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Friendly Fire = On? http://45.55.195.193/viewtopic.php?f=75&t=31424 |
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Author: | Mr. Cake [ Tue Jul 10, 2012 6:21 am ] |
Post subject: | Friendly Fire = On? |
I have always enjoyed each and every build of CC that came out, but Build 27, while fun, took away the one thing that made this game like a toybox for me: Friendly fire. Sometimes, when I feel like relaxing, bullshitting around with weapons from various mods, or just play around with CC like a digital lego set, I would use the freetime mod and do that. I was just wondering if there is a way to toggle friendly fire on in anyway, and if so, I would like to request a mod for it. |
Author: | xenoargh [ Tue Jul 10, 2012 6:33 am ] |
Post subject: | Re: Friendly Fire = On? |
It can be done pretty easily, it's merely time-consuming: add IgnoresTeamHits = 0 to the bullets in the INIs. |
Author: | Roast Veg [ Tue Jul 10, 2012 5:03 pm ] |
Post subject: | Re: Friendly Fire = On? |
Is IgnoresTeamHits exposed to Lua/not read only? If so you could turn it back on mid-game. |
Author: | Arcalane [ Tue Jul 10, 2012 6:01 pm ] |
Post subject: | Re: Friendly Fire = On? |
I'm pretty sure it's exposed and not read-only, looking at some of the scripts I have here. |
Author: | Roast Veg [ Tue Jul 10, 2012 6:26 pm ] |
Post subject: | Re: Friendly Fire = On? |
And that property is attached to the round or the particle? |
Author: | Arcalane [ Tue Jul 10, 2012 6:38 pm ] |
Post subject: | Re: Friendly Fire = On? |
In this case it's being set as part of creating an AEmitter. viewtopic.php?f=1&t=31082 may be clearer/more helpful than I am. |
Author: | xenoargh [ Tue Jul 10, 2012 6:46 pm ] |
Post subject: | Re: Friendly Fire = On? |
It's attached to the MO (whatever MO, period) and it's exposed to Lua. It's better to set it in the particles's flags at runtime; perhaps this can be done via PresetMan |
Author: | Gotcha! [ Tue Jul 10, 2012 7:40 pm ] |
Post subject: | Re: Friendly Fire = On? |
If there is a way to turn this into a mod I would worship this mod and the mod maker for eternity. Gawd, I SO MISS friendly fire. |
Author: | Roast Veg [ Tue Jul 10, 2012 11:33 pm ] |
Post subject: | Re: Friendly Fire = On? |
Code: function Create(self) self.TargetMO; end function Update(self) for i = 1, MovableMan:GetMOIDCount() - 1 do self.TargetMO = MovableMan:GetMOFromID(i); self.TargetMO.IgnoresTeamHits = true; end end This looks and smells like a really bad script. |
Author: | xenoargh [ Wed Jul 11, 2012 12:46 am ] |
Post subject: | Re: Friendly Fire = On? |
That won't work, I don't think. What I'm doing is invoking it in Create(), but you'd have to have a script for every single particle in the game. It'd be faster / easier to use PresetMan and iterate through every single Preset, if a particle type, change the Preset's value for to true. See documentation of AddPreset. |
Author: | Roast Veg [ Wed Jul 11, 2012 6:27 pm ] |
Post subject: | Re: Friendly Fire = On? |
AddPreset only works from file readers (IE .inis), and outputs as Entities, so unless the entity is an MO (which it doesn't have to be, it can be a TerrainObject instead), you can't apply the IgnoresTeamHits. Last I checked, there wasn't an "IsMO()" function for it either. |
Author: | Mr. Cake [ Sun Aug 12, 2012 3:30 am ] |
Post subject: | Re: Friendly Fire = On? |
So are any of the above methods actually work for toggling friendly fire, or is it not there yet and we have to wait for a hero to take on this quest? |
Author: | angelpanda [ Sat Nov 24, 2012 10:23 pm ] |
Post subject: | Re: Friendly Fire = On? |
Why doesn't someone who knows lua and all different kinds of codes to compare B26 and 1.0 to find out what makes it friendly fire off? |
Author: | painbringer1998 [ Wed Nov 28, 2012 5:26 am ] |
Post subject: | Re: Friendly Fire = On? |
Because there is nothing in B26 to compare it too, because there was friendly fire in B26, and nothing changed it, I believe it was hard coded in B26. So it be like comparing it to nothing. Maybe someone should just PM Data, he'll probably know. |
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