"Tunnel Network" Between Hideouts

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Wh33lman
Posts: 667
Joined: 2008-07-16 23:30

Re: "Tunnel Network" Between Hideouts

Post by Wh33lman »

i think this is more of a mappers deal. the sewer tunnels on Iron Ridge are awsome, and i actually wouldnt mind crawling prone through water pipe if it meant staying out of sight.
Sgt.BountyOrig
Posts: 656
Joined: 2009-02-22 18:12

Re: "Tunnel Network" Between Hideouts

Post by Sgt.BountyOrig »

Ive just had a thought, maybe when pressing "E" near a hideout, it 'Kills' you, and then you choose another hideout to spawn at, your kit is moved from the first hideout to the other one, and you spawn unarmed.
[NO] Bounty
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: "Tunnel Network" Between Hideouts

Post by Shovel »

IIRC, you cannot modify the terrian while ingame, thats why craters from explosions are listed as hardcoded.
Shovel009
Jorgee!
Posts: 350
Joined: 2008-03-23 17:57

Re: "Tunnel Network" Between Hideouts

Post by Jorgee! »

Bluedrake42 wrote:can this be done?


I don't know, one guy said it is not possible to add delay.......

But i would do this:

Like the AfterDune script "fly", you make the insurgent fly to 1000 meters, wait 5 seconds then make him fly to 1000 meters again, you have a 10 secs delay, then you teleport him to the desired coordinates.

Plus i don't know how the teleport works but if afterdune did it vertically it may work horizontally xD
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: "Tunnel Network" Between Hideouts

Post by goguapsy »

Isn't suiciding/respawning the same thing as this? Just a smaller time delay?

(Except for civies, which wouldn't use such tunnels, so wouldn't suicide and provide intel do BLUFOR).
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: "Tunnel Network" Between Hideouts

Post by killonsight95 »

on command and conquer... compelte different game.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: "Tunnel Network" Between Hideouts

Post by Kain888 »

And before...

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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: "Tunnel Network" Between Hideouts

Post by ComradeHX »

TheBobJeff wrote:IIRC, you cannot modify the terrian while ingame, thats why craters from explosions are listed as hardcoded.
Just teleporting below the terrain will give the play access to underground, IF anything is really there.

It is like the building bug in vBF2 in which you can exit a certain vehicle to get into buildings without doors(statics).
HKurban
Posts: 47
Joined: 2010-11-24 20:55

Re: "Tunnel Network" Between Hideouts

Post by HKurban »

Before asking "can it be done", shouldn't we first ask "should it be done?" I mean the hideouts are just that, hideouts, not tunnel network entrances. I see where you're coming from though. The model of the hideout is a reinforced entrance to an underground construction, and since its similar to the GLA tunnels from Generals, you've put 2 and 2 together. I think the hideout is instead more of an underground dugout shelter that insurgents can live in without being visible in thermal imaging or subjected to house to house searches. Try to picture a hastily dug bomb shelter or underground cellar. Given the time it takes to build and the functionality of the hideout, I think that is more likely than having a system of reinforced tunnels that would take weeks to build IRL.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: "Tunnel Network" Between Hideouts

Post by Celestial1 »

No, they are tunnel network entrances. There have been large tunnel networks discovered in Iraq, as well as in Afghanistan. Some of these tunnels may be small in length, acting as living quarters like you say, but some are actually part of a vast tunnel network that link important areas.

It is feasible, and makes decent sense from a "is this realistic" perspective.



To argue that the tunnels take longer to build is kind of moot, since building a hideout would simply be a representation of the entrance already being there, but it just gives the team the freedom to not be constricted by some pre-built tunnel system.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: "Tunnel Network" Between Hideouts

Post by Tirak »

[R-MOD]Thermis wrote:I swear we have talked about this before, but I couldn't find anything on it.

I would think zipping through terrain would probably cause stability issues, but then again never tried to do that so I dont know.
https://www.realitymod.com/forum/f18-pr ... -idea.html

https://www.realitymod.com/forum/f18-pr ... -team.html

This was by page 3... Just saying is all...

Resuggestion,
Please use the Search Function and the *** List before posting suggestions.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: "Tunnel Network" Between Hideouts

Post by Dev1200 »

Tirak wrote:https://www.realitymod.com/forum/f18-pr ... -idea.html

https://www.realitymod.com/forum/f18-pr ... -team.html

This was by page 3... Just saying is all...

Resuggestion,
Please use the Search Function and the *** List before posting suggestions.
This.. and wouldn't work to actually create tunnels in the game.


There's an ACTUAL static hideout in one map.. somewhere.. but I won't spoil it. But if you know what I'm talking about, think of that as what the inside of your hideout is. PM me if you want me to spoil so you get this Dx
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HKurban
Posts: 47
Joined: 2010-11-24 20:55

Re: "Tunnel Network" Between Hideouts

Post by HKurban »

Dev1200 wrote:There's an ACTUAL static hideout in one map.. somewhere.. but I won't spoil it. But if you know what I'm talking about, think of that as what the inside of your hideout is. PM me if you want me to spoil so you get this Dx
Someone showed me that hideout you're talking about during a slow game. It was a nice touch to that map. Whenever I switched over to Coalition side, I'd always try and check there to see if the enemy was using it.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: "Tunnel Network" Between Hideouts

Post by goguapsy »

Guys, first, isn't it weird for someone to insta-teleport from one side of the map to the other one?

2nd, if you add a time delay to the "teleport", why don't you simply suicide?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Jorgee!
Posts: 350
Joined: 2008-03-23 17:57

Re: "Tunnel Network" Between Hideouts

Post by Jorgee! »

goguapsy wrote:Guys, first, isn't it weird for someone to insta-teleport from one side of the map to the other one?

2nd, if you add a time delay to the "teleport", why don't you simply suicide?
Because of the loss of points, the penalty, the kit, the tickets... (wouldn't count to insurgency anyway)
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: "Tunnel Network" Between Hideouts

Post by Redamare »

i would wrather see tunnle statics created that get inserted into trenches by the map devs so that you can use them as a tunnle system between main bunker spaces . . . it would involve some one who is willing up to the talk of creating such a proposition . . . possibly make them like ( hampster cage tubes)
Curves and Straight aways . . connected togeather and sunk into position using the map editor . . .

imagine this but on a horizontal scale
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Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: "Tunnel Network" Between Hideouts

Post by Elektro »

Found this:

https://www.realitymod.com/forum/f407-b ... uts-2.html
'[R-CON wrote:Salmonella;1198769']have you ever modeled something? I can't do such deep hole to a deployable thing, or it will be floating above the ground, even more this its only a representation of Farc hideout.
just like the Taliban hideout, try to Google it, there’s nothing to do with actual model in the game.

for static things its possible, but you must make a hole into the terrain so you can put it inside. like this

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