Helicopter Rotor Meshes.

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Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Helicopter Rotor Meshes.

Post by Hunt3r »

I'm surprised this hasn't been suggested before, but why not add collision meshes to the helicopter rotor blades? Make it so that they aren't solid, but if they collide with the world you should start rapidly getting damaged, and eventually having the engines cut out.

If any rotors collide with a person, they should be dead instantly.

If rotors collide with a vehicle, both vehicles should sustain damage until the rotor stops colliding with the vehicle.

This should make Muttrah very interesting for the USMC... :razz:
Rudd
Retired PR Developer
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Re: Helicopter Rotor Meshes.

Post by Rudd »

this has been suggested before

and it was tried but it caused alot of lag iirc, though if somone could take another shwack at it that would be cool
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503
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Re: Helicopter Rotor Meshes.

Post by 503 »

There's a dead topic about this somewhere
https://www.realitymod.com/forum/f254-v0-87-vehicles/64594-mi-8-huey-bh-lynx-flight-handling-2.html

I support this, but who would do it.
mat552
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Re: Helicopter Rotor Meshes.

Post by mat552 »

Smells hardcoded to me..
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


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Drunkenup
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Re: Helicopter Rotor Meshes.

Post by Drunkenup »

I could swear that the vBF2 Blackhawk's Rotors are meshed.
Hunt3r
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Re: Helicopter Rotor Meshes.

Post by Hunt3r »

Just making it a solid disk attached to the helicopter would be fine tbh.
gazzthompson
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Re: Helicopter Rotor Meshes.

Post by gazzthompson »

Drunkenup wrote:I could swear that the vBF2 Blackhawk's Rotors are meshed.
they do not, try it on lan.
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Zrix
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Joined: 2005-12-02 14:25

Re: Helicopter Rotor Meshes.

Post by Zrix »

IMHO a solid collision dish on top of the chopper would be better than nothing, if giving the blades collision causes lag.
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Jordanb716
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Re: Helicopter Rotor Meshes.

Post by Jordanb716 »

I dont get it. why can you walk on the blades when the helicopter isnt moving but they dont hit anything when they are spinning? do they get replaced with just a non-colliding disk or something when they spin up a certain amount?
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Arnoldio
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Re: Helicopter Rotor Meshes.

Post by Arnoldio »

Jeah just solid colision ot separate blades...makes sense... and yeah, player to object cillision too :D
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Hunt3r
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Re: Helicopter Rotor Meshes.

Post by Hunt3r »

ChizNizzle wrote:Jeah just solid colision ot separate blades...makes sense... and yeah, player to object cillision too :D
Oh god it's going to suck when an entire squad decides to run through the tail rotor on their way to get in...

Anyhow, it's going to be nice to have a col mesh for the blades so you have to choose your LZ more carefully...
mat552
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Re: Helicopter Rotor Meshes.

Post by mat552 »

Actually knowing bf2, individual collision meshes for the blades would probably impart the force in a blunt, not slicing manner. Thusly flinging bodies far and wide.

Also, flying inbetween buildings is already suicide, besides having no maneuverability, even a slight miscalculation is fatal. Trees can reach out and snag a helo from a good distance, and tanks would be able to target the ROTOR of a helo with a heat round for an instant kill, which while not great for the aircraft, wouldn't do the same thing irl as a direct high explosive detonation to the rest of the fuselage.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
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Zrix
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Re: Helicopter Rotor Meshes.

Post by Zrix »

mat552 wrote:and tanks would be able to target the ROTOR of a helo with a heat round for an instant kill, which while not great for the aircraft, wouldn't do the same thing irl as a direct high explosive detonation to the rest of the fuselage.
AFAIK, there are separate meshes for bullets/projectiles, objects and players.
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Rhino
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Re: Helicopter Rotor Meshes.

Post by Rhino »

[R-CON]Rudd wrote:this has been suggested before

and it was tried but it caused alot of lag iirc, though if somone could take another shwack at it that would be cool
it would maybe cause lag if it was spinning.

Some time ago I did try adding just a col mesh as a child object to the chopper that was not spinning but for some really odd reason I'm not sure it refused to work... could get a col0 added (what projectiles hit) but not a col1 (what determines if the vehicle hits anything while moving)

To get it to work you would most likley need to edit the chopper's main col mesh in order to add the rotor col to it which for vBF2 choppers isn't really an option unless we want to crate new cols for them from scratch. For our choppers wouldn't be too much of an issue would just need a modeller/exporter to spend some time on it but we can't have 1/2 the choppers ingame with a rotor col and the others without it, has to be all or nothing :p
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Solid Knight
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Re: Helicopter Rotor Meshes.

Post by Solid Knight »

It shouldn't cause any lag.
Rhino
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Re: Helicopter Rotor Meshes.

Post by Rhino »

Solid Knight wrote:It shouldn't cause any lag.
in theory an accurate cols of the rotors spinning around at high speeds would put quite a bit of strain on the server since it would have to keep upto tabs of the speed the col was rotating and constantly checking that rotation wasn't hitting anything and if it did hit something it would probably go insane.

But having a cylinder around the rotors meeting the same radius the rotors do that didn't spin and was just static wouldn't be any different than just the normal vehicles col, but like I said to get that you need to edit all the cols of all the choppers.
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Hunt3r
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Re: Helicopter Rotor Meshes.

Post by Hunt3r »

[R-DEV]Rhino wrote:in theory an accurate cols of the rotors spinning around at high speeds would put quite a bit of strain on the server since it would have to keep upto tabs of the speed the col was rotating and constantly checking that rotation wasn't hitting anything and if it did hit something it would probably go insane.

But having a cylinder around the rotors meeting the same radius the rotors do that didn't spin and was just static wouldn't be any different than just the normal vehicles col, but like I said to get that you need to edit all the cols of all the choppers.
Awwww

Well maybe something to be worked on whenever someone feels like it, and hope it gets done before PR1?
wookimonsta
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Re: Helicopter Rotor Meshes.

Post by wookimonsta »

even if this worked, you would see bored pilots hunting infantry with their rotors
Rudd
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Re: Helicopter Rotor Meshes.

Post by Rudd »

perhaps the less complicated version would be better, a non rotating disk where the path of the rotors is.

that would at least mean more realistic LZs
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killonsight95
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Re: Helicopter Rotor Meshes.

Post by killonsight95 »

they do have some sort of solition mesh because i have been hit by them before or at least they can hit other vehicals
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