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Friendly Fire = On?
http://forums.datarealms.com/viewtopic.php?f=75&t=31424
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Author:  Mr. Cake [ Tue Jul 10, 2012 6:21 am ]
Post subject:  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.

Author:  xenoargh [ Tue Jul 10, 2012 6:33 am ]
Post subject:  Re: Friendly Fire = On?

It can be done pretty easily, it's merely time-consuming: add IgnoresTeamHits = 0 to the bullets in the INIs.

Author:  Roast Veg [ Tue Jul 10, 2012 5:03 pm ]
Post subject:  Re: Friendly Fire = On?

Is IgnoresTeamHits exposed to Lua/not read only? If so you could turn it back on mid-game.

Author:  Arcalane [ Tue Jul 10, 2012 6:01 pm ]
Post subject:  Re: Friendly Fire = On?

I'm pretty sure it's exposed and not read-only, looking at some of the scripts I have here.

Author:  Roast Veg [ Tue Jul 10, 2012 6:26 pm ]
Post subject:  Re: Friendly Fire = On?

And that property is attached to the round or the particle?

Author:  Arcalane [ Tue Jul 10, 2012 6:38 pm ]
Post subject:  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.

Author:  xenoargh [ Tue Jul 10, 2012 6:46 pm ]
Post subject:  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 :-)

Author:  Gotcha! [ Tue Jul 10, 2012 7:40 pm ]
Post subject:  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. :cry:

Author:  Roast Veg [ Tue Jul 10, 2012 11:33 pm ]
Post subject:  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.

Author:  xenoargh [ Wed Jul 11, 2012 12:46 am ]
Post subject:  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.

Author:  Roast Veg [ Wed Jul 11, 2012 6:27 pm ]
Post subject:  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.

Author:  Mr. Cake [ Sun Aug 12, 2012 3:30 am ]
Post subject:  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?

Author:  angelpanda [ Sat Nov 24, 2012 10:23 pm ]
Post subject:  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?

Author:  painbringer1998 [ Wed Nov 28, 2012 5:26 am ]
Post subject:  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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