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 Bullet Suggestion 
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Joined: Wed Aug 04, 2010 2:02 am
Posts: 19
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Post 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.


Wed Aug 04, 2010 2:09 am
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DRLGrump
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Joined: Tue Nov 07, 2006 1:26 am
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Post 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.


Wed Aug 04, 2010 4:46 am
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Joined: Wed Aug 04, 2010 2:02 am
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Post 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.


Wed Aug 04, 2010 5:04 am
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Post 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?


Wed Aug 04, 2010 5:09 am
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Joined: Tue Jan 12, 2010 8:25 pm
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Location: mukilteo, wa
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Post Re: Bullet Suggestion
Next build might have better AI in the mean time space your men out more when you send them.


Wed Aug 04, 2010 5:11 am
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Joined: Wed Aug 04, 2010 2:02 am
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Post 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


Wed Aug 04, 2010 5:23 am
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Joined: Tue Aug 26, 2008 2:21 am
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Post Re: Bullet Suggestion
If they weren't able to shoot each other, How would I smash up my own soldiers into a pulp?


Wed Aug 04, 2010 5:30 am
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: Bullet Suggestion
Some Darkstorm weapons refuse to fire when aiming at friendlies. Use them.


Wed Aug 04, 2010 6:12 am
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Post 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.


Wed Aug 04, 2010 7:14 am
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Joined: Fri May 15, 2009 10:29 am
Posts: 4107
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Post 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


Wed Aug 04, 2010 4:16 pm
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Joined: Tue Feb 16, 2010 6:07 am
Posts: 98
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Post 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...


Wed Aug 04, 2010 4:54 pm
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Joined: Sun Aug 09, 2009 9:26 am
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Post Re: Bullet Suggestion
Plus, I test guns out on friendly soldiers. How would I do that without friendly fire?


Thu Aug 05, 2010 12:28 am
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Post 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.


Thu Aug 05, 2010 3:58 am
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Joined: Wed Aug 04, 2010 2:02 am
Posts: 19
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Post 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


Thu Aug 05, 2010 6:18 am
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Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
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Post 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.


Thu Aug 05, 2010 6:35 am
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