How would one enable friendly fire in order to derp around without any AI?
I've tried searching for a couple of days but I couldn't really find anything helpful.
Appreciated.
Wed Jul 31, 2013 4:07 pm
sunshine
Joined: Thu Jul 02, 2009 1:38 am Posts: 6
Re: Friendly Fire
The only way I know of is to use build 26 or earlier, before friendly fire was implemented.
Sat Aug 03, 2013 3:25 pm
SkyTime
Joined: Wed Oct 05, 2011 6:59 pm Posts: 17
Re: Friendly Fire
Well that isn't really an option, most of the mods wouldn't work either. I guess I'll just PM a modder, perhaps they know something just don't just read these places.
Sat Aug 03, 2013 7:38 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Friendly Fire
Short answer is you don't.
Long answer is you just can't, practically speaking.
You might be able to enable it on a per-faction basis by using a script attached to every projectile used by that faction that sets the projectile's team to -2 in the Create event, but as far as I'm aware there just really isn't a way to do it for every unit/projectile/etc. on the map/in the scene/whatever.
Sat Aug 03, 2013 7:48 pm
SkyTime
Joined: Wed Oct 05, 2011 6:59 pm Posts: 17
Re: Friendly Fire
Oh well, looks like I can't enjoy this game anymore then, at least for now.
Derping around shooting my own units was hilarious, especially under the slight effects of alcohol.
Thanks anyway.
Sat Aug 03, 2013 10:10 pm
Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
Re: Friendly Fire
It is certainly possible, but a bit tedious. If you open CrabAI, DropShipAI, HumanAI, RocketAI, TurretAI in Base.rte/Actors/AI/ and add the line below to the Create()-function
Code:
self.IgnoresTeamHits = false
you will make all actors that use the native AI collide and hit allies with their weapons. You would then have to do the same thing for any mods with custom actor scripts.
Sun Aug 04, 2013 9:17 am
SkyTime
Joined: Wed Oct 05, 2011 6:59 pm Posts: 17
Re: Friendly Fire
I see, it is indeed quite a job. I've grabbed a dozen or so mods too, no idea if they use different AI's though.
I'll just wait then, but I leave the thread open in case there's other workarounds, thanks for the help!
Mon Aug 05, 2013 10:46 am
SkyTime
Joined: Wed Oct 05, 2011 6:59 pm Posts: 17
Re: Friendly Fire
Greetings again!
I just thought of popping up and asking if there are any future plans regarding friendly fire?
Thu Mar 06, 2014 8:12 pm
TL_ARMY
Joined: Thu Jul 24, 2014 7:31 pm Posts: 20 Location: Somewhere, over the rainbow.
Re: Friendly Fire
There is a script somewhere on the forum, i can't remember where. When B31 comes out, i want to see an option where you can choose whenever it is on or off.
I still don't know how well it works with all the mods and ♥♥♥♥ and I doubt it's plug and play like that. I think it isn't too much asked to implement a setting for friendly fire, that would be pretty sensible considering the game, but as I said somewhere else, I think I'll just wait it out.
Oh and I keep checking in every few months/years, whenever it enters the deep trails of my thought. See you again in a *insert a large amount of time here*
I hope this will achieve something sometime in the future and if/when it gets done some kind soul would notify me
Mon Sep 01, 2014 5:47 pm
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum