not sure if this is intentional, because it seems to fix my other request viewtopic.php?f=23&t=71527 ("blueprint allies"),
but when i place a ghost by script and assign a force, and that force is not "enemy" (which all ghosts currently run under), the ghost will be invisible and ignored by bots.
i'm kinda liking this change because it also means that you can give every player his own force (to make use of individual modifiers and stuff) and let them work together...
but actually in pvp scenarios i could see a flaw with this, so it might be better if it worked according to the suggestions i made in my other thread
(0.18) ghosts weirdness (no bug.. sorry my fault)
(0.18) ghosts weirdness (no bug.. sorry my fault)
Last edited by ownlyme on Thu Jan 23, 2020 4:23 pm, edited 1 time in total.
creator of 55 mods
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
Re: (0.18) ghosts weirdness
You can set the force when using create_entity by just setting force = ... - no need to set it after creating.
Also, that's working correctly: ghosts of other forces are never shown.
Also, that's working correctly: ghosts of other forces are never shown.
If you want to get ahold of me I'm almost always on Discord.
Re: (0.18) ghosts weirdness
oohh wait
i think i changed my force when i tested it..
sorry.. really embarassing
i think i changed my force when i tested it..
sorry.. really embarassing
creator of 55 mods
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds