Wreck hitpoints/time to live/model complexity

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Ragni<RangersPL>
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Post by Ragni<RangersPL> »

Congratulations :D 1000 posts :razz:
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ZaZZo
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Post by ZaZZo »

Me likes
fuzzhead
Retired PR Developer
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Post by fuzzhead »

Jonny I agree with you, and Im prety sure this is on the to-do list

This is an example of one of those very 'simple' changes that are hard to notice, but adds alot of atmosphere into the mod. We have made literally hundreds of changes like this in the past, that you dont directly notice but if you play vanilla than PR you might realize...
fuzzhead
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Post by fuzzhead »

the problem with that is the objects_server.zip is already heavily modified for the upcoming patches/next version so we will have to do the editing ourselves, but you know what maybe ill start on that tonight jonny :)

if it lags the servers all to hell im blaming you :P
markonymous
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Post by markonymous »

nice! gonna add allot of atmosphere. But i have a question. Is it possible to make the wrecks kinda not explode but just being not working wrecks of vehicles that you cant enter? for example tanks dont explode completely after being shot. Also cars if you put the hitpoints to very high on the motor and after being hit enough times in the engine it is forced to stop but it wont blow up, you just cant enter or drive it.
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BloodBane611
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Post by BloodBane611 »

Sweet, sounds great.
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Brummy
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Post by Brummy »

Looks nice!
SnipingCoward
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Post by SnipingCoward »

good stuff! i hate hiding behind a wreck always knowing that it might disappear any minute
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Morgan
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Joined: 2007-08-27 10:06

Post by Morgan »

Great idea jonny. Two thumbs up from me.
[R-DEV]fuzzhead wrote:the problem with that is the objects_server.zip is already heavily modified for the upcoming patches/next version so we will have to do the editing ourselves, but you know what maybe ill start on that tonight jonny :)

if it lags the servers all to hell im blaming you :P
Does this mean he might get R-CON if it goes in-game :P
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DeePsix
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Post by DeePsix »

Cool beans!

Let us know how it works out Fuzz, as I would thoroughly enjoy seeing this work.

Two quick questions: Do the wrecks smoke (and would that attribute to lag?)

Is the wreck in anyway linked to the respawning of the vehicle that it represented? (Will the wreck explode naturally when the vehicle respawns?)
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Teek
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Post by Teek »

do wreaks have skins?
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Freelance_Commando
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Post by Freelance_Commando »

SnipingCoward wrote:good stuff! i hate hiding behind a wreck always knowing that it might disappear any minute
Or explode killing you and any others hiding behind it
Time to rise to the occasion.
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

would be nice to have the Wreaks reskined. because only a tank that has been engulfed in flame for a few hours would be as charred as the wreaks are.
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zangoo
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Post by zangoo »

ok first you cant have a wreck with more hit points then the max hit points of the vehicle, but i think you can change the material so you could just make it have a damage modifier.

i would like to see wrecks stay longer, would be great for game play and i really dont see how it will lag out a server.
OwnRize
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Joined: 2007-11-21 20:42

Post by OwnRize »

Sounds Indeed nice! Imagian such a wreck blocking the place you want to go trough with. SWEET!
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zangoo
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Post by zangoo »

what? you said all wrecks have 5x more hit points then the normal vehicle and if you read the excel doc that comes with the editor it says you cant do that, right after telling you what wreckHitPoints does.
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