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target_filter & collision_filter

  1. #1

    target_filter & collision_filter

    Has anyone compiled a complete list of all the valid values for these properties? I've identified six that seem like they might cover all the logical bases; has anyone seen another?

    target_all
    target_enemies
    target_neutrals
    target_friendlies
    target_enemies_and_neutrals
    target_friendlies_and_neutrals

  2. #2
    I think that's all there is. All the target_filter properties I've seen have only been targeting generalized selections. Haven't seen anything specific yet. Well, depending on what you're trying to accomplish, what more would be necessary than this general list of targets?

  3. #3
    Nothing that I could see, really. The ones listed cover all the bases in nonspecific way. By the way, the "neutrals" in target_enemies_and_neutrals apparently refers to inanimate objects in the environment, like volatile pipes and canisters, sandbags and some stone blocks and debris, etc. If you change instances of that to target_enemies then you can no longer explode or knock away those things (which could potentially break the campaign script at several points including the beginning).

  4. Modding Senior Member  #4
    I just scanned the executable and stumbled upon another one not listed here: target_self. Please bear in mind that I used the demo's executable. All the stuff from the demo should still be in the full version but given that since the release Relic added new multiplayer game modes it might be that there are more targeting-modes than in the demo.
    "When life gives you lemons, make lemonade. Then use the profits to buy an assault rifle. See if life makes the same mistake twice."
    When to report?

  5. #5
    *wonders how he could abuse target_self for fun and mayhem*

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