[vehicle operations] Invisible child objects

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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

[vehicle operations] Invisible child objects

Post by Redamare »

This idea first came from "Startrekern" who was posting on a (how to, airdrops) thread

the idea may not work for manned vehicles but should be tested if its workable.

So the main idea is that there is the main object / Vehicle such as an APC or Helicopter and you want to get more than 8 seats for players to ride inside or ontop.
The origional plan was such as in the chinook have the normal 8 seats at the front of the vehicle then have an Invisible Overlay of a secondary object on which players can sit.

when they Bailout in Chinook for say they will exit inside the Mother object on the walking deck. when you want to Enter the vehicle you either enter at thee rear OR walk to the front and enter there.

Issues that came up while discussing was object bouncing when the vehcile was moving. as in you are flying around and the front 8 people loook back and see that the Rear 8 people are having some sort of "Orgy" AKA bouncing up and down due to the child object trying to catch up with the main object.

i dont know how this "ORGY" problem can be fixed though so that is why i made this thread. Try and discuss and review ideas that a Child object overlay can come in handy at Slow speeds or if its possible , incoorporate the idea into a faster larger vehicle.

Origional post:
Startrekern- "Is it possible to have multiple "vehicles" with no collision in the same exact place moving the same exact way? ("attached" but not actually attached). There could be several 8-person spawns, turning red when each one was full. No collision would allow the 'vehicles' to appear to be just one big one, but actually separate ones. Is this possible?"
killonsight95
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Joined: 2009-03-22 13:06

Re: [vehicle operations] Invisible child objects

Post by killonsight95 »

i think if they could do this they would :P
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rushn
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Joined: 2010-01-01 02:51

Re: [vehicle operations] Invisible child objects

Post by rushn »

didnt they try it before?

I think a better way would be making vehicles enterable like have an automatic opening door and then people have to run inside the APC and stay there instead of pressing default "e"
I think forgoten hope had that with the bomber or glider?
here is the video

YouTube - Forgotten Hope - Crete 1941 Paratrooper Assault

there were going pretty fast and I did not see anyone die or get TKed
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [vehicle operations] Invisible child objects

Post by Startrekern »

The idea was for the airdrop plane. The reason this wouldn't work for vehicles like the Chinook I think is that there would be issues with getting into the vehicle. You'd have to have separate entry points for both the actual thing and the child object..
robert090993
Posts: 74
Joined: 2009-02-20 20:38

Re: [vehicle operations] Invisible child objects

Post by robert090993 »

rushn wrote:didnt they try it before?

I think a better way would be making vehicles enterable like have an automatic opening door and then people have to run inside the APC and stay there instead of pressing default "e"
I think forgoten hope had that with the bomber or glider?
here is the video

YouTube - Forgotten Hope - Crete 1941 Paratrooper Assault

there were going pretty fast and I did not see anyone die or get TKed
isnt Forgotten Hope 1 for bf1942? And anyway, when you do it liek you said, the driver ends up team killing
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: [vehicle operations] Invisible child objects

Post by Smegburt_funkledink »

rushn wrote:there were going pretty fast and I did not see anyone die or get TKed
robert090993 is correct, that video is from BF1942.
Startrekern wrote:The reason this wouldn't work for vehicles like the Chinook I think is that there would be issues with getting into the vehicle. You'd have to have separate entry points for both the actual thing and the child object..
That doesn't seem like much of an issue to me.
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rushn
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Joined: 2010-01-01 02:51

Re: [vehicle operations] Invisible child objects

Post by rushn »

there is got to be a non traditional way to do this
Rhino
Retired PR Developer
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Re: [vehicle operations] Invisible child objects

Post by Rhino »

killonsight95 wrote:i think if they could do this they would :P
yes, its not possible to do this via a normal child object.
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l|Bubba|l
Posts: 646
Joined: 2007-03-25 03:40

Re: [vehicle operations] Invisible child objects

Post by l|Bubba|l »

[R-DEV]Rhino wrote:yes, its not possible to do this via a normal child object.
What about a vehicle that spawns inside the actual vehicle? Just a tiny little box that would be enclosed by another box somewhere in the vehicle.
Rhino
Retired PR Developer
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Re: [vehicle operations] Invisible child objects

Post by Rhino »

l|Bubba|l wrote:What about a vehicle that spawns inside the actual vehicle? Just a tiny little box that would be enclosed by another box somewhere in the vehicle.
that would most likley destroy both vehicles and spaz out the server :p
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Startrekern
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Re: [vehicle operations] Invisible child objects

Post by Startrekern »

[R-DEV]Rhino wrote:that would most likley destroy both vehicles and spaz out the server :p
And I'm guessing it's impossible to have the child vehicle not have collisions, because it would then be separated from the parent vehicle..
DevilDog812
Posts: 491
Joined: 2010-01-26 22:22

Re: [vehicle operations] Invisible child objects

Post by DevilDog812 »

Draakon wrote:What about glueing into the vehicle? For example, in a Multi Theft Auto: SA(A multiplayer modification for GTA:San Andreas)had a /glue command. When a played typed that command, he was glued to the vehicle. Like on a car roof. And we know that sync is horribile in there so normally a player would fall off from the roof when not using the /glue command. But with that, the player was literly glued to the vehicle.
this isnt grand theft auto...
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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: [vehicle operations] Invisible child objects

Post by rushn »

enterable vehicles I think you do not get killed when the vehicle is slow
Tofurkeymeister
Posts: 647
Joined: 2008-03-22 13:09

Re: [vehicle operations] Invisible child objects

Post by Tofurkeymeister »

There is a video for a BF2 mod somewhere where they turned off the collision mesh in a helicopter/plane and could just ride in it (albeit in a glitchy manner). I can't find it as of now, though.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: [vehicle operations] Invisible child objects

Post by rushn »

Tofurkeymeister wrote:There is a video for a BF2 mod somewhere where they turned off the collision mesh in a helicopter/plane and could just ride in it (albeit in a glitchy manner). I can't find it as of now, though.
what do you mean glitchy manner?

is it the one with the merlin?
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: [vehicle operations] Invisible child objects

Post by killonsight95 »

Draakon wrote:So? Both can use the same idea.
possibly if its within the engine capabilities, since we're using the vBF2 one we a re limitd to what exactly we can do with it
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: [vehicle operations] Invisible child objects

Post by Celestial1 »

Draakon wrote:So? Both can use the same idea.
Not all games are built on the same engine.
Garmax
Posts: 288
Joined: 2008-06-13 00:52

Re: [vehicle operations] Invisible child objects

Post by Garmax »

It can be done.

just not well.. so thats why its not been implemented, YET
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