Explosive Force

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Soulja
Posts: 611
Joined: 2006-10-09 20:50

Post by Soulja »

Bump, because I want a dev's opinion on this and no one has even posted with what this topic is about. All been about "It is or isn't possible to flip a tank with a bomb."
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Soulja
Posts: 611
Joined: 2006-10-09 20:50

Post by Soulja »

Did this ever get a useful reply?
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Ablack77
Posts: 209
Joined: 2007-06-06 09:48

Post by Ablack77 »

It's possible your not getting a dev's reply because IED/c4 had been given a boost in 0.7

???
There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production.
Too weird to live, and too rare to die.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

I think part of the problem is that the only way to allow explosives to move vehicles is to reduce gravity, which in turn causes a huge number of problems on its own, because the BF2 engine was not designed to accurately depict reality.
[R-CON]creepin - "because on the internet 0=1"
Soulja
Posts: 611
Joined: 2006-10-09 20:50

Post by Soulja »

BloodBane611 wrote:I think part of the problem is that the only way to allow explosives to move vehicles is to reduce gravity, which in turn causes a huge number of problems on its own, because the BF2 engine was not designed to accurately depict reality.
Someone posted in this thread earlier that explosives do have a force code I think.
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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

I'm gonna be honest, I'm sure the DEVs would implement it if you did it all for them and it came out perfect. But they use their time in ways they desire, which is apparently not messing with the explosive values.
[R-CON]creepin - "because on the internet 0=1"
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Post by MikeDude »

is it true new explosive sounds come in 0.7 a dev said it in another topic about explosions
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[3dAC] MikeDude
Loving PR since 0.2.
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