Ability to jump standard wall/fence

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talkinBEERmug
Posts: 69
Joined: 2008-01-09 09:37

Ability to jump standard wall/fence

Post by talkinBEERmug »

Hey guys I remember playing in a server calling for a rope for a 6ft high wall, one of my squad said I can’t wait till PR standalone where they let you jump walls. That got me thinking of how to jump 6ft high walls in bf2 engine. This is kind of from left field but stick with me.
My idea is on all standard walls/fences (6ft) put a vehicle on top of it, the vehicle will have no model or be invisible. The vehicle will have 8 entry points 4 on each side of the wall. The entry point should be up high so the player has to jump to enter them. Then when the player is in the vehicle you can model him with his arms over the top of the wall. Make all the vehicle exit points on the top of the wall so when he exits the vehicle he is standing on the wall, then he just jumps down. This would give the player a stamina loss for jumping the wall, also the animation would kind of look like he jumped the wall because he went from arms over to standing on the wall to jumping down. Then spread the invisible wall vehicles along the wall.

Down sides to the idea to cover an average map would take a lot of invisible wall vehicles since there are so many walls and one wall vehicle would only cover about 24’ max. That many vehicles could lag out games.

Tell me what you guys think.
Rudd
Retired PR Developer
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Re: Ability to jump standard wall/fence

Post by Rudd »

wouldn't this shove the number of networkable objects through the roof?

Probably best just to place statics next to the wall allowing you to just jump over normally.
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Hitperson
Retired PR Developer
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Re: Ability to jump standard wall/fence

Post by Hitperson »

Dr2B Rudd wrote:wouldn't this shove the number of networkable objects through the roof?

Probably best just to place statics next to the wall allowing you to just jump over normally.

probably, they already found out how many ladders can be in BF2...
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Drunkenup
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Re: Ability to jump standard wall/fence

Post by Drunkenup »

I didn't know there was a max for how many ladders can co-exist. If you've seen other engines and games, GRAW for one, allows your to use walls as defense/manuver, where you can take cover and lean over, but its engine was made specificially to do so, BF2 was not, many things like you've suggested (I support heavily though) have to be rigged, only for the end result to be insanely messy and unrealistic. If you don't know what I'm talking about, heres the example, the rigged fastrope in the Merlin, I mean It can work if the pilot can stay still, but then you have a rope hanging on nothing. You could make "vehicles" stationed along the walls, but again, would be messy and ineffective. Plus it isn't really worth it with this engine. (Hint hint PR2)
Gore
Retired PR Developer
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Re: Ability to jump standard wall/fence

Post by Gore »

Always ensure to have a rope guy. They're very underused.
Hitperson
Retired PR Developer
Posts: 6733
Joined: 2005-11-08 08:09

Re: Ability to jump standard wall/fence

Post by Hitperson »

Drunkenup wrote:I didn't know there was a max for how many ladders can co-exist. If you've seen other engines and games, GRAW for one, allows your to use walls as defense/manuver, where you can take cover and lean over, but its engine was made specificially to do so, BF2 was not, many things like you've suggested (I support heavily though) have to be rigged, only for the end result to be insanely messy and unrealistic. If you don't know what I'm talking about, heres the example, the rigged fastrope in the Merlin, I mean It can work if the pilot can stay still, but then you have a rope hanging on nothing. You could make "vehicles" stationed along the walls, but again, would be messy and ineffective. Plus it isn't really worth it with this engine. (Hint hint PR2)
there is a limit to how many objects that are networkable, this covers destructable scenery, vehicles, ladders and supply crates i belive but there are probably more, anyway passing this limit tend to crash the server.
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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"
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projectrealitycanada
Posts: 69
Joined: 2009-06-30 22:18

Re: Ability to jump standard wall/fence

Post by projectrealitycanada »

http://i46.photobucket.com/albums/f125/ ... humvee.jpg, Lol I think that would be a good skin for humvee, Anyways i think it is impossible in the refractor 2 engine.
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Ability to jump standard wall/fence

Post by Solid Knight »

^ Like the M60 in the background of that photochop.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Ability to jump standard wall/fence

Post by McBumLuv »

I wonder if it would be possible to model the collision meshes so that they are vertical at the base and midsection, but where it would be possible to jump and attain a position on top the collision mesh could be angle so that you can "walk" up like a staircase.
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Hitperson
Retired PR Developer
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Re: Ability to jump standard wall/fence

Post by Hitperson »

projectrealitycanada wrote:http://i46.photobucket.com/albums/f125/ ... humvee.jpg, Lol I think that would be a good skin for humvee, Anyways i think it is impossible in the refractor 2 engine.

please inform me on what this has to do with the thread??
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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."
Jaymz
Retired PR Developer
Posts: 9138
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Re: Ability to jump standard wall/fence

Post by Jaymz »

talkinBEERmug wrote: My idea is on all standard walls/fences (6ft) put a vehicle on top of it, the vehicle will have no model or be invisible. The vehicle will have 8 entry points 4 on each side of the wall. The entry point should be up high so the player has to jump to enter them. Then when the player is in the vehicle you can model him with his arms over the top of the wall. Make all the vehicle exit points on the top of the wall so when he exits the vehicle he is standing on the wall, then he just jumps down.
Can't be done. It would create too many networkable objects for BF2's netcode to handle. It's the same reason that we don't make all our cities destructible.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Ability to jump standard wall/fence

Post by McBumLuv »

[R-DEV]Jaymz wrote:Can't be done. It would create too many networkable objects for BF2's netcode to handle. It's the same reason that we don't make all our cities destructible.
Would it be possible to give walls collision meshes similar to stairs at the top though?
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Sanirius
Posts: 56
Joined: 2008-11-23 22:32

Re: Ability to jump standard wall/fence

Post by Sanirius »

[R-DEV]Hitperson wrote:there is a limit to how many objects that are networkable, this covers destructable scenery, vehicles, ladders and supply crates i belive but there are probably more, anyway passing this limit tend to crash the server.
So it could just be used on small urban maps with not a lot of ladders, barrels OR walls.
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Tofurkeymeister
Posts: 647
Joined: 2008-03-22 13:09

Re: Ability to jump standard wall/fence

Post by Tofurkeymeister »

[R-DEV]Jaymz wrote:It's the same reason that we don't make all our cities destructible.
...yet

Too bad the networkable objects thing is hardcoded, completely destructible cities and ideas such as this would be amazing. But, alas! It hath descended into the realm of the hardcoded :P .
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