Tank Defensive Smoke Screen Suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Brummy
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Post by Brummy »

Very Nice.
BabaGurGur
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Post by BabaGurGur »

secksi in so many ways, but the smoke needs to be bigger and more thick imo
cplgangster
there my sqaud of ambushers were in our palace and to see a mine in the entrance of palace so i say ill get rid it for SL i go up to it plant ied slip press right click and blew up.
smoke cleared and what is still there that god for saken mine[/quote]
BloodBane611
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Post by BloodBane611 »

In Gyberg's video the smoke that is deployed is very thick and fast moving. In nedlands test vid its much wispier and has some holes. I don't think we need 30 feet of vertical smoke, but it definitely needs a bit more body, and when the grenades are deployed a very thick wall of smoke should be created.

Anyhow, good luck with it gents, I'm sure we'll love whatever comes of this.
[R-CON]creepin - "because on the internet 0=1"
dbzao
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Post by dbzao »

Nice nedlands... I would suggest smoke in a 150-180º radius with one click and higher/bigger smoke walls. Good stuff. ;)
Sabre_tooth_tigger
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Post by Sabre_tooth_tigger »

I saw that vid earlier and was just thinking I should post it to this thread :p

In a previous version of PR I swear I saw tanks with smoke rounds, I did wonder why it was removed. I saw it in a vid, I never actually played the versions between 0.1 and 0.5

Besides the visuals, should smoke ever disrupt a laser guided lock. Its been suggested before that the tanks fire off flares as well as smoke to disrupt any missile that may lock on via heat signature, I guess we dont offically have any of those though


I should also mention that for alot of people, more smoke means more fps lag. Particle rendering is pretty bad for alot of cards that would never normally struggle otherwise
Last edited by Sabre_tooth_tigger on 2008-01-12 22:30, edited 1 time in total.
nedlands1
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Post by nedlands1 »

dbzao: What I did was "borrow" your team's 40mm smoke grenade as a placeholder for the 66mm grenades that would actually be on the tank. Hence the smaller screen. Also the places in which the rounds land are not accidental. According to the USMC tank commander handbook that I looked at, the rounds land ~30 away. In order to do that I put the gravity modifier to "0.67" and calculated how fast the round must travel to fall to the ground when fired @ 30 degrees. They are also positioned 5, 15, 25, 35, 45, 55 degrees from the centre line. Hell, I even got them to land in the order in which they probably do IRL (5/5, 25/25, 55/55, 15/15, 45/45 then 35/35).

BloodBane611: The problem is that BF2 only wants to render so many things at once. When I fire off the second salvo of 12 there are still 12 smoke rounds in existence, in that youtube video. At about the 20 mark, it gives up and just does the explosion effect without the smoke being deployed. If this was implemented ingame, I would suggest that the tank would only be able to fire one salvo before having to return to reload. The salvo would be fired as two 6 round bursts.
dbzao
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Post by dbzao »

Make a duplicate of the grenade smoke effect and increase the size of the particles someway (there are some multipliers or something like that).

About the angles, I guess following real life references is fine. I guess different vehicles have different values.

Here's an interesting video of the Leopard:

YouTube - Leopard 2

I don't care much about the cool explosion and smoke effects, I just want a wall to be created someway like that.
nedlands1
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Post by nedlands1 »

Also thinking of making a version based on the red signal grenade. This would be the L8A3 red phosphorous version. I'll clone the projectile and fiddle with the appropriate modifiers in the effect file. So you wish it to be taller and wider or just thicker (if that's possible)?
dbzao
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Post by dbzao »

Taller and wider. Thicker I don't think it's much of a problem.
nedlands1
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Post by nedlands1 »

Okay. Made new projectiles too in the: objects_server.zip\Weapons\common\projectiles folder.

EDIT: Made the L8A3 red phosphorous smoke grenades. Screenshot:Image
Last edited by nedlands1 on 2008-01-13 01:31, edited 1 time in total.
ReaperMAC
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Post by ReaperMAC »

Nice :D
Image
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nedlands1
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Post by nedlands1 »

Dbzao: I had a quick look at the smoke effects in the editor. What I saw was a number of effects bundled together to make the overall effect. How is the size controlled? Is is based on gravity?
BloodBane611
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Post by BloodBane611 »

Thank you for that explanation nedlands, that does explain it.

The L8A3 smoke looks awesome.
[R-CON]creepin - "because on the internet 0=1"
Ablack77
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Post by Ablack77 »

Nedlands for R-CON :D
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A high-powered mutant of some kind never even considered for mass production.
Too weird to live, and too rare to die.
ReaperMAC
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Post by ReaperMAC »

Ablack77 wrote:Nedlands for R-CON :D
x2
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nedlands1
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Post by nedlands1 »

Jonny for R-CON too
nedlands1
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Post by nedlands1 »

Jonny, it would be more helpful if you figure out how to scale up the smoke effects. Currently I'm using the 40mm smoke grenade as a placeholder for the 66mm M82 smoke grenade which uses a titanium dioxide smoke agent. I'm also using the end effect of the red signal grenade, combined with the M203 projectile, for the 66mm L8A3 red phosphorous smoke grenade. The smoke effects can be found in the objects_server.zip\Effects\weapons\misc file. You may also want to look at usrgl_m203_smoke and hgr_smoke_signal for information pertaining to both placeholders. I reckon just increase the area, of the smoke, by 1.65 times to scale it up from 40mm to 66mm.
ZaZZo
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Post by ZaZZo »

Uh.. Yeah..

:p
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