RO2 How to make team mates block other players

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FNG / Fresh Meat
Jul 18, 2010
Bucks, England
In the game, as everyone knows, you can run straight through a team mate.

I want to stop this behaviour and make the player block instead. I did notice that you do bump into the enemy players though....

Ive looked at the at ROPawn's Touch event which is as follows:
 * Overriden to support non-blocking, but still player kickable actors
 * Created by: aladenberger 5/31/2011
simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
	//local KActorFromStatic NewKActor;
	local StaticMeshComponent OtherStaticMesh;

	if ( WorldInfo.NetMode != NM_DedicatedServer )
		if ( Other.bWorldGeometry && Other.CollisionType == COLLIDE_RO_CanBecomeDynamic )
			OtherStaticMesh = StaticMeshComponent(OtherComp);
			if ( OtherStaticMesh != None && OtherStaticMesh.CanBecomeDynamic() )

Judging by those comments above, overriding it from my custom pawn class "should" maybe put blocking back on but it does not.

What other things could I look for in order to achieve this?


FNG / Fresh Meat
Nov 22, 2005
Falmouth UK
there should actually be an server based ini setting for this. Players used to block each other more aggressively, which was quite annoying in small and narrow trenches, thats why an interrim solution came to be. Which allows you to somewhat get inside another player.

in rogame.ini of the server
under [ROGame.ROGameInfo]
change FriendlyInfantryCollisionType=1

to something else (not sure what the options are, but you should be able to figure it out by opening up rogameinfo.uc)
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Grizzled Veteran
May 14, 2009
In webadmin settings/ gameplay / gameplay override look at this:

Friendly Infantry Collision Type
No Collision | Reduced Size Collision | Full Size Collision

No collision is like ghost team mates you can go through
Reduced Size Collision make you go a little through your mates but block you
Full Size is more realistic, but you can not cross people in trenches in Mamayev for example
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