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[TF2] Fixing Friendly Fire


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Noodl
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Join Date: Jun 2015
Old 03-06-2018 , 07:19   [TF2] Fixing Friendly Fire
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When mp_friendlyfire is set to 1 a few things don't work:

Rockets, grenades and stickies pass through allies at 128 HU and below
Fire particles don't work at all, including the Righteous Bison
Airblasts do nothing
Scout projectiles - guillotine, Sandman ball, Wrap Assassin ball, Mad Milk etc pass right through
Flare guns and Manmelter projectiles pass right through friendlies for the first 300 ish HU.
Friendlies can't be backstabbed.

I'd like to fix all of these issues to be able to make a deathmatch-esque scenario.

All projectiles, flame_managers etc trigger StartTouch hooks on friendlies even under the 128/300HU range for projectiles. I've tried changing the iTeamNum of the attacking client if it matches the touched client, but that does nothing. Projectiles themselves have an iTeamNum of 0, so so game there.

ShouldCollide hooks return true for the originalResult bool, and I'm not too sure what the collision groups/content masks are.

How can I make projectiles/flames etc still effect friendlies, and do damage and function as normal?
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ThatKidWhoGames
Veteran Member
Join Date: Jun 2013
Location: IsValidClient()
Old 03-07-2018 , 08:49   Re: [TF2] Fixing Friendly Fire
Reply With Quote #2

Quote:
Originally Posted by Noodl View Post
When mp_friendlyfire is set to 1 a few things don't work:

Rockets, grenades and stickies pass through allies at 128 HU and below
Fire particles don't work at all, including the Righteous Bison
Airblasts do nothing
Scout projectiles - guillotine, Sandman ball, Wrap Assassin ball, Mad Milk etc pass right through
Flare guns and Manmelter projectiles pass right through friendlies for the first 300 ish HU.
Friendlies can't be backstabbed.

I'd like to fix all of these issues to be able to make a deathmatch-esque scenario.

All projectiles, flame_managers etc trigger StartTouch hooks on friendlies even under the 128/300HU range for projectiles. I've tried changing the iTeamNum of the attacking client if it matches the touched client, but that does nothing. Projectiles themselves have an iTeamNum of 0, so so game there.

ShouldCollide hooks return true for the originalResult bool, and I'm not too sure what the collision groups/content masks are.

How can I make projectiles/flames etc still effect friendlies, and do damage and function as normal?
This is something that I have been wanting myself (primarily just better hit detection with friendly fire). Honestly, I have no idea if it is even possible to make it better with plugins/extensions. The only solution that I think can fix this issue is Valve.
ThatKidWhoGames is offline
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