all actors.

yea I think he want's a clone gun tooo. :P
Darlos all you have to tell us it that you want a cone gun no need for al thes fancy numbers maby brake it into parts i ont know its ur life do as you please.


Fri Nov 21, 2008 12:29 am
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Joined: Sat Nov 03, 2007 9:44 pm
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Post Re: Actor Teams
Darlos9D wrote:
Of course, there's the "fire a dropship" trick where you fire a dropship that then releases an actor, which is both on your team and controllable.

In this particular case, Team = does indeed work.

Anyways I think emission/gib/roundparticle actors are braindead and on the 'kill everyone' team. But I haven't messed around with that in the last few builds, so I'm not sure.


Fri Nov 21, 2008 12:34 am
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Joined: Wed Apr 30, 2008 10:10 am
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Post Re: Actor Teams
isn't that sort of what a psych-warfare weapon does though? It would be sort of unfair (dare i say "unrealistic"?) if you made an explosive grenade that only affected enemies. i don't see the difference when it comes to a confusion weapon as opposed to a physically harmful one.

to turn off friendly fire is against the spirit of CC in a way.

Aside from that i have no coding help.


Fri Nov 21, 2008 12:36 am
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Post Re: Actor Teams
Allen wrote:
isn't that sort of what a psych-warfare weapon does though? It would be sort of unfair (dare i say "unrealistic"?) if you made an explosive grenade that only affected enemies. i don't see the difference when it comes to a confusion weapon as opposed to a physically harmful one.

to turn off friendly fire is against the spirit of CC in a way.

Aside from that i have no coding help.

Uhm... it doesn't turn off friendly fire. Also, its not unreasonable for the chaff to contain some kind of identifiable signature that your own units know to ignore, if they're specifically built that way.


Fri Nov 21, 2008 1:57 am
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Post Re: Actor Teams
IFF signals emitted on a specific frequency to show it's chaff instead of enemies or friendlies?


Fri Nov 21, 2008 3:58 am
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Post Re: Actor Teams
Fair enough, just thinking about it. It caught my attention in a funny way, i guess. It really is an ingenius idea with applications beyond grenades, it was merely years of avoiding my own in-game grenades talking. Hope you figure it out.


Fri Nov 21, 2008 11:23 am
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