Data Realms Fan Forums http://45.55.195.193/ |
|
Bullet Suggestion http://45.55.195.193/viewtopic.php?f=4&t=19428 |
Page 1 of 2 |
Author: | Quickdraw64 [ Wed Aug 04, 2010 2:09 am ] |
Post subject: | Bullet Suggestion |
Heres an idea to make the game less chaotic, Gunfire from team A should only affect Team B and vice versa (Except Explosions). This way everytime you take control of a person your not worried about getting shot in the back. |
Author: | Tomaster [ Wed Aug 04, 2010 4:46 am ] |
Post subject: | Re: Bullet Suggestion |
Quickdraw64 wrote: Heres an idea to make the game less chaotic, Gunfire from team A should only affect Team B and vice versa (Except Explosions). This way everytime you take control of a person your not worried about getting shot in the back. I'm pretty positive that this would ruin about half of the game's appeal. To me at least. I love missing a dummy and filling the clone behind him with nailer rounds. |
Author: | Quickdraw64 [ Wed Aug 04, 2010 5:04 am ] |
Post subject: | Re: Bullet Suggestion |
Let me get this straight, you love trying to aim to shoot then missing which in turn kills one of your own people... any ways im just saying this cause im sick and tired of sending 3 clones to attack then watching the last one walking shoot through the first 2 to try and kill the enemy. |
Author: | Tomaster [ Wed Aug 04, 2010 5:09 am ] |
Post subject: | Re: Bullet Suggestion |
Quickdraw64 wrote: Let me get this straight, you love trying to aim to shoot then missing which in turn kills one of your own people... any ways im just saying this cause im sick and tired of sending 3 clones to attack then watching the last one walking shoot through the first 2 to try and kill the enemy. Uh, yea I do. I also like watching my own clones get decapitated by flying dropship doors. Does that make me a bad person? Friendly fire is a ♥♥♥♥♥. Why don't you ask for an improved AI instead of a cheap workaround? |
Author: | salt_1219 [ Wed Aug 04, 2010 5:11 am ] |
Post subject: | Re: Bullet Suggestion |
Next build might have better AI in the mean time space your men out more when you send them. |
Author: | Quickdraw64 [ Wed Aug 04, 2010 5:23 am ] |
Post subject: | Re: Bullet Suggestion |
ya a better AI would be awesome, but from what ive read on this forum I highly doubt thats goona happen anytime soon, I was just hopeing someone would make a quick no friendly fire MOD or something. also ive tried spacing out the guys but when they attack they bunch up near the attacker and either shoot eachother or they walk over eachother until ones stomped into nothing in the ground |
Author: | MidnightMuffin [ Wed Aug 04, 2010 5:30 am ] |
Post subject: | Re: Bullet Suggestion |
If they weren't able to shoot each other, How would I smash up my own soldiers into a pulp? |
Author: | 411570N3 [ Wed Aug 04, 2010 6:12 am ] |
Post subject: | Re: Bullet Suggestion |
Some Darkstorm weapons refuse to fire when aiming at friendlies. Use them. |
Author: | Geti [ Wed Aug 04, 2010 7:14 am ] |
Post subject: | Re: Bullet Suggestion |
Also: what the ♥♥♥♥? next build is supposed to have scripted AI, so "better AI" is practically around the corner. Where'd you read something that made you "doubt that's goona happen soon"? Also: friendly fire script, it'll break anything that requires presetnames on particles but you can all suffer some unpleasant and boring activity for hours before whining about that. Code: function Update(self) for particle in MovableMan.Particles do if particle.PresetName ~= "FRIENDLY FIRE ON" then particle.PresetName = "FRIENDLY FIRE ON"; local curdist = 50 local friendlyactor = "a" local sd = SceneMan:ShortestDistance; for actor in MovableMan.Actors do local dist = sd(actor.Pos,particle.Pos,true); if dist < curdist then curdist = dist; friendlyactor = actor; end end if friendlyactor ~= "a" then for actor in MovableMan.Actors do if actor.Team == friendlyactor.Team then particle:SetWhichMOToNotHit(actor,-1); end end particle:SetWhichMOToNotHit(friendlyactor,1); end end end end Also gibs should still crush everything. ffs why do I bother. |
Author: | Lizardheim [ Wed Aug 04, 2010 4:16 pm ] |
Post subject: | Re: Bullet Suggestion |
Why the hell would you want friendly fire off? It's one of the fun parts of the game! Also, geti, you are too nice, that's why <3 |
Author: | spungypirate [ Wed Aug 04, 2010 4:54 pm ] |
Post subject: | Re: Bullet Suggestion |
Like everyone else has said, the game is supposed to be a chaotic battlefield. Eliminating FF is like taking out the blood and replacing it with rainbow juice, delicious yes, but alot less enjoyable... |
Author: | Benpasko [ Thu Aug 05, 2010 12:28 am ] |
Post subject: | Re: Bullet Suggestion |
Plus, I test guns out on friendly soldiers. How would I do that without friendly fire? |
Author: | Geti [ Thu Aug 05, 2010 3:58 am ] |
Post subject: | Re: Bullet Suggestion |
@ben: spawn enemy actors? Can someone test the script, I'm unsure weather the commands are actually supported by the engine, but they should be. Code: function Update(self) for particle in MovableMan.Particles do if particle.PresetName ~= "FRIENDLY FIRE ON" then particle.PresetName = "FRIENDLY FIRE ON"; if HitsMOs == true then local curdist = 50 local friendlyactor = "a" local sd = SceneMan:ShortestDistance; for actor in MovableMan.Actors do local dist = sd(actor.Pos,particle.Pos,true); if dist < curdist then curdist = dist; friendlyactor = actor; end end if friendlyactor ~= "a" then for actor in MovableMan.Actors do if actor.Team == friendlyactor.Team then particle:SetWhichMOToNotHit(actor,-1); end end particle:SetWhichMOToNotHit(friendlyactor,1); end end end end end slight edit to make it only apply to particles that hit stuff. |
Author: | Quickdraw64 [ Thu Aug 05, 2010 6:18 am ] |
Post subject: | Re: Bullet Suggestion |
Well heres a few posts about players regarding devolpment time and ai quality: viewtopic.php?f=4&t=19219 viewtopic.php?f=4&t=19167 viewtopic.php?f=4&t=18772 viewtopic.php?f=4&t=18066 also in regards to the "next" update I doesnt see that happining "around the corner" Data wrote: Next build "should" have a Lua-based AI Update function that will override the native C++ one in there right now. Notice the should part.... also Build 21: came out on Saturday, August 23rd, 2008 Build 22: came out on Friday, November 7th, 2008 Build 23: came out on Wednesday, May 13th, 2009 Theres a 4-5 month differance between release dates, its been 15 months everyone is still waiting. So that just makes me assume that its still a long ways off and even then there still might not be better AI in the next version. Thanks by the way im goona test the script |
Author: | Geti [ Thu Aug 05, 2010 6:35 am ] |
Post subject: | Re: Bullet Suggestion |
As a quick note on release dates, there have been longer waits between builds before. The last 3 builds are an anomaly at best. Also regardless, test the script. A better solution would be to become a better shot, and not shoot your team-mates. |
Page 1 of 2 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |