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No grouping in FFA?


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Posted

Well you are able to invite but you have to do it manually

/invite Name

Or you can do it by selecting social panel look for who and there invite...

At least for me ;)

Posted

No no no, I want players to be unable to group in FFA, they are able to group right now, I want players in a group to be unable to heal there group members for instance.

People abuse FFA with healers right now, makes it really unenjoyable.

Posted

Ah ok.. I guess the easies way is to tamper with the group.cpp file and make sure you cant group at all ....

But its going to be realy hard to do any instances at all if you cant get healed. But it might be fun too hehe... Constant backstabs...

But if you make them unable to group then they wont be able to enter same instance anyway... So what you want is healing and damage(?), aedamage to be FFA even in a group right?

Should be some flag type isFriendly in combat or similar for groupmembers or so... But all those things will be kinda hard to do since if you do it in town or similar alot of NPC:s will get annoyed...

But then again just ignore isFriendly just for PC:s and it would work somewhat what you want....

Look in combathandling or similar ;)

Good luck

Bjerlk

Posted

Well you can do a check in Group::AddInvite for the Zone or Area that the players are PvPing in FFA. I would use the area ID. So eg:

bool Group::AddInvite(Player *player)
{
   if(player->GetAreaId() == 3817) {
   sLog.outError("Flagging in not allowed area. Just a debug check.");
       return false;
   }
   else if(!player || player->GetGroupInvite() || player->GetGroup())
       return false;

   RemoveInvite(player);

   m_invitees.insert(player);

   player->SetGroupInvite(this);

   return true;
}

Tested and it works fine. However, if you want it to return a group failed error you'll need to do something extra, but simply making it not work is fine too.

Posted

Can't seem to find where it defines players to be friendly when grouped. :/

The only other variation I could do at this time is make them auto-leave the group when entering an area as well. But that's not much of a difference. I'll keep looking a little bit.

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