Fire extinguishers?
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Hotrod525
- Posts: 2215
- Joined: 2006-12-10 13:28
Re: Fire extinguishers?
all combat vehicle are equip with AFESS no ? I known that it is extremely dangerous for the people inside ( i have seen driver been victim of the system on firing range and they werent looking happy at all ) cause it push? or absord? all the oxygen inside. But lets said that driver got a AFESS weapon slot that stop the vehicle being dommaged from fire, like stopping the "bleeding" of it, making you able to recover the vehicle would be an awesome idea. 

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mockingbird0901
- Posts: 1053
- Joined: 2009-05-13 17:30
Re: Fire extinguishers?
How about just making it a limited kit you can get from the tank, that only has the fire extinguisher? Would it be possible to make it so that the kit would disappear faster then normal kits? That way we could limit the possible amount of fire extinguishers on one team at any given time.
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TheComedian
- Posts: 677
- Joined: 2011-01-08 13:46
Re: Fire extinguishers?
Whats the point when you could expend an AK magazine into the back hatch and it will catch on fire again. If your vehicle was critically damaged then the area isn't under your control and you will be finished off.
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mockingbird0901
- Posts: 1053
- Joined: 2009-05-13 17:30
Re: Fire extinguishers?
This is often the case, but not allways.TheComedian wrote:Whats the point when you could expend an AK magazine into the back hatch and it will catch on fire again. If your vehicle was critically damaged then the area isn't under your control and you will be finished off.
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Triggerfinger
- Posts: 118
- Joined: 2011-08-08 14:07
Re: Fire extinguishers?
It would be more usefull if there still would be molotov cocktails, but to repair vehicles? :-/
Like this we can expand things to airbags in jeeps and cars and life jackets.
Personally I just think that it's too much work for something that wouldn't be used by many. Totally new animations (or perhaps smoke-grenade-like animation?) and models is just over the counter for an extinguisher
Like this we can expand things to airbags in jeeps and cars and life jackets.
Personally I just think that it's too much work for something that wouldn't be used by many. Totally new animations (or perhaps smoke-grenade-like animation?) and models is just over the counter for an extinguisher
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Fire extinguishers?
I see more exploits then good coming out of this suggestion xD
As cool as it may be, every time your vehicle gets hit from lat/hat from afar you can just spray it with a fire extinguisher and it won't be destroyed.
As cool as it may be, every time your vehicle gets hit from lat/hat from afar you can just spray it with a fire extinguisher and it won't be destroyed.

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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: Fire extinguishers?
I'm not sure if this is possible but, how about a sort of dome of death around the tank that destroys repair crates or that stops someone from repairing it.
This could be done in two ways but i'm not sure if either are possible:
- have a second collision on the vehicle that appears after it reaches 25% health no wrenches could repair through this collision.
- a DoD that destroys repair crates dropped by the tank or that could be spawned by crewman that dissappears when the tank reaches <25% and re-appears at >25%
This could be done in two ways but i'm not sure if either are possible:
- have a second collision on the vehicle that appears after it reaches 25% health no wrenches could repair through this collision.
- a DoD that destroys repair crates dropped by the tank or that could be spawned by crewman that dissappears when the tank reaches <25% and re-appears at >25%

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Lugi
- Posts: 590
- Joined: 2010-10-15 21:36
Re: Fire extinguishers?
As I see it:
Your tank gets hit by a TOW or enemy tank, then the "bleeding" effect starts to roll (multiple explosions until the tank is wrecked completely), but you can stop this bleeding with fire extinguisher (tank is still immobilized), so a teammate can bring a repair crate and make the tank drivable, so it can make it back to base for full repairs.
Your tank gets hit by a TOW or enemy tank, then the "bleeding" effect starts to roll (multiple explosions until the tank is wrecked completely), but you can stop this bleeding with fire extinguisher (tank is still immobilized), so a teammate can bring a repair crate and make the tank drivable, so it can make it back to base for full repairs.
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LieutenantNessie
- Posts: 1314
- Joined: 2011-06-15 12:08
Re: Fire extinguishers?
Exactly what I was thinking, although a TOW almost everytime insta-destroys the tankLugi wrote:As I see it:
Your tank gets hit by a TOW or enemy tank, then the "bleeding" effect starts to roll (multiple explosions until the tank is wrecked completely), but you can stop this bleeding with fire extinguisher (tank is still immobilized), so a teammate can bring a repair crate and make the tank drivable, so it can make it back to base for full repairs.
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Hotrod525
- Posts: 2215
- Joined: 2006-12-10 13:28
Re: Fire extinguishers?
AFESS got only 2 discharge, 1 Auto and 1 Manual... for the Gameplay we can make it a "weapon" with 2 discharge, that get reloaded when the vehicle get on RepStatDev1200 wrote:I see more exploits then good coming out of this suggestion xD
As cool as it may be, every time your vehicle gets hit from lat/hat from afar you can just spray it with a fire extinguisher and it won't be destroyed.

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Sgt.Desert Tiger[TR]
- Posts: 195
- Joined: 2009-06-19 13:13
Re: Fire extinguishers?
Yes add this and make bluefor armors unbeatable.Opfors have much problem while engaging 1 apc or tank with this we cant do anything on them.And pll will spam it everytime when armor goes up fire and run back to base easily.
In other hand arty ieds will done beat armors instead of take them down.
While talking about arty ied in new versions of mod its seems to me arty ied not resupply with 1 bag of ammo box anymore and this make too much problem because we need to go back to cache or base for resuplly.
In other hand arty ieds will done beat armors instead of take them down.
While talking about arty ied in new versions of mod its seems to me arty ied not resupply with 1 bag of ammo box anymore and this make too much problem because we need to go back to cache or base for resuplly.
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whatshisname55
- Posts: 955
- Joined: 2010-07-16 03:05
Re: Fire extinguishers?
One advantage I see to this is if the vehicle is damaged and starting to bleed and the crew is driving it back to base for repairs, then halfway there the vehicle catches fire. The crewmen can stop and get out to extinguish the fire, which would make it possible to return to the base before the vehicle is destroyed.
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BlazeDBe3
- Posts: 30
- Joined: 2011-08-12 22:01
Re: Fire extinguishers?
As for the ammo dropping from APC exploit, just have set so the engie only gets 2 refills of the Fire Ext. If you can.
Simple solve of abuse and exploit. Maybe have the abrams drop say light repair kit from the drivers seat, and just drops a look a like toolbox for the engie and resupplys him?
This A) makes it somewhat still realistic
B) limited re-supplys takes abuse away
C) makes it so tanks dont get screwed (no ammo drop VS. APC drops ammo crates. My Toolbox suggestion. fixes this)
Simple solve of abuse and exploit. Maybe have the abrams drop say light repair kit from the drivers seat, and just drops a look a like toolbox for the engie and resupplys him?
This A) makes it somewhat still realistic
B) limited re-supplys takes abuse away
C) makes it so tanks dont get screwed (no ammo drop VS. APC drops ammo crates. My Toolbox suggestion. fixes this)
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Fire extinguishers?
I don't think that'd work. You can't have specific items only rearm specific classes/weapons, otherwise we'd not have medics taking the same 'ammo' for their epipens as machine gunners for their SAWs. The amount of ammo can also only be limited by how much is in the box, it can't be limited depending on what item is refilled. The devs can't even make one item 'worth' more ammo than another: it only depends on the ammo count. Otherwise the riflemans' ammo bag could be worth a LAT missile but not a rifleman ammo bag at the same time. As it is, it can only have enough ammo for neither or both.
Ammo in the BF2 engine is somewhat of a weird thing.
Ammo in the BF2 engine is somewhat of a weird thing.

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Maverick
- Posts: 920
- Joined: 2008-06-22 06:56
Re: Fire extinguishers?
You know how the Field Dressing only heals up a certain percentage? Can't the same code be used for the extinguisher? or maybe have the extinguisher have a lower usage time?(Clarify: You know how the wrench in BF2 has a limit to how long you can use it? Well, can't the same be applied to the extinguisher?(or maybe the overheat code for the M249 SAW in Vbf2 lol)Spec wrote:I doubt it would work the way we want it to work, though... As far as I understood the devs who commented to previous threads, there's no way of telling the extinguisher to only heal the vehicle up to X%. So, no matter how little health they give back, they'd still be abusable especially by APC crews who can drop ammo for the guy doing the repairs - he'd just refill his ammo and use the 'field dressing'-like extinguisher/equivalent until the vehicle is fully healed. It's like with the real field dressing for infantry in PR: They were only meant to stop the bleeding, but given enough ammo, you can easily get yourself back to 100% health. And that's not even taking into account several crewmen working on one vehicle, or APC passengers swiftly requesting crewman kits to help out.


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FLAP_BRBGOING2MOON
- Posts: 166
- Joined: 2011-02-20 20:56
Re: Fire extinguishers?
Make it a driver triggered fire suppression system that needs a recharge from main. I cant imagine any exploits off the top of my head
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: Fire extinguishers?
Why not just remove the burning altogether and as health decreases, first is a master caution that would indicate that the vehicle is at 50% health or below, then at the threshold where the vehicle would normally be burning, burning is taken out altogether, and instead there's a master warning and alarms blaring and flashing red lights, etc.
Of course, we still need to keep the ability to be immobilized, just the fire part is annoying when in most vehicles they either die immediately from a hit to the ammo w/ no blowout ammo racks, or have to have the vehicle hit until enough components are damaged to consider it a mission-kill. Either way, fires are unlikely in vehicles with automated fire suppression systems, even if the Halon gas is bad for the crewmen, at least they get away with their lives.
I would honestly rather not have the health at all instead of having it burn down when I accidentally hit a bump on my way back to the repair station and blow up just outside the base entrance. Nothing is more irritating and unrealistic.
Of course, we still need to keep the ability to be immobilized, just the fire part is annoying when in most vehicles they either die immediately from a hit to the ammo w/ no blowout ammo racks, or have to have the vehicle hit until enough components are damaged to consider it a mission-kill. Either way, fires are unlikely in vehicles with automated fire suppression systems, even if the Halon gas is bad for the crewmen, at least they get away with their lives.
I would honestly rather not have the health at all instead of having it burn down when I accidentally hit a bump on my way back to the repair station and blow up just outside the base entrance. Nothing is more irritating and unrealistic.

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ubermensche
- Posts: 264
- Joined: 2010-12-09 03:12
I saw some interesting things and problems that I haven't thought about. That's really awesome of you guys.
It's true that if your in the thick of battle and your tank catches on fire, putting the fire out might still result in another, more fatal hit. But I think we should let tactics do the job regarding this problem. The point of it this is not to enable you to keep on fighting but instead it's a stop-gap measure for you to get to the repair station.
Ideally it'd be best that the devs code the abilities of the extinguisher to heal just a certain amount right above the fire level in order to prevent abuse. But as many mentionned before I dunno if the engine will enable such a thing.
It's true that if your in the thick of battle and your tank catches on fire, putting the fire out might still result in another, more fatal hit. But I think we should let tactics do the job regarding this problem. The point of it this is not to enable you to keep on fighting but instead it's a stop-gap measure for you to get to the repair station.
Ideally it'd be best that the devs code the abilities of the extinguisher to heal just a certain amount right above the fire level in order to prevent abuse. But as many mentionned before I dunno if the engine will enable such a thing.
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lukeyu2005
- Posts: 226
- Joined: 2010-11-01 02:48
Re: Fire extinguishers?
Or just make it fire extinguishers = stop bleeding but not gain any health. Just stablise it until you can rtb or find a repair crate thing. If this is possible.
Too bad i don't think you can link something to stopping the bleeding effect otherwise they should've done that with the field dressings long ago.
I don't know please look into this
Too bad i don't think you can link something to stopping the bleeding effect otherwise they should've done that with the field dressings long ago.
I don't know please look into this
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Fire extinguishers?
How about only make the fire extinguiser give a continuous hp increase to counter act against the burning effect?
Maybe make it like a wrench with very low repair power so the vehicle has to stay put/move very slowly while the crewman is outside spraying at the engine? Also, there is a need to limit the effect so people cannot repair the vehicle with multiple crewman kits.
This will make the logi truck more useful as the repair station will need to be dropped next to the damaged vehicle near the frontlines instead of just dumped somewhere far away while the logi truck is sent elsewhere for other business.
Maybe make it like a wrench with very low repair power so the vehicle has to stay put/move very slowly while the crewman is outside spraying at the engine? Also, there is a need to limit the effect so people cannot repair the vehicle with multiple crewman kits.
This will make the logi truck more useful as the repair station will need to be dropped next to the damaged vehicle near the frontlines instead of just dumped somewhere far away while the logi truck is sent elsewhere for other business.

