MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

No (player) Friendly Fire
41 Comments
Alice (She/Her) 18 Mar @ 12:30pm 
Phrasing BigTimeGamer... lmao
But no, I really think that it should be a toggable option in Vanilla.
BigTimeGamer 26 Nov, 2024 @ 4:44pm 
one mod that should just be how the game works normally, no more getting backshots from my own kingcrab
10/10 should be how the game works by default
空.明 10 Aug, 2024 @ 1:42pm 
I need my AI teammates to not core each other out from behind... does this mod still does that?
Colithiel 10 Oct, 2023 @ 5:31am 
Been testing it, it has worked so far
Colithiel 10 Oct, 2023 @ 5:30am 
Ok good deal
yrrot_7  [author] 5 Oct, 2023 @ 5:00pm 
I haven't updated it, but it probably still works<shrug>. It's mostly redundant since AI can't hurt players, so it really just stops players from killing AI mechs, or coop buddies, I guess.
Colithiel 5 Oct, 2023 @ 8:01am 
Safe to assume this mod is dead now?
Redeye 17 May, 2023 @ 5:09pm 
does it still work?
Caruwr Eirin Gwlanus 24 Jan, 2023 @ 9:17am 
Brilliant mod, thanks a lot.
The friendly AI can be so bloody irritating sometimes!
I've not shouted as much profanity for a while as I have whilst playing this. Friendly AI haven't got a clue most of the time. It's like they've over indulged on stupid pills before a mission. But then, the enemy AI seem to be commanded by Skynet, because they never miss a beat.

One time, whilst using the cockpit view and zoomed in and shooting an enemy, a friendly mech comes walking right across my line of fire as if they're strolling to a picnic, then getting themselves pebble dashed by autocannon rounds and laser fire. Morons! 🤬
Some of the worst friendly AI I've come across, and I've played some right doozies over the years...

This helps greatly with that, because now I don't have to restart a mission or have a hefty bill to pay at the end because I've accidentally done more damage to a lance mech than the enemy has :steamfacepalm:
Aeden 9 Oct, 2022 @ 2:35pm 
@Dken Yep, the description for those weapons specifically state their AoE damage is not calculated as friendly fire. Be very careful where you aim.
Dken 9 Oct, 2022 @ 9:00am 
lance mates with long tom arti still cripple each other, i guess aoe damage is still deadly :(
D 10 Jun, 2022 @ 2:54pm 
Still compatible for Call to Arms atm c:
yrrot_7  [author] 23 Sep, 2021 @ 2:51pm 
My mods will all get updated as soon as I can. But this one was largely made redundant by the year one update anyway (AI doesn't do friendly fire anymore, only players can), so it's at the bottom of the list.
Einear Lightfingers 23 Sep, 2021 @ 5:14am 
A new DLC was released with a base game update. This is one of those have to have mods. Will this be updated? Thanks you for this mod.
yrrot_7  [author] 15 Sep, 2021 @ 6:53pm 
Both probably have to mess with the mech class. There's no friendly fire in the base game other than player caused now, so this mod is far less important than when the game first came out and AI were blasting other AI in the back left and right.
Kadin50 15 Sep, 2021 @ 8:26am 
This mod is giving Equippable Sensor Antenna Mod some difficulty. Any ideas on why? Really enjoy the no friendly fire.
Kamikaze_Llama 26 Jun, 2021 @ 3:56pm 
Yeah, I'm guessing here, but PGI just didn't use the Explosive Damage stuff much... which is weird, since it's literally the only way to do true AOE to things like buildings, etc., which was kind of the point of the weapon I designed (well, that, and making things go boom, lol). But right now, the occasional unhappy accident with the AI lancemates makes the weapons a bit un-fun. My experience with Unreal is super-limited, so I'll have to see if I can puzzle out where the "this shot just hit something" event is and hook in something there.
yrrot_7  [author] 26 Jun, 2021 @ 3:42pm 
Hmm, yeah, this mod just implements the damage handler in abstract mech and checks team ID of causer vs the owner controller and sees if it matches the player, etc. Not sure why the PGI AoE wouldn't trigger that function.

There's a roundabout way of doing AoE where you check for overlapping actors and apply damage yourself, passing in the shooter as the cause.
Kamikaze_Llama 26 Jun, 2021 @ 3:24pm 
It's the Explosive Damage component of the Shockwave (I'm the author, so I know how that's working). I'm guessing that the damage from that is treated as "neutral" to the player, if that's handled via MechDamageTaken_MissionComponent (which, tbh, looks like the right place, but I haven't modded it, lol). The problem there is largely, "who owns damage"... I don't suppose there's some straightforward way to code an AOE that doesn't use PGI's base systems?
yrrot_7  [author] 26 Jun, 2021 @ 2:38pm 
It depends on how the modded weapons are working under the hood. They aren't triggering the mech's "handle damage" function that this mod overrides, so it never zeroes out friendly fire for those.
Kamikaze_Llama 26 Jun, 2021 @ 2:35pm 
I'm running modded weapons w/ pretty extensive damage due to their Shockwave component. They're causing FF and self-damage. Any idea whether there's something that can be done?
yrrot_7  [author] 24 Jun, 2021 @ 7:05pm 
Literally can't happen in the base game, let alone with the mod on. PGI made it so AI lancemates can't hurt allies now, as of game version 1.1.

At least, not the damage part. They can/will still hit you and possibly apply a damage decal, but your mech won't take damage. And you can hurt them or other players without the mod on.
Cobalt60 24 Jun, 2021 @ 6:58pm 
I'm still getting "backshot" by my lance. In third-person perspective,the glow of molten armor
on my mech's back from errant ppc fire is pretty obvious...and painful! Sorry. It hasn't worked for
me.
Deathbot V1.87 18 Jun, 2021 @ 12:40am 
Great Mod.

Only issue is that it doesn't affect any of the "artillery" weapons like Longtom, Thumper, etc.
huniboi 16 Jun, 2021 @ 9:13pm 
essential mod, made the game vastly more playable/enjoyable
jimboss104 12 Jun, 2021 @ 7:15am 
no you're probably right it hasnt happened a second time, it just hurts being hit in the back by a long tom.
yrrot_7  [author] 11 Jun, 2021 @ 5:01pm 
I've tested this mod in the latest version, and can't reproduce the issue. Possible conflict with another mod overriding the same file?

Definitely working for me without crashes.
Purple Dragon 11 Jun, 2021 @ 4:04pm 
So, since this last update, I have not been able to finish a mission without crashing. I uncheck this mod and am fine to finish the mission. But if I check it and then load up a game it lets me finish a battle but on dropship extract it crashes saying it can't find something in several different files. I thought I had read somewhere that this mod had been updated to work with the latest. I'm not sure if maybe I missunderstood?
jimboss104 11 Jun, 2021 @ 10:25am 
stopped working, got slapped in the back by friendly AI and it nearly killed me
ุReshy 3 Jun, 2021 @ 2:48am 
All we need now is "actually functioning sensors" as a mod, because the sensors in the game are a joke.
WorldEater 1 Jun, 2021 @ 12:22am 
Best mod so far. I take significantly less damage on missions now.
Nuck 31 May, 2021 @ 10:27pm 
I was being killed by my own Lance the second we touched down, there was no baddies anywhere near........ Thanks!
Damonvile 28 May, 2021 @ 11:36pm 
Getting shot in the back by my AI lance when I wasn't even moving....was getting really annoying. They were doing more damage to me than the enemy.
It may not fix the games bad AI targeting but it sure lowers the frustration level :)
almightyfargoth 28 May, 2021 @ 7:42pm 
Yup definitely works, solid
Kazimierz3000 28 May, 2021 @ 3:58pm 
Works great with no issues, thanks!
therealTTB-ttv 28 May, 2021 @ 1:31pm 
Works perfectly well. Reviewed the mod here: https://youtu.be/y_y6By2vPK0
The Crescent Hawk 27 May, 2021 @ 7:03pm 
Been playing since release on EGS, I've very rarely seen friendly AI destroy friendly buildings, maybe a slight clipped
Goose 27 May, 2021 @ 2:15pm 
@dspen15dragon125 just play coop loool
dspendragon125 27 May, 2021 @ 11:59am 
I wish that was the the case. I've nearly lost mission bonuses because they decide to path into the buildings.
yrrot_7  [author] 27 May, 2021 @ 7:17am 
You can just use the F1->F3 squad command to have them move outside of the base. The AI "tries" to avoid bumping into friendly buildings, but sometimes clips them. They shouldn't be running through the middle of buildings.
dspendragon125 27 May, 2021 @ 7:14am 
is there a way to stop allies from crushing the buildings we're supposed to protect?