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			| Mr. Cake 
					Joined: Fri May 28, 2010 2:54 am
 Posts: 38
 Location: U.S.A.
   |   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.
 
 
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			| Tue Jul 10, 2012 6:21 am | 
					
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			| xenoargh 
					Joined: Fri Dec 30, 2011 3:33 am
 Posts: 276
   |   Re: Friendly Fire = On?It can be done pretty easily, it's merely time-consuming:  add IgnoresTeamHits = 0 to the bullets in the INIs. 
 
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			| Tue Jul 10, 2012 6:33 am | 
					
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			| Roast Veg Data Realms Elite 
					Joined: Tue May 25, 2010 8:27 pm
 Posts: 4522
 Location: Constant motion
   |   Re: Friendly Fire = On?Is IgnoresTeamHits exposed to Lua/not read only? If so you could turn it back on mid-game. 
 
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			| Tue Jul 10, 2012 5:03 pm | 
					
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			| Arcalane 
					Joined: Sun Jan 28, 2007 10:32 pm
 Posts: 1609
 Location: UK
   |   Re: Friendly Fire = On?I'm pretty sure it's exposed and not read-only, looking at some of the scripts I have here. 
 
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			| Tue Jul 10, 2012 6:01 pm | 
					
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			| Roast Veg Data Realms Elite 
					Joined: Tue May 25, 2010 8:27 pm
 Posts: 4522
 Location: Constant motion
   |   Re: Friendly Fire = On?And that property is attached to the round or the particle? 
 
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			| Tue Jul 10, 2012 6:26 pm | 
					
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			| Arcalane 
					Joined: Sun Jan 28, 2007 10:32 pm
 Posts: 1609
 Location: UK
   |   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.
 
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			| Tue Jul 10, 2012 6:38 pm | 
					
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			| xenoargh 
					Joined: Fri Dec 30, 2011 3:33 am
 Posts: 276
   |   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  
 
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			| Tue Jul 10, 2012 6:46 pm | 
					
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			| Gotcha! 
					Joined: Tue Apr 01, 2008 4:49 pm
 Posts: 1972
 Location: The Netherlands
   |   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.  
 
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			| Tue Jul 10, 2012 7:40 pm | 
					
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			| Roast Veg Data Realms Elite 
					Joined: Tue May 25, 2010 8:27 pm
 Posts: 4522
 Location: Constant motion
   |   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.
 
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			| Tue Jul 10, 2012 11:33 pm | 
					
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			| xenoargh 
					Joined: Fri Dec 30, 2011 3:33 am
 Posts: 276
   |   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.
 
 
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			| Wed Jul 11, 2012 12:46 am | 
					
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			| Roast Veg Data Realms Elite 
					Joined: Tue May 25, 2010 8:27 pm
 Posts: 4522
 Location: Constant motion
   |   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. 
 
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			| Wed Jul 11, 2012 6:27 pm | 
					
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			| Mr. Cake 
					Joined: Fri May 28, 2010 2:54 am
 Posts: 38
 Location: U.S.A.
   |   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? 
 
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			| Sun Aug 12, 2012 3:30 am | 
					
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			| angelpanda 
					Joined: Sat Nov 24, 2012 8:07 pm
 Posts: 8
   |   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? 
 
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			| Sat Nov 24, 2012 10:23 pm | 
					
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			| painbringer1998 
					Joined: Fri Jun 10, 2011 4:37 am
 Posts: 201
 Location: Oregon, USA
   |   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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			| Wed Nov 28, 2012 5:26 am | 
					
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