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There are currently 27 users playing Freelancer on 39 servers.
November. 13, 2019

Browsing this Thread:   1 Anonymous Users



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Friendly Fire
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yo.

Ive been experimenting on friendly fire, but ive come upon a slight drawback.

the way ive done this is pretty primitive, and that is to have one teams weapons do a particular damage type, and have their own shields immune to this damage type.

however, since shields in my mod can not be regenerated, once the shield is lost by enemy fire the unit will be vulnerable to friendly fire too. so i came to wondering if it was really worth having shields with a large capacity, or to simply have a shield with a 1 unit capacity, that reactivates quickly so as not to protect from enemy fire, only friendly fire.

OR if there is any way to remove shields completely and still be immune to friendly fire from allied units.

would there be a way to do this? im not sure how the server or game (w/e) would know what player was what faction and then make them immune to players weapons of the same or designated allied factions.


(there are currently only 2 factions in my mod so dont think on huge freelancer universe scale.)

Posted on: 2011/11/21 3:10
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Re: Friendly Fire
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Not sure if it works quite the same way as in the engine_equip.ini... but I've put this line in a couple mission files to prevent failing missions because npc's flew through my line of fire..

indestructible = true

Still haven't found out whether it works or not...

Posted on: 2011/11/21 11:34
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Re: Friendly Fire
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that sounds more like the ship will be invincible to all harm, i still want them to be able to be killed, just not by allies

Posted on: 2011/11/21 13:26
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Re: Friendly Fire
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Hint - data/equipment/weaponmoddb.

Defines weapon type and it's effectiveness against a shield type. Sure you can work out what to do.

Posted on: 2011/11/21 19:11
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Re: Friendly Fire
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Timmy, did you even read his post? That's what he already has done...

You only have two factions, right? So you could make one of them use explosiv weapons and make their ships resistant to that by explosion_resistance, the other one you give normal weapons, lots of hp, but vulnerable to explosions. No idea how good that works.

Posted on: 2011/11/21 19:38
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Re: Friendly Fire
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Another idea would be to reverse this:
Quote:

Hidamari wrote:
OR if there is any way to remove shields completely and still be immune to friendly fire from allied units.

Basically, make all ships use an extremely low number of hull points so that one or two shots = instant death. Then give the shields the hitpoints you want.

EDIT: Although, that won't work with repair guns.

Posted on: 2011/11/21 19:44
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Re: Friendly Fire
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Quote:

Xalrok wrote:
Another idea would be to reverse this:
Quote:

Hidamari wrote:
OR if there is any way to remove shields completely and still be immune to friendly fire from allied units.

Basically, make all ships use an extremely low number of hull points so that one or two shots = instant death. Then give the shields the hitpoints you want.

EDIT: Although, that won't work with repair guns.


there are two problems here.

one is that again, the repair gun does not work on shield and so there is no point in waiting for the shield to be lowered before you can actually repair something because with only 2 hits till death it wouldnt matter even if you had 10 people all repairing the same object it would still die.

and the second problem, is that you cant have a ship with a lower number of health points without it constantly being on fire from the moment you buy it.

I wanted my ships to have 200hp and 200 none regenerating shields, however ive had to increase that number to 1200 because any number below 600 HP and the ship is permanently on fire, and if its 800 HP it only takes one or two shots to make it set on fire.

Posted on: 2011/11/22 1:42
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Re: Friendly Fire
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Look at the fuse lines in shiparch.ini for the ship. You can set the hitpoints at which a ship catches fire there or not have it catch fire at all if you want by removing the fuse.

Posted on: 2011/11/22 1:50
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