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Quickdraw64
Joined: Wed Aug 04, 2010 2:02 am Posts: 19
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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.
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Wed Aug 04, 2010 2:09 am |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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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.
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Wed Aug 04, 2010 4:46 am |
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Quickdraw64
Joined: Wed Aug 04, 2010 2:02 am Posts: 19
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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.
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Wed Aug 04, 2010 5:04 am |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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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?
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Wed Aug 04, 2010 5:09 am |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: Bullet Suggestion
Next build might have better AI in the mean time space your men out more when you send them.
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Wed Aug 04, 2010 5:11 am |
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Quickdraw64
Joined: Wed Aug 04, 2010 2:02 am Posts: 19
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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
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Wed Aug 04, 2010 5:23 am |
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MidnightMuffin
Joined: Tue Aug 26, 2008 2:21 am Posts: 36
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Re: Bullet Suggestion
If they weren't able to shoot each other, How would I smash up my own soldiers into a pulp?
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Wed Aug 04, 2010 5:30 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Bullet Suggestion
Some Darkstorm weapons refuse to fire when aiming at friendlies. Use them.
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Wed Aug 04, 2010 6:12 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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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 Not sure if the functions will work, but someone attach it to something and run it and see if you can shoot your friends. It should make all particles shot by you miss all friendly actors but the one the bullet is shot by, which is a workaround for curdist being a really, really approximate way of detecting who fired the bullet. Also gibs should still crush everything. ffs why do I bother.
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Wed Aug 04, 2010 7:14 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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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
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Wed Aug 04, 2010 4:16 pm |
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spungypirate
Joined: Tue Feb 16, 2010 6:07 am Posts: 98
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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...
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Wed Aug 04, 2010 4:54 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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Re: Bullet Suggestion
Plus, I test guns out on friendly soldiers. How would I do that without friendly fire?
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Thu Aug 05, 2010 12:28 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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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.
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Thu Aug 05, 2010 3:58 am |
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Quickdraw64
Joined: Wed Aug 04, 2010 2:02 am Posts: 19
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Re: Bullet Suggestion
Well heres a few posts about players regarding devolpment time and ai quality: viewtopic.php?f=4&t=19219viewtopic.php?f=4&t=19167viewtopic.php?f=4&t=18772viewtopic.php?f=4&t=18066also 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
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Thu Aug 05, 2010 6:18 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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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.
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Thu Aug 05, 2010 6:35 am |
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