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Friendly fire
#1
Is it possible to introduce friendly fire in lf2?
Has anyone ever done it before?
or just to add friendly fire effect on few moves?
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#2
the burning state (18 i think? i forgot) allow friendly fire, but cause smoke effect.
you can remove the normal smoke, then make burning frames spawn their own smoke.
back from the dead.....kinda
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#3
It is in the mod lf2.5
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#4
isnt state 18 selfhit stuff?.. I was thinking of punching your teamate or if you do explosion its affect your teamates as well.. so you can kill them.

@Appendix, really?
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#5
(08-20-2014, 01:54 PM)Marko Wrote:  isnt state 18 selfhit stuff?.. I was thinking of punching your teamate or if you do explosion its affect your teamates as well.. so you can kill them.
you can hit your self, why cant you hit your teammates?
remember when you are burning you can burn your teammates too?
back from the dead.....kinda
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#6
(08-20-2014, 02:14 PM)Nyamaiku Wrote:  
(08-20-2014, 01:54 PM)Marko Wrote:  isn't state 18 selfhit stuff?.. I was thinking of punching your teammate or if you do explosion its affect your teammates as well.. so you can kill them.
you can hit your self, why cant you hit your teammates?
remember when you are burning you can burn your teammates too?
Hmm.. could work but what if you wanna make something bigger like mod for example? Editing every move would be ridiculous. I am talking about some hex editing thing. Is there any way?
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#7
If you don't want use state: 18 to hit teammate, what the keyword do you want to use ?
Do you want to create new keyword to indicate that character can attack teammate, like can_hit_teammate: 1 ?
Or you just want to use some keyword but not 'state', like 'effect: 17', to indicate you want to attack teammate ?
Decompiled functions: [documented] Functions decompiled
Decompile lf2.exe project for documentation: https://github.com/xsoameix/lf2
Decompile lf2.exe project for implementation: https://github.com/xsoameix/openlf2
Once any function fully engineer reversed in documentation project, then we implement it in implementation project.

lf2 data structure: Updated spreadsheet, many changes made by o_g349/xsoameix, I have two different nick names.

A old project: lf2-MS
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#8
I bet someone might know.
Lets think about that thing when somebody used to talk about catch a teammate.
[Image: X2wDdsN.png]
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#9
(08-20-2014, 02:24 PM)Marko Wrote:  
(08-20-2014, 02:14 PM)Nyamaiku Wrote:  
(08-20-2014, 01:54 PM)Marko Wrote:  isn't state 18 selfhit stuff?.. I was thinking of punching your teammate or if you do explosion its affect your teammates as well.. so you can kill them.
you can hit your self, why cant you hit your teammates?
remember when you are burning you can burn your teammates too?
Hmm.. could work but what if you wanna make something bigger like mod for example? Editing every move would be ridiculous. I am talking about some hex editing thing. Is there any way?
If im not wrong, there is a mod made for more DC options call lf2 new (if I remember correctly), Im pretty sure it got this option. You should check it.
The mod post (in the chinese forum, translated by Google translate)
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#10
lf2 new use itr kind 40~49 to hit teammate.
So do you want one ?
I decompiled the function func_417400/does_attack_success, this line can tell you why state 18 can attack your teammate.

If you want one, just modify here.

    C-Code:
# 00417862
          # attacker can't attack the one on same team.
          if (attacker->team == injured->team and
              attacker->team != no_team and
              <DVZ_ME#1> != itr_heal and
              # burning object can attack the one on same team except
              # flame and firen explosion.
              (attacker_state != fire_state or
               effect == flame_effect or
               effect == firen_explosion_effect
              ) and
              # weapons and balls and drinks can attack the balls in
              # opposite directions.
              (attacker_type != character_type or
               injured_type != attack_type or
               attacker->facing == injured->facing
              ) and
              # attacker can attack weapons and drinks on same team.
              injured_type != lignt_weapon_type and
              injured_type != heavy_weapon_type and
              injured_type != throw_weapon_type and
              injured_type != drink_type)
            break
          end


to:
    C-Code:
# 00417862
          # attacker can't attack the one on same team.
          if (attacker->team == injured->team and
              attacker->team != no_team and
              <DVZ_ME#1> != itr_heal and
              # burning object can attack the one on same team except
              # flame and firen explosion.
              (attacker_state != fire_state or
               effect == flame_effect or
               effect == firen_explosion_effect
              ) and
              itr_kind != 123 and
              <DVZ_ME#2>>effect != 456 and
              # weapons and balls and drinks can attack the balls in
              # opposite directions.
              (attacker_type != character_type or
               injured_type != attack_type or
               attacker->facing == injured->facing
              ) and
              # attacker can attack weapons and drinks on same team.
              injured_type != lignt_weapon_type and
              injured_type != heavy_weapon_type and
              injured_type != throw_weapon_type and
              injured_type != drink_type)
            break
          end


and compile this code to .dll
Decompiled functions: [documented] Functions decompiled
Decompile lf2.exe project for documentation: https://github.com/xsoameix/lf2
Decompile lf2.exe project for implementation: https://github.com/xsoameix/openlf2
Once any function fully engineer reversed in documentation project, then we implement it in implementation project.

lf2 data structure: Updated spreadsheet, many changes made by o_g349/xsoameix, I have two different nick names.

A old project: lf2-MS
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