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Add feature for not recognizing hostile group members as hostile #6

@BC46

Description

@BC46

Currently there are the following issues in FL:

  • It's not possible to enter formation with a group member that's hostile to you.
  • The danger music is played when you are near a hostile team member. This makes it harder to notice that actual hostiles may come near you.
  • For hostile group members, you'll always see the attack reticle when hovering over them. This makes it easier to confuse group members for hostiles in dogfights for instance.
  • In general for friendly, neutral, and hostile group members, the pink "group" color is not honored when rendering the reticle.
    • The same can be said for a player who you are currently trading with (darker purple color).

Some notes:

common.dll, 6C396 EB to allow for formation with hostiles
freelancer.exe, 005552A8, 0045A4A8, checks if the current ship on the radar is hostile. if so, there is danger (is_player() function checks ship type too)
freelancer.exe, 0047578E prints attitude in current information window
check if parent is CShip: get dword 0x4C and do an AND with 0x503
Or just call IObjInspectImpl is_player, then cast to cship

00679B88 = FlColor* pinkGroupColor
00679B9C = FlColor* purpleTradeColor

struct FlColor
{
	BYTE r, g, b, a;
}

Also note: Discovery apparently introduced a change where target locking won't work if you are aiming at a group member. I personally do not really see this as a quality of life improvement. For instance, if you wanted to do PvP with someone who happens to be your group member, you will be set at a huge disadvantage because you will not be able to aim properly. Of course a solution would be to temporarily leave the group, but what if you forget to do it? Hence it's important that when the features mentioned in this issue get implemented, it must be ensured that target locking continues to work.

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