dr_eyeball 16 Posted April 10, 2007 I think there may be a worse TK'ing situation going on lately than simply dealing with a known TK'er - it's the unknown A.I. TK'er controlled by a real player. It seems on missions where you have A.I. players in your group, you can then instruct those AI players to target and then fire upon particular friendly targets in other groups. The problem for us here is that AI players don't have names so the kill message is simply <s>Edit: "xxx killed yyy (friendly fire)"</s> "xxx was killed (friendly fire)" and you don't know who killed you or who to kick. I'm thinking the existing anti-TK scripts going around now need to also detect TK's from AI and if the AI's team leader is a human player, then that leader needs to be punished and/or his name announced via warning messages. This check is easy to implement. I'm just not sure whether there could be legitamate situations where the AI TK was beyond the leader's control. Maybe vehicle crashes or explosions or grenades. Any suggestions? I guess you could decide to punish only when multiple TK's occur. Then the odds are it's deliberate TK'ing. Share this post Link to post Share on other sites
Junker 0 Posted May 3, 2007 cant u add an eventhandler to each unit and then get the killers group leader from that and see if he ordered that unit to target you Share this post Link to post Share on other sites
dr_eyeball 16 Posted May 4, 2007 Yes, you could do it that way, although the "who ordered it" part would be tricky, since the order is removed after it's completed, which is after the ordered TK event. But, my main point was that the currnet anti-TK scripts going around should incorporate this extra type of TK check too. Share this post Link to post Share on other sites
Dwarden 1125 Posted May 4, 2007 remember this is even worse if mines and explosives used ... Share this post Link to post Share on other sites
mattxr 9 Posted May 4, 2007 It depends if you do something to some friendlys somewhere say crash i chopper full of people and survive and when you go back to base say, the AI will shoot your regaurdless of any orders. Share this post Link to post Share on other sites
Dwarden 1125 Posted May 4, 2007 yeah but get AI with explosives plant near copters then order AI to detonate it ... u know the drill ... i think all AI squad kills should contain eventhandler info with ACTUAL group leader name ... Share this post Link to post Share on other sites
Junker 0 Posted May 8, 2007 If AI refuse to get in a chopper that is badly damaged shouldnt they refuse to shoot friendlies that have good standings maybe BIS could fix this Share this post Link to post Share on other sites