Fractal Softworks Forum
Starsector => Suggestions => Topic started by: xenoargh on January 13, 2014, 12:13:10 PM
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A new collision mask; would allow Beams to interact with enemy Ship objects but not commit friendly-fire.
They're the only weapon in the game that cannot be entirely prevented from committing FF without breaking mechanics atm; a mask of SHIP masks enemies with shields up, but does not mask them if shields are down, but only if they do not have a Shield at all (i.e., if this is set, ships with Phase Cloak can never be hit), which is weird.
Anyhow, not the world's biggest problem, just a minor annoyance, since I'd really rather just get rid of FF altogether and now I guess I'll have to do an auto-fire check just for Beams.
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Maybe I'm missing something, but what's the issue with using RAY_FIGHTER for this? That's the point of that collision class - no friendly fire.
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Tested with this mask:
"pierceSet":[PROJECTILE_FF,PROJECTILE_NO_FF,PROJECTILE_FIGHTER,MISSILE_FF,MISSILE_NO_FF,RAY_FIGHTER],
It still registered FF hits from Beams.
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No, no, that's not what I meant.
You can have"collisionClass" and "collisionClassByFighter" in the beam's .wpn file. I guess that's, ah, entirely undocumented.
So, if you do:
"collisionClass":"RAY_FIGHTER",
"collisionClassByFighter":"RAY_FIGHTER",
That ought to give you a non-FF beam.
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Ahhhh. So, like the old projectile definitions for beams, that is possible...
Will test :)
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Works! Thanks Alex!
I'll write a FF-avoidance system for Auto-Fire AIs just to give people some example code for Vanilla Auto-Fire AIs anyhow, since I am pretty sure I have it blocked out in my head (that, and I got most of the major variants, like a "smart Strike" and "smarter PD" system built already) :)