Rox10
February 14, 2018, 4:07am
1
Is it possible to have friendly fire for instance
If you are on Team A you can kill Team B but not members of Team A, and Team B cannot kill members of Team B but able to kill Team A
Like a team deathmatch type of friendly fire?
I know you can use
NetworkSetFriendlyFireOption(true)
SetCanAttackFriendly(playerPed, true, true)
But how would it be able to be non-exploitable? yet still work in a team deathmatch way
Vespura
February 16, 2018, 5:33pm
2
1 Like
Rox10
February 16, 2018, 6:47pm
3
Someone said these should work
SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP #
// 0xE22D8FDE858B8119 0x34165B5D
// SetEntityCanBeDamagedByRelationshipGroup
void SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(Entity entity, BOOL bCanBeDamaged, int relGroup);
SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP #
// 0x7022BD828FA0B082 0x202237E2
// SetEntityOnlyDamagedByRelationshipGroup
void SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP(Entity entity, BOOL p1, Any p2);
PED
ADD_RELATIONSHIP_GROUP #
// 0xF372BC22FCB88606 0x8B635546
// AddRelationshipGroup
Any ADD_RELATIONSHIP_GROUP(char* name, Hash* groupHash);
Can’t select void. This function returns nothing. The hash of the created relationship group is output in the second parameter.
CLEAR_RELATIONSHIP_BETWEEN_GROUPS #
// 0x5E29243FB56FC6D4 0x994B8C2D
// ClearRelationshipBetweenGroups
void CLEAR_RELATIONSHIP_BETWEEN_GROUPS(int relationship, Hash group1, Hash group2);
But aren’t they for NPCs?