hellfire missiles (Top Attack)

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Darkkas
Posts: 83
Joined: 2009-06-26 20:42

hellfire missiles (Top Attack)

Post by Darkkas »

Ok devs i saw many video of apache but when they release hellfire , missile going first up to the sky and then hit on top of target , like javelin missile but in pr it going only straight
Grim1316
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Joined: 2008-05-20 02:52

Re: hellfire missiles

Post by Grim1316 »

This and this both show the missile in level flight. However the one is ground launched.
Last edited by crazy11 on 2009-07-22 20:44, edited 1 time in total.
Reason: fixed vids
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crazy11
Retired PR Developer
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Re: hellfire missiles

Post by crazy11 »

Grim1316 all you need is this part of the url with the youtube tags.

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aU1ukWWOFqg

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http://www.youtube.com/watch?v=aU1ukWWOFqg
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Darkkas
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Joined: 2009-06-26 20:42

Re: hellfire missiles

Post by Darkkas »

Oh i just have answer from army forum and they said that u can switch hellfire modes like To hit from top and hit straight like javelin from top/and straight is usefull when u are around buildings and dont wanna do damage on them or to hit tanks 8-)
Darkkas
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Re: hellfire missiles

Post by Darkkas »

look some videos from top



+ theres how the cannon should sound in pr
UncleSmek
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Re: hellfire missiles

Post by UncleSmek »

I guess banned for posting graphic clips?
Hitperson
Retired PR Developer
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Re: hellfire missiles

Post by Hitperson »

nope.

anyway.

back to the topic gents.
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Grim1316
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Joined: 2008-05-20 02:52

Re: hellfire missiles

Post by Grim1316 »

alright thanks Asian, I was on break so I didn't take time to figure it out. However I will remember that.

As for the topic, I see no area where having them top attack would make much of a difference. In my experience it would be a bad idea especially when targets hide under buildings and what not.
[R-CON]Outlawz : what's next: remove this and that guy's rifle because he shot you?
At the end we'd end up with Project Hello Kitty where everyone hugs each other and the only way to die is getting beaten to death with fluffy balls.

Captain Zapp Brannigan: In the game of chess you can never let your adversary see your pieces.
charliegrs
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Re: hellfire missiles

Post by charliegrs »

ive also heard that apaches/cobras etc can swtich between top attack and direct attack with hellfires. top attack i know is good for hitting tanks as the weakest armor is usually on the top, and apparently its also good for hitting people on top of buildings or in between buildings because in urban enviroments you stand a greater chance of the missile hitting something between you and the target.

I wouldnt mind a top attack mode option in PR {if its even possible} i can think of a few times on muttrah ive fired a hellfire at an apc and ended up hitting a building instead if i had top attack it probably would have worked alot better.
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Jedimushroom
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Re: hellfire missiles

Post by Jedimushroom »

This was one of those things that was said to be impossible in the BF2 engine I'm afraid.

On another note top attack missiles are in Combined Arms.
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Darkkas
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Joined: 2009-06-26 20:42

Re: hellfire missiles

Post by Darkkas »

Please devs reply what u think about this im think this's easy in 0.75 was only from top now its straight ,,, im think its realy possible to make change modes between Straight / up
McBumLuv
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Re: hellfire missiles

Post by McBumLuv »

It's implemented in CA, and thus can be implemented whenever they want to into PR. Will most likely be featured with a few other related changes like that into 0.9 (my opinion of course, don't take my word for the dev team's :P )
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Darkkas
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Re: hellfire missiles

Post by Darkkas »

McLuv wrote:It's implemented in CA, and thus can be implemented whenever they want to into PR. Will most likely be featured with a few other related changes like that into 0.9 (my opinion of course, don't take my word for the dev team's :P )
Finally TRUE DEV WROTE TO MY THREAD THANK GOD
McBumLuv
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Re: hellfire missiles

Post by McBumLuv »

Why is everything I say misinterpreted :(
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Darkkas
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Re: hellfire missiles

Post by Darkkas »

because in pr DEV-team working 10 mans and when u suggest something they just keep sayin' HARDCODED , hardcoded and u only 1 man BAM CARRIER working next u said will make eject seat u are like god in DEV i have tons of suggestions u can look at my , all threads And in every of those threads devs sayin HARDCODED , HARDCODED ....
joethepro36
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Re: hellfire missiles

Post by joethepro36 »

McLuv wrote:Why is everything I say misinterpreted :(
He's just expressing his gratitude is all!

Anyway, I wouldn't mind having the top attack ability ingame as it means the people below tend not to see the missile heading their way whatsoever.
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Daniel
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Re: hellfire missiles (Top Attack)

Post by Daniel »

What's the status, this gonna be in PR 1.0 ? :) 8)

And thought this was fitting...

Rhino
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Re: hellfire missiles (Top Attack)

Post by Rhino »

Daniel wrote:What's the status, this gonna be in PR 1.0 ? :) 8)

And thought this was fitting...

Interesting video, never seen that one before but it is the way I've thought about experimenting with this idea before but never got round to it since I've had soo many other more important things on my plate.

Basically the "traditional way" of coding a top down attack missile is to have a laser target as part of the tank / other vehicle your trying to destroy (which we don't have in PR as that would remove the need of the SOFLAM) and then have the top down attack missile track this, pretty much in the same way jet's Maverick tracks the tanks in the main base (which tbh isn't actually a top down attack...) The way this is archived is by having the missile fired in a "unlocked" mode, with a massive anti-gravity value which makes it fly up in the air, then after its "lock delay" of about 1 sec is over, its high up in the air then searches for a target, finds the nearest target (if there is one) and then flys down onto it from the height its been able to archive in its lock delay. The problem with this system, ignoring the fact that all the vehicles need a laser target on them like vBF2, is that its very, very, very unreliable. It only works at certain distances, too close or too far away, and the missile wont see the target that you have "locked onto" on the HUD before fire. Also because the missile has such a massive locking angle to be able to find a target while high up in the sky, it can easily mistake a friendly target for a foe, even if you locked onto the enemy target on the HUD, the missile has a mind of its own and will go for the most convenient target (ie, closest) no matter what side its on.

The Maverick fired from the F-16 in that above vid actually works in pretty much the same way as our air to ground missiles work in normal PR, only difference is there missiles do not rely on a SOFLAM laser target to be fired at the vehicle as the vehicle already has a laser target on it and they have some fancier huds than we do :p


The interesting thing about that video is how the chopper fired hellfires worked, which is something very different from the traditional way of coding top-down attacks. This is that it doesn't use a laser target to lock onto the object, it uses the normal TV Guided system we currently see on choppers, difference is the missile is fired upwards towards the sky instead of directly forwards and then has to turn back down towards the target.

TBH at the end of the day this is really just a "cool feature" that within PR, doesn't add very much as a hellfire missile with a direct hit will kill a tank any side it hits on as it stands currently, and doesn't need to penetrate the weaker top armour. So its quite low priority but it would be nice to have ingame :)
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Daniel
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Re: hellfire missiles (Top Attack)

Post by Daniel »

[quote=""'[R-DEV"]Rhino;1803614']... it would be nice to have ingame :) [/quote]

Oh yes, and how... for example then you could have as gunner (in Apache for example, as now) number 1 = cockpit view, 2 = gun, 3 = LG direct, 4 = LG top attack, 5 = LT direct, 6 = LT top attack... ;) :D (So numbers 3 and 5 fire missile in horizontal angle, like currently in PR, so stays, and number 4 and 6 fire it in that 30? or so angle into the sky... ;) ) :twisted: :twisted: :twisted:

I'm pretty sure this would work out pretty easy... 8)


[quote="charliegrs""]...
I wouldnt mind a top attack mode option in PR {if its even possible} i can think of a few times on muttrah ive fired a hellfire at an apc and ended up hitting a building instead if i had top attack it probably would have worked alot better.[/quote]

^
THIS and also it is annoying when shooting a guided missile on a fast moving vehicle, that you have to click in FRONT of the vehicle while the missile is already in flight to make the missile hit the target... -.- :p top attack mode would then also make it easier to adjust the flight path in this case, to adjust it more efficient... ;) (You won't hit earth or buildings that easy anymore)

:twisted:
Last edited by Daniel on 2012-08-15 15:17, edited 1 time in total.
Hotrod525
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Re: hellfire missiles (Top Attack)

Post by Hotrod525 »

I think the way the hellfire missiles are depicted in PR are fine the way they are right now. BF2 is getting older every day, and the engine is far from perfect. Adding more code and more code and more code to acheive nothing more than what you got right now... you known when you're flying over 20 feets you're almost always doing a top attack.

Personaly, if they can acheive this ;



ill be glad too :D
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