Weapons Not Able to Fire While Player Jumping In Mid Air

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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Weapons Not Able to Fire While Player Jumping In Mid Air

Post by fuzzhead »

SIMPLE CONCEPT

This is a simple (in my mind, I dont know about coding wise) thing you can do that would get rid of a huge portion of the lame things that happen in bf2 engine. Im not talking about when you are parachuting down to earth. I am talking about when you have a rocket launcher, and you jump to see over the ledge to launch the rocket at that tank. Im talking about when you encounter someone "prone hovering" and getting headshots on you when you empty a whole mag into them. Im talking about bunny-hopping M203 launching (which seem to actually get *better* accuracy for some reason when you are in mid air).

All you have to do is disable firing of weapons while in the air, and things would be so much better. You can still jump to get over objects and to navigate difficult terrain, but you wouldnt be able to abuse the jump so that it makes an unrealistic advantage.

ALSO:

Another small improvement but might not be favored by everyone, is to limit jumping to the amount of stamina you have. This would stave off bunny hoppers. If you do not have enough stamina to jump, you cant jump.


Well what do you guys think?? I would really like to see this introduced!
USAF-Marshall
Posts: 153
Joined: 2005-11-15 04:52

Post by USAF-Marshall »

Yes that would eliminate Bunny Hopping but at the same time, if it were applied, wait until you get into a fire fight and try jumping over that litttle 3 foot wall and it stops your shooting just as he is about to die. Gotta look at both ends of the spectrum. Wouldnt be a bad idea but wouldnt be the best solution either, although I really couldnt think of anything better unless you just want to make the first 2 seconds of prone and every jump shot inacurate as heck. Kinda like when you shoot at the guy right in front of you, you end up killing some guy about 200 yards accross a lake. (<---- lol true story.... kinda funny actually :grin: )
Heydude235
Posts: 442
Joined: 2005-11-04 00:54

Post by Heydude235 »

Well this would be bacuse of lack of training. You shouls of looked before you went into a firefight. Have your squad near.
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Paladin-X
Retired PR Developer
Posts: 592
Joined: 2005-06-12 16:00

Post by Paladin-X »

Unfortunately, neither of those ideas are simple to implement.

There is a property to disable weapons while running, but none that I found so far for jumping. Also, we have not yet found a way to make stamina affect jumping (if possible at all).
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Enforcer1975
Posts: 226
Joined: 2005-10-01 20:23

Post by Enforcer1975 »

What command makes the weapon disappear when you run?? Can't this be bound to jump? Even if it's only for a fraction of a second ( making the weapon disappear and appear again takes time, enough to get that bunny whore shot to pieces ), this should be enough to teach bunny hoppers not to shoot in mid air.
He who fights and runs away can run away another day.


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dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

Enforcer1975 wrote:What command makes the weapon disappear when you run?? Can't this be bound to jump? Even if it's only for a fraction of a second, this should be enough to teach bunny hoppers not to shoot in mid air.
Its probably hardwired somewhere. As far as I can tell, none of the real game logic is available, only external things like how do you score, what happens when you die, when you connect, when you enter a certain zone and so on.
Enforcer1975
Posts: 226
Joined: 2005-10-01 20:23

Post by Enforcer1975 »

dawdler wrote:Its probably hardwired somewhere. As far as I can tell, none of the real game logic is available, only external things like how do you score, what happens when you die, when you connect, when you enter a certain zone and so on.

Seems like EA/Dice never intended this game to be modable....i really should buy DoD Source sooner or later...or wait for AA.
He who fights and runs away can run away another day.


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dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

Enforcer1975 wrote:Seems like EA/Dice never intended this game to be modable....i really should buy DoD Source sooner or later...or wait for AA.
No its alot better than BF1942 ever was.

THAT game was not intended to be moddable, lol! The first versions didnt have mod support at all. Then when the shocking patch came (a mod directory, wooh!!!), they left us completely clueless. No one told us how to use it. It took the community several days of trial and error just to get a mod setup. Not to mention having to use a fan programmed rfa packer since DICE refused to give us any tools whatsoever.

That game was not intended to be moddable indeed...

BF2 is designed to be moddable from the start. Its just not truly moddable, ie deep game logic.
BrokenArrow
Retired PR Developer
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Post by BrokenArrow »

DOD source is great, but the maps are a little cramped and linear.
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Mad Max
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Joined: 2005-04-26 01:27

Post by Mad Max »

dawdler wrote:No its alot better than BF1942 ever was.

THAT game was not intended to be moddable, lol! The first versions didnt have mod support at all. Then when the shocking patch came (a mod directory, wooh!!!), they left us completely clueless. No one told us how to use it. It took the community several days of trial and error just to get a mod setup. Not to mention having to use a fan programmed rfa packer since DICE refused to give us any tools whatsoever.

That game was not intended to be moddable indeed...

BF2 is designed to be moddable from the start. Its just not truly moddable, ie deep game logic.
Try modding it then. Trust me, it's no easy. Infact I'd go as far to say its nigh on impossible unless you have a great team behind you who know how to account for EA/DICE's fuck ups in the tools department. I don't fancy having to manually fix everything after spending god knows how long on getting it to that stage, then finding out I missed one space or character making the entire thing crash and die on me all because the tools don't do things properly.
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