[Effects]Shrapnel
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hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
[Effects]Shrapnel
Not totally sure if this is possible, I'll have a peek round the files after I post this.
The suggestion
I propose that the shotgun code be used in explosions, to create a shrapnel effect.
Benefits
The addition of shrapnel would create a degree of 'luck' in the battlefield, where players can still be wounded from far away due to these fragments. This would encourage better use of cover and more communication when using explosives.
Drawbacks
Obviously catching a stray chunk of steel from 100 meters away would kinda piss people off, but the fact of the matter is that it's possible (Source, non graphic)
Implementation
As I said before I believe that it might be possible to use the shotgun's dispersal code to create these fragments, so that's that bit sorted. I do not believe however that the shrapnel should be able to travel the full 230 meters as quoted in my earlier source, as the PR battlefield is scaled down somewhat, so I suggest a distance of around 100 meters.
I think the damage done by a single shrapnel should be around 20, with it diminishing to about 5 as it travels further away from the blast.
Conclusion
I think this would benefit PR because it is realistic and adds a random element to explosive damage.
*Gruesome*
It also allows for one member to really help save another member of his team by lying on the grenade, therefore reducing it's damage to the normal blastradius (which I think should be kept to simulate explosive pressure)
The suggestion
I propose that the shotgun code be used in explosions, to create a shrapnel effect.
Benefits
The addition of shrapnel would create a degree of 'luck' in the battlefield, where players can still be wounded from far away due to these fragments. This would encourage better use of cover and more communication when using explosives.
Drawbacks
Obviously catching a stray chunk of steel from 100 meters away would kinda piss people off, but the fact of the matter is that it's possible (Source, non graphic)
Implementation
As I said before I believe that it might be possible to use the shotgun's dispersal code to create these fragments, so that's that bit sorted. I do not believe however that the shrapnel should be able to travel the full 230 meters as quoted in my earlier source, as the PR battlefield is scaled down somewhat, so I suggest a distance of around 100 meters.
I think the damage done by a single shrapnel should be around 20, with it diminishing to about 5 as it travels further away from the blast.
Conclusion
I think this would benefit PR because it is realistic and adds a random element to explosive damage.
*Gruesome*
It also allows for one member to really help save another member of his team by lying on the grenade, therefore reducing it's damage to the normal blastradius (which I think should be kept to simulate explosive pressure)

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lromero
- Posts: 171
- Joined: 2009-04-24 17:40
Re: [Effects]Shrapnel
It would be so sick if you could get this to work
PR BF2-[USA]Foxtrot0321
A2OA- [Pvt]Romero[15th MEU] - Gambler 3 1st Squad Alpha Fireteam
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spawncaptain
- Posts: 466
- Joined: 2009-05-22 20:11
Re: [Effects]Shrapnel
Sounds great, really.
User Ubaydah: "I used to play Call of Duty a lot and Battlefield 3. I am really good at those games 10th prestige, High K/d., I can kill people easily, etc. But on PR, for me, to be honest, I kind of suck."
User Not_able_to_kill: "Frontliner, you like evil man who comes to family house during christmas, takes out tree because it's too happy, so they can be just as sad as you"
User Not_able_to_kill: "Frontliner, you like evil man who comes to family house during christmas, takes out tree because it's too happy, so they can be just as sad as you"
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Mora
- Posts: 2933
- Joined: 2007-08-21 12:37
Re: [Effects]Shrapnel
I think this has been done before, but it causes too much stress on the server because of the particles flying around.
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hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: [Effects]Shrapnel
then dont' have many particles, it would still add to the game.
I'm only proposing we add this to fragmentation grenades btw
I'm only proposing we add this to fragmentation grenades btw

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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: [Effects]Shrapnel
I agree and I am pretty sure that it can be made to work as I saw how airburst works in PR and it can be used on shrapnels too.
In-game: Cobra-PR
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: [Effects]Shrapnel
i do believe it's been thought of before, but if someone can get this to work with little to no affect on performance you have my full support
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: [Effects]Shrapnel
The shotgun fires a projectile as do all other weapons. Its possible to mod those projectiles so a sniper fires HAT rockets and whatnot, but I don't think its possible to code a projectile onto an explosive, and at the same time, have those projectiles damage vehicles.
As an example, if an ArtyIED was coded to shoot out multiple projectiles in different directions, they would have to be modded to do significant damage instead of just scratching the paint.
It is a good idea though.
As an example, if an ArtyIED was coded to shoot out multiple projectiles in different directions, they would have to be modded to do significant damage instead of just scratching the paint.
It is a good idea though.
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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: [Effects]Shrapnel
I dont wee why it wouldnt work have a very small diameter explosion . . like less than a meter for the minimal damage to take place but if you had a direct hit by a shot gun wouldnt it only give you the minimal damage and not the full shot gun damage??
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hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: [Effects]Shrapnel
The trouble is making an explosion fire bullets, so far the effect hasn't crashed bf2 but it hasn't fired anything either that I can see, which is very annoying

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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: [Effects]Shrapnel
I accidentaly found xfire videos showing shrapnels from air burst, I'll try to find them and post them here.
Edit: The videos:
http://www.xfire.com/video/2c861d/
http://www.xfire.com/video/2c6969/
http://www.xfire.com/video/2c4f55/
Edit: The videos:
http://www.xfire.com/video/2c861d/
http://www.xfire.com/video/2c6969/
http://www.xfire.com/video/2c4f55/
In-game: Cobra-PR
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Sex_Cactus
- Posts: 94
- Joined: 2009-06-17 22:28
Re: [Effects]Shrapnel
Well... would it be possible to make something shoot a bunch of invisible, mini-shotguns the all go off at the same time in multiple directions?dtacs wrote:The shotgun fires a projectile as do all other weapons. Its possible to mod those projectiles so a sniper fires HAT rockets and whatnot, but I don't think its possible to code a projectile onto an explosive, and at the same time, have those projectiles damage vehicles.
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Psyko
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: [Effects]Shrapnel
can you set two different damages to one weapon?
i dont care about frag grenades because they do their job. but if there was major shrapnel damage to exploding tanks and APCs that would be great. (and Gary)
im thinking, lumps of metal flying at super sonic speeds that can kill instantly instead of wounding.
[but as mora pointed out. its about server networkables. would be cool if it was client side only. but not sure if thats workable.]
i dont care about frag grenades because they do their job. but if there was major shrapnel damage to exploding tanks and APCs that would be great. (and Gary)
im thinking, lumps of metal flying at super sonic speeds that can kill instantly instead of wounding.
[but as mora pointed out. its about server networkables. would be cool if it was client side only. but not sure if thats workable.]
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whatshisname55
- Posts: 955
- Joined: 2010-07-16 03:05
Re: [Effects]Shrapnel
You don't have to use the actual shotgun projectile. You would make a new projectile with a similar spread code as the shotgun projectile has. Since it's a different projectile, you can adjust the damage without affecting anything else. So you would have the explosion which causes a certain amount of damage, and at the same time you have projectiles firing from the same point but they will have their own damage.
Am I correct?
Am I correct?
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: [Effects]Shrapnel
It isn't a projectile. The C4/ArtyIED etc. is an object, while a projectile is a bullet or HAT round.
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whatshisname55
- Posts: 955
- Joined: 2010-07-16 03:05
Re: [Effects]Shrapnel
But shotgun shells are projectiles right? Can't you set a projectile to fire in a certain direction from a certain point in the game world or do you need a gun?


