A couple of things

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the.ultimate.maverick
Posts: 1229
Joined: 2006-02-19 23:49

A couple of things

Post by the.ultimate.maverick »

This may sound pedantic etc. BUT!

1) Would like some gun jamming occasionally (done by a random number generator!?)

2) Nades not having an effect on some vehicles in the same way, under vehicles is great effect, but to the side....not so sure.

3) Maybe after sprinting, the aiming should go off a bit and wobble (high heartrate)

4) I think this happens from some testing in SP mode, pistol shots should dip more than M16 for example.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

1) Not easy to code, very hard to do realistically as well. most likely not gonna be in anytime soon.

2) i see what you mean with jeeps, a nade going off on its side wouldn't do much where as a nade under it would. dunno about how to code that though

3) very hard to code. aim wobble has been a longtime goal, elusive so far though

4)dip? what?
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the.ultimate.maverick
Posts: 1229
Joined: 2006-02-19 23:49

Post by the.ultimate.maverick »

Well solodude, not exactly. I am not sure what equations have been used to model the bullet's trajectory bt they do not seem correct.I have worked with experts in this field fo a long time so I expect a lot - but I think you guys can deliver.

In general, your trajectories appear to be very parabolic, fair enough I suppose but I believe there is too much dip on the bullets in their ascension phase, i.e. before some highest point h. This is not bullet drop this is dip relative to expected rise. Look at http://www.fas.org/man/dod-101/navy/docs/fun/part19.htm for a discusion of ballistic equations and there are other good, non DOD files out there.

For vehicle damage, why not model the vehicle as panels (hitboxes) with different effects upon them due to each weapon. For wobble, look at the pistol aim when stood up and looking down the sight, there is wobble
Last edited by the.ultimate.maverick on 2006-02-23 00:54, edited 1 time in total.
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