Goof-Ball Bullet Hit/Death Animation

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hoak
Posts: 141
Joined: 2005-06-23 06:40

Goof-Ball Bullet Hit/Death Animation

Post by hoak »

While it may be beyond the scope and capability of the mod, the animation when a player model is hit by a bullet and killed is ridiculous; sending the player flying backward as much as 3m and/or twice that height in the air.

This may be an issue with hit detection and discrimination in the game, and not be something that can be fixed, but in the event it can; a more subtle, less histrionic animation, perhaps using a composite of existing animations might offer a more realistic alternative.

Certainly not a big deal or high priority item, but the subtle difference of a soldier dropping to return fire or dropping from casual or mortal injury is one of the things that adds uncertainty and suspense to Tactical Realism games, and might be a nice addition to the Project Reality Mod...

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Last edited by hoak on 2005-12-01 14:10, edited 1 time in total.
Paladin-X
Retired PR Developer
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Post by Paladin-X »

I never really thought about it. I think some of the animations you are talking about have to do with the ragdoll physics as well (which is somewhat tweakable). It's definitely not a big thing, but it's the little things that count imo.

Not a high priority item like you say, but we'll definitely keep it in mind for the future.
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fuzzhead
Retired PR Developer
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Post by fuzzhead »

rarely will a 5.56/7.62 bullet do anything more than make you collapse.

it will not send you hurtling backwards or anything seen in bf2.

look to operation flashpoint for a good way to portray soldiers going down (especially while running)
hoak
Posts: 141
Joined: 2005-06-23 06:40

Post by hoak »

Exactly fuzzhead, cool to see the Devs actually read the fourm!

:)
Gunfighter34ID
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Joined: 2005-11-28 18:01

Post by Gunfighter34ID »

You mean you don't like it when you shoot a guy and he pops up about six feet in the air, goes horizontal, spins around a couple of times, then falls to the ground and slides backwards? :?
GRB
Posts: 475
Joined: 2005-11-01 20:05

Post by GRB »

This is something I agree with 110%..

Im sick of seeing player models being thrown from bullets. Especially from somewhat small rounds such as the 5.56 and 7.62.. Like mentioned before by fuzzy, these bullets are incapable of applying enough force to make a human come off thier feet.

However, they do have enough force to spin them around, knock them down (like if hit in the leg, the leg would collapse), and even push them back slightly.

.50 caliber rounds are about the only hand held weapon in the game that have the ability to hit the players body with enough force that it actually lifts them off thier feet. But this is only done by knocking them back with enough force that the feet slightly leave the ground.

What I would like to see is more players being spun around and knocked down faster by bullets. Basically a more realistic visible impact that is more noticeable.

Also, while we are on the subject of the affect on players from weapons, I would like to discuss explosions.

Explosions do NOT lift people off the ground 50-100ft+ in the air. If you're standing on top of a block of C4, well, IRL you would be blown to bits, but in the game, yea, of course you're going to go up. But not no 100ft in the air. MAYBE 50.

BUT

Im sick of seeing players get blown up in the air from explosions. They should be getting blown back into walls or knocked on thier asses and severly injured, killed or disoriented...(i know knocking them down isnt possible, just an exaggeration.)

Im also wondering if we could make the blast radius of explosions that cause the blurring effect also push the player back a little. This would simulate the shockwaves a little more realistically.(not sure if this is possible due to the only value being able to move the player is the Force.)

I know a little about coding and I know that the Force line for each individual weapon is only tweakable with one value. But it could be done if tweaked properly. I did a little tweaking a while back when I first started playing BFV. Nothing major. I just tweaked all of the vehicle speeds, accelerations, and shift values to make them more realistic. I changed Rates of Fire relative to real life stats and actually timed them.(this turned out to be something that couldn't be done properly because the RoF in BFV was somewhat of an unaccurate calculation.)

But anyways it would be cool to see some more realistic affects from explosions and bullets.
Last edited by GRB on 2005-12-01 18:29, edited 1 time in total.
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Mad Max
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Joined: 2005-04-26 01:27

Post by Mad Max »

I think the player models simply need a higher mass when "destroyed". As it is now the ragdoll loses a good portion of it's mass when you're killed, unless the model isn't weighter properly in the first place which may explain it still. Make models REAL masses and in theory, if the physics are programmed correctly to simulate real world physics then they'll take over properly.
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dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

Lets phrase it this way:

If DICE and EA with their 100+ programmers cant fix good ragdoll in 3 years time with full access to source code, licensed physics software and millions of dollars of funding, PR cant fix it either.

Remember, the community noted the totally insane ragdoll behaviour at the very first sight of BF2. They did NOTHING to improve it (although they did fix some of the more hilarious bugs).
hoak
Posts: 141
Joined: 2005-06-23 06:40

Post by hoak »

Perhaps it is unfixable, I'll have a look at the script myself (even though I swore I'd never code or script for another game again), but perhaps the ridiculous hit effects are as they are because DICE wanted the overly dramatic arcade aesthetic, and to make the somewhat (and necesserily) mushy net-code have a little more visual drama...

Δ
CodeRedFox
Retired PR Developer
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Post by CodeRedFox »

maybe they didnt want to fix it! I like it in a arcade games, watching people fly all over the place. But in this mod we may want to fix it.
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Rg
Posts: 181
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Post by Rg »

Mad Max wrote:I think the player models simply need a higher mass when "destroyed". As it is now the ragdoll loses a good portion of it's mass when you're killed, unless the model isn't weighter properly in the first place which may explain it still. Make models REAL masses and in theory, if the physics are programmed correctly to simulate real world physics then they'll take over properly.
^Agreed. That should make it look "more" realistic then it is now.
phyte
Posts: 22
Joined: 2005-01-28 17:01

Post by phyte »

This is a cool idea, I am glad to find that some other people have problems with this :) .
.50 caliber rounds are about the only hand held weapon in the game that have the ability to hit the players body with enough force that it actually lifts them off thier feet. But this is only done by knocking them back with enough force that the feet slightly leave the ground.
This might come as a shock but I have watched videos where a sniper using a Barrett M-82 A1 and explosive .50 ordenance, was literally sending targets that were prone while hit, 15-20 (Estimated) feet into the air (They were direct central mass hits, and the torso was almost completely deteached from the legs, spinning around through the air.). .50 ordenance can be shockingly devastating to a human target, it was terrifying to watch.
Wolfmaster
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Post by Wolfmaster »

that sounds.... really.... gory.... but interesting too.
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GRB
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Post by GRB »

I would love to see that video...

Until then consider me a big skeptic...

(no .50 caliber round can hold enough explosive to send a human body into the air...And if it hit the torso, even if it was packed with as much explosive as a .50 caliber can hold, chances are it would do nothing more than blow a big hole in the torso or dismember it from the lower limbs.)
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phyte
Posts: 22
Joined: 2005-01-28 17:01

Post by phyte »

15-20 is maybe an exaggeration of my bad memory I think, the more I think about it the more i think that maybe it was about 6 feet from prone, it was still rather dramatic, and maybe thats why my initial recall of the video was incorrect(?) {I was shocked by it.}.

I clearly remember that the initial target was atop a large boulder on the side of a mountain, it might have looked like the body was thrown further up into the air because it was thrown outwards and up making it look further up than it was?

I can also clearly remember that the body was almost completely torn in two and spinning in the air, I don't know much about how much exploives .50 ordenance can hold or the physics involved but it was certainly effective in destroying this target.
Last edited by phyte on 2005-12-02 19:12, edited 1 time in total.
phyte
Posts: 22
Joined: 2005-01-28 17:01

Post by phyte »

Well, sorry for the fuss, I did a little investigation and I think I was the victim of some misinformation.

Apparently, the video is not a video of .50 sniper hits... but varmint hunting (Still some of tht game looks comparable to a human body in size).. :( (I am too gullible sometimes sorry, although there are conflicting opinions of the authenticity of the video like : "I received this indirectly through military channels from From: Maas Stuart W GS13 USSTRATCOM/J85 [mailto:[email protected]]. Check with him for authenticity.")

Here is a snippet of the video and the commentary is below the video link.

http://www.strategypage.com/messageboar ... 0-1090.asp
E7-JS
Posts: 25
Joined: 2005-11-27 17:55

Post by E7-JS »

That wouldn’t have been the recon video from Afghanistan about a year ago would it?
If I can remember it was marine recon there was some debate if it was a donkey or human but I cant remember. LOL yea thats the one there as alot of debate on this more like something from the man show.
Last edited by E7-JS on 2005-12-02 19:38, edited 1 time in total.
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USAF-Marshall
Posts: 153
Joined: 2005-11-15 04:52

Post by USAF-Marshall »

I kinda like getting launched into the air by stuff like that :grin: Every once in a while I land on someone and take them with me. I just hate getting killed by a supply crate that is moving at 0.003 MPH down a hill after landing.
Armand61685
Posts: 427
Joined: 2005-05-06 09:14

Post by Armand61685 »

USAF-Marshall wrote:I kinda like getting launched into the air by stuff like that :grin: Every once in a while I land on someone and take them with me. I just hate getting killed by a supply crate that is moving at 0.003 MPH down a hill after landing.

-_-
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