signal grenade that is lockon to jets
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Rachio
- Posts: 52
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signal grenade that is lockon to jets
Okay, i was playing last night on kashan and i had gotten in a firefight in the mountains well me and my squad were asking the little bird or the jets to help us out but problem is they couldnt find the enemy even with us spotting them. okay now heres the idea im going to use black hawk down as a reference but soldiers get these nade things when ya throw em at the enemy the helio or jet can target them im not shure what there called but it would be nice to have em
Ps: some one with better grammer would like to fix this paragrpah go right ahead
Ps: some one with better grammer would like to fix this paragrpah go right ahead
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[uBp]Irish
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mammikoura
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Bonsai
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{WaRrioR}
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Ah now i was going to suggest this months ago.
I used to play eve of Destruction for a bit but the comnunity is **** and mods unrealistic and soon found myslef comin' back to PR. Anyway in EoD when you throw a green or red smoke on the map + mini-map theres a big flashing heli symbol where the smokes been thrown so pilots, etc... can see where troops want support. Maybe something like this in PR? Just an idea 
Who dares wins.
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ArmedDrunk&Angry
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The interim answer is to have the SL put a movement point on the enemy and the CO to give that same point to the aircraft.
This is, of course, assuming you have a CO and the SL of the aircraft will OK the point change as ordered by the CO.
But if all that happens then you have a perfect bomb/strafe target and nobody needs to stick their head up or run around throwing smoke grenades.
This is, of course, assuming you have a CO and the SL of the aircraft will OK the point change as ordered by the CO.
But if all that happens then you have a perfect bomb/strafe target and nobody needs to stick their head up or run around throwing smoke grenades.
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MrD
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you could start to use a 4 figure map reference
The most universal way will be to do this will be to divide map squares into divisions of ten.
ie. if the grid square is G3 at the bottom left and the target is in the centre, then state G535
if the grid square is F5 at the bottom left and the target is on the vertical bar but half way up then state F055
if the grid square is C4 at the bottom left and the target is on the horizontal bar but half way across then state C540
working by those examples you should see the 4 figure grid referencing that appears to be the most viable option to use.
announce these in text chat and add on movement directions.
ie. 2 soldiers C540 moving NW
The most universal way will be to do this will be to divide map squares into divisions of ten.
ie. if the grid square is G3 at the bottom left and the target is in the centre, then state G535
if the grid square is F5 at the bottom left and the target is on the vertical bar but half way up then state F055
if the grid square is C4 at the bottom left and the target is on the horizontal bar but half way across then state C540
working by those examples you should see the 4 figure grid referencing that appears to be the most viable option to use.
announce these in text chat and add on movement directions.
ie. 2 soldiers C540 moving NW

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Xander[nl]
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Commander is, most of the time, too busy building his stuff or fighting. And most of the time there's no comm between CO and Jetpilots.ArmedDrunk&Angry wrote:The interim answer is to have the SL put a movement point on the enemy and the CO to give that same point to the aircraft.
This is, of course, assuming you have a CO and the SL of the aircraft will OK the point change as ordered by the CO.
But if all that happens then you have a perfect bomb/strafe target and nobody needs to stick their head up or run around throwing smoke grenades.
If the squadleader could put up an icon on the map, that would be great.
I know that it's maybe a bit unrealistic, but since we can't have squads communicating with other squads (read: SL contacting the airsquad)...
Though today I was commanding on Kashan, spotting tanks, and putting attack markers on them for my airsquad. The result was total pwnage by the A10, untill it got shot. But those are rare moments, I think.
Last edited by Xander[nl] on 2007-09-04 17:30, edited 1 time in total.

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LtSoucy
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Ecko
- Posts: 925
- Joined: 2006-11-28 22:49
A possible work around would be it acts like a heat source and can thus be detected like one. Would be pared up with a separate fire mode so heat missiles wouldn't lock on. So basically cloning. =)LtSoucy wrote:U cant in the BF2 engine. No drymatic lighting is allowed by the engine. Thast why we dont have headlights on Qi Ming!(Or flashlights)
AKA Ecko1987
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77SiCaRiO77
- Retired PR Developer
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https://www.realitymod.com/forum/showth ... post434462LtSoucy wrote:U cant in the BF2 engine. No drymatic lighting is allowed by the engine. Thast why we dont have headlights on Qi Ming!(Or flashlights)
ON TOPIC:
maybe devs can use this code to show where to attack
http://files.filefront.com/Simrad_Laser ... einfo.html
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CPU
- Posts: 45
- Joined: 2007-08-12 01:36
[R-PUB]MrD wrote:you could start to use a 4 figure map reference
The most universal way will be to do this will be to divide map squares into divisions of ten.
ie. if the grid square is G3 at the bottom left and the target is in the centre, then state G535
if the grid square is F5 at the bottom left and the target is on the vertical bar but half way up then state F055
if the grid square is C4 at the bottom left and the target is on the horizontal bar but half way across then state C540
working by those examples you should see the 4 figure grid referencing that appears to be the most viable option to use.
announce these in text chat and add on movement directions.
ie. 2 soldiers C540 moving NW
LOL, you know full well that will get translated to "enemy is a bit to the left"
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Mongolian_dude
- Retired PR Developer
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Look chaps, I aint gonna let you guys hurt yourselves, smashing your skulls against the wall on this subject, like other before you. All i iz gonna say iz...Use the search function before posting a thread.
Simply click the bar and once it drops down, type the keywords related to your Discussion / Suggestion and look to see if AT LEAST any similar thread names exist and take a quick peak inside them.
Beacons have been suggested before in ye'olden days and the DEVs have looked it up and down and nothing has come to attention so far.
SOFLAMs(Laser designators) have been suggested and are actually in game right now. However, these do not work. I believe the current excuse is the the special forces forgot the batteries.
...mongol...
Simply click the bar and once it drops down, type the keywords related to your Discussion / Suggestion and look to see if AT LEAST any similar thread names exist and take a quick peak inside them.
Beacons have been suggested before in ye'olden days and the DEVs have looked it up and down and nothing has come to attention so far.
SOFLAMs(Laser designators) have been suggested and are actually in game right now. However, these do not work. I believe the current excuse is the the special forces forgot the batteries.
...mongol...
Military lawyers engaged in fierce legal action.
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blud
- Posts: 1246
- Joined: 2006-09-04 22:22
Well, that's rather precise, but it seems kind of difficult to me. My clan uses the numpad method to break up each square.[R-PUB]MrD wrote:you could start to use a 4 figure map reference
The most universal way will be to do this will be to divide map squares into divisions of ten.
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So, we'd say, he's in G5-9. Although frankly non-map references are sooo much better. I'd way rather hear "just north-east of Construction" than C3-9, because C3-9 is useless to me unless I go into the map, which at worst will get me killed, and at best will be a waste of my time when I should be running around killing stuff. But map references are good for "bigger" things or longer timeframe things like, where we are eventually walking to, or where an enemy RP is, etc.
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Xander[nl]
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LtSoucy
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LtSoucy
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