I'll lean backward watch and have my fun landing the choppers outside the hot zone depoyling my troops and then after ten minutes being the only flying chopper out there.
Its a joke right? -.-'
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MAINERROR
- Retired PR Developer
- Posts: 1873
- Joined: 2007-07-22 17:54
Re: Its a joke right? -.-'
Alright lets say that somehow it could be possible. I bet that the first one or two months at most some pilots would use the fast ropes until they start deploying the troops like they did when there was no fast roping. Just because a load of them will get shot down and turned off to it.
I'll lean backward watch and have my fun landing the choppers outside the hot zone depoyling my troops and then after ten minutes being the only flying chopper out there.
I'll lean backward watch and have my fun landing the choppers outside the hot zone depoyling my troops and then after ten minutes being the only flying chopper out there.
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Its a joke right? -.-'
I say what I say with my knowledge of the BF2 engine, with my knowledge of coding, and my knowledge that previous hardcoded suggestions (that have also been suggested several times), such as rain that falls and radar that sees aircraft, are in fact NOT hardcoded, only that these forum discussions look at one way of creating them and calling them hardcoded.Psykogundam wrote:by 90% you mean you have faith in another person's hunch on how to do it. bit of an exaggeration dont ya think mate? wait till sniper actually gets 50% there before your 90% its gonna happen. in any case, im not really in support of the whole fast ropes thing because 2 days into it's launch it would be renamed by every noob and self-proclaimed game critic as failropes![]()
Well, IMO that's a useless comment, it's assuming that fastropes are used singularly to get into hotzones, that rotor collision meshes wouldn't be in effect, and that all the pilots using it would be "n00b". It also assumes that it wouldn't require an increased amount of teamwork, and in short it's just a pretty useless comment on the subject.[R-CON]MAINERROR wrote:Alright lets say that somehow it could be possible. I bet that the first one or two months at most some pilots would use the fast ropes until they start deploying the troops like they did when there was no fast roping. Just because a load of them will get shot down and turned off to it.
I'll lean backward watch and have my fun landing the choppers outside the hot zone depoyling my troops and then after ten minutes being the only flying chopper out there.![]()



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Cheditor
- Posts: 2331
- Joined: 2009-03-01 14:35
Re: Its a joke right? -.-'
Thing is Mainerror i know alot of pilots that would use the ropes to get on areas where their helicopter cannot land, not just "hotzones"
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Masterbake
- Posts: 363
- Joined: 2009-03-13 16:34
Re: Its a joke right? -.-'
OMFG FASTROPES!!!! I LOVE IT!!!
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Nemus
- Posts: 178
- Joined: 2009-04-07 13:07
Re: Its a joke right? -.-'
I believe too that fastroping troops in an area in which may exist RPG is somehow suicide.
But its also suicide:
-Send a tank when exist an A-10.
-Send a squad when exist tanks and snipers.
-Send helicopters when exist AAs.
Etc..
Its a war game and we need the sense of danger to enjoy some features.
Anyway its players' decision if they go the dangerous or safe way.
But its also suicide:
-Send a tank when exist an A-10.
-Send a squad when exist tanks and snipers.
-Send helicopters when exist AAs.
Etc..
Its a war game and we need the sense of danger to enjoy some features.
Anyway its players' decision if they go the dangerous or safe way.
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inlifex
- Posts: 181
- Joined: 2009-06-04 15:27
Re: Its a joke right? -.-'
Guys pay close attention as this member may slowly disappear, watch closely because you just might see a flash and remember no more...McLuv wrote:Well, IMO that's a useless comment..... and in short it's just a pretty useless comment on the subject.
Fast roping is awesome if it could be done in PR. If anyone can make this happen, the Devs can.
"If you make it, they will drop"
Last edited by inlifex on 2009-07-17 13:01, edited 1 time in total.
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Spuz36
- Posts: 533
- Joined: 2007-08-11 11:52
Re: Its a joke right? -.-'
prbot knows teh code 
https://www.realitymod.com/forum/f196-p ... world.html
Glad to have you on the forums prbot
https://www.realitymod.com/forum/f196-p ... world.html
Glad to have you on the forums prbot
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BlackwaterSaxon
- Posts: 361
- Joined: 2009-07-11 00:02
Re: Its a joke right? -.-'
Not used conventionally, move on.Dug wrote:I wish we had fast ropes =(!
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jmlane
- Posts: 32
- Joined: 2009-05-16 12:17
Re: Its a joke right? -.-'
Fast ropes seem very situational. Maybe it would make sense to add them to certain helicopters on maps where fast ropes would make sense (can't think of any off the top of my head, but most likely any primarily forest/mountainous/urban environment).
If that were the case, maybe certain helicopter vehicle objects would have the code to deploy fast ropes in a similar manner as the grapple works now (make ropes a weapon, limited charges that need to be reloaded at base). The pilot can deploy ropes, which would be a new animated extension to the helicopter model (not sure if that is possible in the engine), so players would have to switch to the vehicle position that accesses the deployed ropes. In that vehicle position, the soldier can then move/slide down like on the grapple (or something similar but faked for the sake of code and execution simplicity). The pilot then has to use secondary fire on the ropes "weapon" to cut the ropes (spawn rope objects below the helicopter that drop to the ground and hide the helicopter rope model bits), so he can fly off without and reduced mobility or danger of catching the ropes on something.
I imagine someone much smarter than me with knowledge of the BF2 engine has thought up a better solution and/or disproved the possibility this type of solution before now. I am just hoping to contribute as opposed to rehashing this same old meme.
If that were the case, maybe certain helicopter vehicle objects would have the code to deploy fast ropes in a similar manner as the grapple works now (make ropes a weapon, limited charges that need to be reloaded at base). The pilot can deploy ropes, which would be a new animated extension to the helicopter model (not sure if that is possible in the engine), so players would have to switch to the vehicle position that accesses the deployed ropes. In that vehicle position, the soldier can then move/slide down like on the grapple (or something similar but faked for the sake of code and execution simplicity). The pilot then has to use secondary fire on the ropes "weapon" to cut the ropes (spawn rope objects below the helicopter that drop to the ground and hide the helicopter rope model bits), so he can fly off without and reduced mobility or danger of catching the ropes on something.
I imagine someone much smarter than me with knowledge of the BF2 engine has thought up a better solution and/or disproved the possibility this type of solution before now. I am just hoping to contribute as opposed to rehashing this same old meme.


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j0g32
- Posts: 31
- Joined: 2009-06-26 14:16
Re: Its a joke right? -.-'
Ok
I've cooled down a bit^^
Still sorry for my tone.
*THUMBS UP*
I was thinking about exactly the same method that "jmlane" does. And in my opinion there's not big problem with the eninge. (Hardcoded just means depending on the engine, right?) So, I didn't see the proof for that "hardcoded" problem and I'm not alone out there, you see ! ! !
But actually, just using the existing projectile, that's what it's called,
for a newly created GenericFireArm (=player controlled vehicle weapon)
works fine in the BF2_editor but has no effect ingame. I can reload my UH60 on a helipad but i don't see the projectile. I tested the FireArm by changing the projectile type to a TV-missile and it worked, so the problem has to be caused by the "GrapplingHookRope"-projectile and everything that is connected and attached to it...
And this also means that we won't have to deal with "your" HARDCODES, esp. cauze Satnav created his own grapplehook that doesn't need any basic engine changes -tbh, it's EXACTLY the same as SF-one - ...
There could be some kind of engine problem that was discovered already long before: a passenger can't throw his infantry grapplehook whilst sit in a vehicle !
Maybe a vehicle is not able to fire or "spawn" (i have to use inverted commas, you'll see later) another kind of vehicle, eventhough that "GrapplingHookRope" is a projectile (WTF?!) so it should be able to be used by weapons. Yeah very confusing !
I also tried to attach an ObjectSpawner to the vehicle and typed in "GrapplingHookRope" as Object. While verifying client data (final maploading progress) the game crashed back to desktop. Without error (windowed mode). Well, i tried to spawn a projectile; this couldn't work.
in the end of the day
============>
##################################################
That GrapplingHookRope-projectile has to be discovered in his functions and the way it works! Everything else like pressing E twice, how to activate and deactivate the ropelauncher / FireArm are details. Once we got the rope spawning in a relative position to the helicopter and a pilot-controlled-activated-spawn we reached the aim of having fastropz in BATTLEFIELD 2 !
##################################################
And please try to be helpful, tell your ideas, improve other's and support those. Some of you may don't need these "toys". OK. So please, just watch the progress from the outside without bad comments etc.
Looking forward to get a real WIP started
Sincerly
j0g32
I've cooled down a bit^^
Still sorry for my tone.
I could have almost quoted EVERYONE of you cauze I do find some points in every of recent post that I have to absolutely agree with.jmlane wrote:Fast ropes seem very situational. Maybe it would make sense to add them to certain helicopters on maps where fast ropes would make sense (can't think of any off the top of my head, but most likely any primarily forest/mountainous/urban environment).
If that were the case, maybe certain helicopter vehicle objects would have the code to deploy fast ropes in a similar manner as the grapple works now (make ropes a weapon, limited charges that need to be reloaded at base). The pilot can deploy ropes, which would be a new animated extension to the helicopter model (not sure if that is possible in the engine), so players would have to switch to the vehicle position that accesses the deployed ropes. In that vehicle position, the soldier can then move/slide down like on the grapple (or something similar but faked for the sake of code and execution simplicity). The pilot then has to use secondary fire on the ropes "weapon" to cut the ropes (spawn rope objects below the helicopter that drop to the ground and hide the helicopter rope model bits), so he can fly off without and reduced mobility or danger of catching the ropes on something.
I imagine someone much smarter than me with knowledge of the BF2 engine has thought up a better solution and/or disproved the possibility this type of solution before now. I am just hoping to contribute as opposed to rehashing this same old meme.
*THUMBS UP*
I was thinking about exactly the same method that "jmlane" does. And in my opinion there's not big problem with the eninge. (Hardcoded just means depending on the engine, right?) So, I didn't see the proof for that "hardcoded" problem and I'm not alone out there, you see ! ! !
But actually, just using the existing
Code: Select all
GrapplingHookRopefor a newly created GenericFireArm (=player controlled vehicle weapon)
works fine in the BF2_editor but has no effect ingame. I can reload my UH60 on a helipad but i don't see the projectile. I tested the FireArm by changing the projectile type to a TV-missile and it worked, so the problem has to be caused by the "GrapplingHookRope"-projectile and everything that is connected and attached to it...
And this also means that we won't have to deal with "your" HARDCODES, esp. cauze Satnav created his own grapplehook that doesn't need any basic engine changes -tbh, it's EXACTLY the same as SF-one - ...
There could be some kind of engine problem that was discovered already long before: a passenger can't throw his infantry grapplehook whilst sit in a vehicle !
Maybe a vehicle is not able to fire or "spawn" (i have to use inverted commas, you'll see later) another kind of vehicle, eventhough that "GrapplingHookRope" is a projectile (WTF?!) so it should be able to be used by weapons. Yeah very confusing !
I also tried to attach an ObjectSpawner to the vehicle and typed in "GrapplingHookRope" as Object. While verifying client data (final maploading progress) the game crashed back to desktop. Without error (windowed mode). Well, i tried to spawn a projectile; this couldn't work.
in the end of the day
============>
##################################################
That GrapplingHookRope-projectile has to be discovered in his functions and the way it works! Everything else like pressing E twice, how to activate and deactivate the ropelauncher / FireArm are details. Once we got the rope spawning in a relative position to the helicopter and a pilot-controlled-activated-spawn we reached the aim of having fastropz in BATTLEFIELD 2 !
##################################################
And please try to be helpful, tell your ideas, improve other's and support those. Some of you may don't need these "toys". OK. So please, just watch the progress from the outside without bad comments etc.
Looking forward to get a real WIP started
Sincerly
j0g32

-
Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Its a joke right? -.-'
Hm, in that battleship-mod, if i'm not mistaken, there was a (usable) ship that spawned (usable) planes on it. I don't know how it works, but that might be interesting. As far as I remember, these planes were attached to the ship like the bombs are to planes for example. And when the player in the ship "fired" the planes, they spawned as a real, usable plane. (And we have helicopters spawning crates, and of course normal projectiles). Dunno if that might help somehow.Maybe a vehicle is not able to fire or "spawn" (i have to use inverted commas, you'll see later) another kind of vehicle
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j0g32
- Posts: 31
- Joined: 2009-06-26 14:16
Re: Its a joke right? -.-'
Well, that might be right but our main problem still exists because we cannot really define what type of object / class the current "GrapplingHookRope" is and how it has to be used.
Object ?
PlayerControlledObject (similar to vehicle) ?
Projectile ?
StaticObject ?
IMO it's a mix of all of them, because you need functions of all to get the "climbing/throwing/wall-attaching/etc. feature" ingame.
We should rather concentrate on the way it works and how it was coded..
Like this:

@Spec_Operator:
Well i'ts some kinda Vehicle because you can enter it via E... but this is the only thing...
the crates are projctiles... they're not very dynamic compared to the hook/rope (can't enter e.g.)
I tried to use the same method but i got stuck with the PROJECTILE !
Believe me, it's not like I'm starting juts like a noob without ideas.
YOU ALL HAVE THESE GREAT IDEAS , WHY DON'T YOU TRY TO CODE THEM (*.tweak's are such simple to learn and use: I started as Mapper, became Skinner, and now I can some stuff...)
NOTHING'S IMPOSSIBLE [...] *beep*
greetz
j0g32
Object ?
PlayerControlledObject (similar to vehicle) ?
Projectile ?
StaticObject ?
IMO it's a mix of all of them, because you need functions of all to get the "climbing/throwing/wall-attaching/etc. feature" ingame.
We should rather concentrate on the way it works and how it was coded..
Like this:

@Spec_Operator:
Well i'ts some kinda Vehicle because you can enter it via E... but this is the only thing...
(And we have helicopters spawning crates, and of course normal projectiles)
the crates are projctiles... they're not very dynamic compared to the hook/rope (can't enter e.g.)
I tried to use the same method but i got stuck with the PROJECTILE !
Believe me, it's not like I'm starting juts like a noob without ideas.
YOU ALL HAVE THESE GREAT IDEAS , WHY DON'T YOU TRY TO CODE THEM (*.tweak's are such simple to learn and use: I started as Mapper, became Skinner, and now I can some stuff...)
NOTHING'S IMPOSSIBLE [...] *beep*
greetz
j0g32
Last edited by j0g32 on 2009-07-17 20:15, edited 1 time in total.

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BlackwaterSaxon
- Posts: 361
- Joined: 2009-07-11 00:02
Re: Its a joke right? -.-'
Some ideas here, however, fastropes don't need to be implemented, as has been mentioned on nearly every thread regarding fastropes, if everyone was using them then yes, implement them, but they're not.

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cfschris
- Posts: 464
- Joined: 2008-01-21 22:21
Re: Its a joke right? -.-'
LOL, Every force that uses helicopters for tight troop insertion uses them...../failBlackwaterSaxon wrote:Some ideas here, however, fastropes don't need to be implemented, as has been mentioned on nearly every thread regarding fastropes, if everyone was using them then yes, implement them, but they're not.


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BlackwaterSaxon
- Posts: 361
- Joined: 2009-07-11 00:02
Re: Its a joke right? -.-'
That's not true at all.... unless your source is BHDcfschris wrote:LOL, Every force that uses helicopters for tight troop insertion uses them...../fail
Last edited by BlackwaterSaxon on 2009-07-17 21:45, edited 1 time in total.

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Darkkas
- Posts: 83
- Joined: 2009-06-26 20:42
Re: Its a joke right? -.-'
Dude i have idea, devs just need to attach invisible ladder to blackhawk and F9 would be ladder seat and u just slide down to the roof P.S Blackhawk is my fav movie MY PLANSpec_Operator wrote:You're still pretty rude.
I do not know how exactly the engine works, sadly. But I do know that there is nothing that might be used as a variable for fastropes.
If you wan't me to give you a piece of code and say "here is the problem", I can't. I doubt the Dev's can, either.
See: There are no such things in existing vehicles. The only way to get out of a vehicle in BF2 is by pressing E and then spawning next to it. Hence no fastropes - as long as you're attached to a vehicle (in a vehicle), as we all know, you can't move; the exception being ladders and ropes (if you see them as vehicles in this sense). The problem is: One object can not be a helicopter, in which you can't move around (unless you stand in/on top of it without pressing E) and have a rope - and even if it could, you'd still spawn outside of the vehicle when exiting - and, for example if you use the Merlin helicopter, which is enterable, how would the game know if you want to re-enter the heli or rather enter the rope when pressing E? They are too close to eachother. But that's not even it, you simply can not attach a rope to a helicopter in the engine (and you'd also have to make it so the rope can be pulled up and down, too, even more difficult). There is no such thing in the engine. There is no variable you could modify there. It's simply a completely new thing that people want.
There is one rather well known work-around, though: In the Merlin helicopter, you can enter without pressing E by just jumping in it. Then, if the pilot is careful, he can start and a Rifleman Specialist in the helicopter can throw a rope out of it so it's stuck to it - but that takes MUCH time, very good coordination, an almost completely motionless helicopter and it makes you a damn easy target.
I can't give you a file, point at it and say "Here it says 'fastropes can't be done'", but I can say what I know about the engine after playing on it for years and reading these forums for a very long time, always hearing the same suggestions and the answers from the Dev's.
I don't know how you would code a rope if you could, but I know that you can't.
Until now, I was mostly right when judging if a new suggestion is possible or not. I can't code, but I know this engine. I just can't give you numbers or something.

Devs maybe you can add that thing if you got hit in to rotor u loose control and start spining ?
ARMA 2 fastropes : http://www.youtube.com/watch?v=pHcGfBtGlBM
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BlackwaterSaxon
- Posts: 361
- Joined: 2009-07-11 00:02
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Hitperson
- Retired PR Developer
- Posts: 6733
- Joined: 2005-11-08 08:09
Re: Its a joke right? -.-'
Darkkas wrote:Dude i have idea, devs just need to attach invisible ladder to blackhawk and F9 would be ladder seat and u just slide down to the roof P.S Blackhawk is my fav movie MY PLAN
Devs maybe you can add that thing if you got hit in to rotor u loose control and start spining ?
ARMA 2 fastropes : YouTube - ArmA 2 *FASTROPE* Test Video [HD-720p]
oh dear....
what makes you think that we have not tried this possibility.
besides vehicles are limited to 8 passengers
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
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Darkkas
- Posts: 83
- Joined: 2009-06-26 20:42
Re: Its a joke right? -.-'
so... make 7 seats and 1 for invisible ladder


