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 Friendly Fire 
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Joined: Wed Oct 05, 2011 6:59 pm
Posts: 17
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Post Friendly Fire
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
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Joined: Thu Jul 02, 2009 1:38 am
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Post 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
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Joined: Wed Oct 05, 2011 6:59 pm
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Post 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
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Joined: Sun Jan 28, 2007 10:32 pm
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Location: UK
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Post 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
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Joined: Wed Oct 05, 2011 6:59 pm
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Post 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
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Joined: Tue Aug 11, 2009 5:09 am
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Post 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
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Joined: Wed Oct 05, 2011 6:59 pm
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Post 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
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Joined: Wed Oct 05, 2011 6:59 pm
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Post 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
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Joined: Thu Jul 24, 2014 7:31 pm
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Location: Somewhere, over the rainbow.
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Post 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.


Sun Jul 27, 2014 4:50 pm
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Joined: Wed Oct 05, 2011 6:59 pm
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Post Re: Friendly Fire
The dream lives on ;-;

Never forget.


Thu Aug 14, 2014 7:48 pm
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Joined: Fri Feb 26, 2010 1:26 am
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Post Re: Friendly Fire
Abdul Alhazred posted an activity for B30 to turn FF on:
viewtopic.php?p=550286#p550286

:grin:


Fri Aug 15, 2014 12:06 am
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Joined: Wed Oct 05, 2011 6:59 pm
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Post Re: Friendly Fire
I know mate, I was there posting right after it.

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
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Joined: Sat Nov 10, 2012 3:31 pm
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Location: Australia
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Post Re: Friendly Fire
viewtopic.php?p=519595#p519595

This affects every actor, once done.


Mon Sep 01, 2014 5:59 pm
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Post Re: Friendly Fire
Oh ♥♥♥♥, could all my wet dreams finally come true? I will definitely put this to test first thing tomorrow.


Mon Sep 01, 2014 8:36 pm
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Post Re: Friendly Fire
Wouldn't having every actor constantly setting values on every actor every frame be pretty resource intensive?


Mon Sep 01, 2014 10:51 pm
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