Make friendly rallies unknifable

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Dougalachi
Posts: 346
Joined: 2008-03-24 18:34

Make friendly rallies unknifable

Post by Dougalachi »

I was in the battlearena server earlier today, and I was leading my squad. I was suffering from a squad member who was knifing the rally. I couldn't figure out who was doing it, because I was trying lead the squad farther into the city. I know it had to be a friendly because we had cleared the building of enemy spawns, and we had control of the building and the surrounding area. Basically, I can think of no legitimate reason why friendly rallies should be able to be destroyed. I have seen videos of "griefers" who go around in PRM to ruin the experience for everybody, and one of the ways they do that is by joining people's squads to destroy their rally. Is it possible to make my request a reality?
Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Re: Make friendly rallies unknifable

Post by Cyrax-Sektor »

1) Change friendly fire settings on the server. Not sure if this works for individual objects, but on some servers, it works on mines in vanilla. They can either blow up all vehicles on all teams, only blow up the enemy vehicles and blow up the mine but suffer no damage.

- Nothing that I know of in BF2 can not be harmed by the owners on that team, and can be harmed by the enemy.

2) After dropping a rally, monitor your team mates and see who does it. Sure, you could say it's not worth the time, but it actually is if admins are online and you shout out the bugger that's doing it. ;) I remember playing with ya, co-piloting for a while. Two admins were present, and thebattlearena has this handy !vk function for trouble makers. !vk playername. 10 votes are needed.
turnpipe
Posts: 274
Joined: 2008-01-27 19:25

Re: Make friendly rallies unknifable

Post by turnpipe »

They can use the same demolish order the commander has for the squad leader on the rally points.
Deadmonkiefart
Posts: 632
Joined: 2007-02-06 04:33

Re: Make friendly rallies unknifable

Post by Deadmonkiefart »

I get those idiots in my squad all the time.
My #1 excuse for having a bad game:
"GET-OFF-OF-MY-KEYBOARD-YOU-STUPID-CAT!!!"
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zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Make friendly rallies unknifable

Post by zangoo »

you would need to make 2 diffrent knifes, make rallys out of 2 diffrent materials. each knife's projectile, yes the knife is a gun, would have a diffrent material this material would do no damage to a freindly rally by using a damage mod, but it would do the same damage to enemy rallys, now it would be the same for the other team.
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Make friendly rallies unknifable

Post by Spec »

zangoo wrote:you would need to make 2 diffrent knifes, make rallys out of 2 diffrent materials. each knife's projectile, yes the knife is a gun, would have a diffrent material this material would do no damage to a freindly rally by using a damage mod, but it would do the same damage to enemy rallys, now it would be the same for the other team.
you could still pickup enemy kits to kife your own rally, or, worse, pick up a kit just to realise that you are not able to knife the enemies rally anymore.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Make friendly rallies unknifable

Post by zangoo »

ok here is the code

ObjectTemplate.TakeDamageFromOwnTeam 0

it will make the object take no damage from freindlys regardless of servers FF setting.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Make friendly rallies unknifable

Post by Outlawz7 »

This would also be good for the Insurgent RPs so random smacktards couldn't go around and knife them all and ruin everything for the Ins side.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Make friendly rallies unknifable

Post by Rudd »

I know certain people, already mentioned in the smacktard thread, come on and intentionally destroy friendly rallies. Its just not good.
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MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Re: Make friendly rallies unknifable

Post by MadTommy »

NickO wrote:TBH when commanding and a squad sets a rally point beside the firebase I knife that rally 99% of the time because there is a 50% chance that anybody outside of that squad will accidentally choose the wrong spawn and end up at main.
What.. your reasoning is way off... firebase/bunkers have different symbols to rallies. Only a newbie would spawn on a rally instead of a bunker/firebase. If that firebase gets taken out with a HAT, for example.. the sqaud with the close rally is going to be your best bet for getting it up again.

If you ever do that on the T&T server we will ban you again.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: Make friendly rallies unknifable

Post by fuzzhead »

I think what he means is because the firebase and rallypoint are so close to each other on the map, you cant tell which one is which and you could pick the (other) squads spawn point INSTEAD of the firebase spawn point, meaning you would be warped back to mainbase. Its annoying problem Ive seen a couple times but I think just telling the squad to move their RP is usually better idea than knifing it ;)

Anyways I like the OP idea, maybe we can incoporate this if there is no other problems this would bring up. But either way expect some major changes to the way rallypoints are used in v0.8, I think dbzao or someone will post about it sometime in the dev journal, I think alot of you are going to love the changes!
Wh1tE_Dw4rF
Posts: 119
Joined: 2008-05-06 20:58

Re: Make friendly rallies unknifable

Post by Wh1tE_Dw4rF »

If a rally is placed close to a firebase or bunker it's pretty difficult to select the bunker spawn. As one dot will overlap the other.

So banning people for knifing a rally so it is made possible to spawn again at that firebase or bunker is lame.
jOHNNYdOUBE
Posts: 637
Joined: 2007-09-13 21:28

Re: Make friendly rallies unknifable

Post by jOHNNYdOUBE »

There should be a 30 meter or whatever :rally to close to a firebase: message to prevent that.
Sometimes people don't even know that there is a firebase because the squads rally number covers the triangle.
Not that bad of a problem If you know how to avoid the wrong dot.
But still an issue.

But usually their rally is there first for when they stopped the truck and built it.
Last edited by jOHNNYdOUBE on 2008-06-05 16:18, edited 1 time in total.
Hfett
Posts: 1672
Joined: 2006-06-10 20:50

Re: Make friendly rallies unknifable

Post by Hfett »

zangoo wrote:you would need to make 2 diffrent knifes, make rallys out of 2 diffrent materials. each knife's projectile, yes the knife is a gun, would have a diffrent material this material would do no damage to a freindly rally by using a damage mod, but it would do the same damage to enemy rallys, now it would be the same for the other team.
Tehn they will respawn being enginner, placing C4 near the RP and when nobody is near they will blow it and you and your squad will think an enemy destroyed it :? ??:


Sadly players cannot be modded
www.joinsquadbrasil.com.br
Saobh
Retired PR Developer
Posts: 8124
Joined: 2006-01-21 11:55

Re: Make friendly rallies unknifable

Post by Saobh »

Well what we need is "smacktard" traps, as in things they can't help from doing which can then be easily noticed or verified by admins ----> server lists ban them.

In short don't let them have the time to learn how to hassle players ;)
The only acceptable 'Lone Wolf' you'll be allowed to play : http://www.projectaon.org/en/Main/Home

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Dougalachi
Posts: 346
Joined: 2008-03-24 18:34

Re: Make friendly rallies unknifable

Post by Dougalachi »

zangoo wrote:ok here is the code

ObjectTemplate.TakeDamageFromOwnTeam 0

it will make the object take no damage from freindlys regardless of servers FF setting.
Zangoo, thanks for taking the time away to help with this, I feel very strongly about this issue and appreciate your help.
shinigami_of_war
Posts: 2
Joined: 2008-04-27 18:38

Re: Make friendly rallies unknifable

Post by shinigami_of_war »

I agree. The rallies should not be susceptible to friendly fire.
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