PR Shooting Range

General discussion of the Project Reality: BF2 modification.
PlatinumA1
Posts: 381
Joined: 2007-06-25 07:31

PR Shooting Range

Post by PlatinumA1 »

Just me and the gang getting ready for PRT

Theres different types of range from , CQB course to long range Sniper targets

Map modified by Zangoo



http://www.youtube.com/watch?v=6a7BUIn-GSI
Last edited by AfterDune on 2008-09-22 05:36, edited 2 times in total.
Reason: Fixed your embedded youtube vid linkage...
IRONMAN
Posts: 47
Joined: 2008-03-21 12:00

Re: PR Shooting Range

Post by IRONMAN »

Nice Project.

A great Idea would be a real Infantry shooting Range map for training.
There is the Training mode. Sure, But it is more for training of vehicles.

A Map, with all weapons available ( USMC, MECH, CHINA, INS, MILITIA )
Ammocrates, Targets in differnt Ranges an some Vehicle Targets in Different ranges

Maybe for a future release
Fluffywuffy
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Joined: 2007-11-13 23:52

Re: PR Shooting Range

Post by Fluffywuffy »

Sniper kits rifle is invisible.
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Sadist_Cain
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Re: PR Shooting Range

Post by Sadist_Cain »

Targets that drop down when you hit them, maybe even with a lil message that says where you hit the target, moving targets

Tanks sized moving targets for L-AT and H-AT practice, defo would be summin good rather than the noobfest training mode atm

Would also be something fun whilest getting a server seeded...

Perhaps targets that have triggers on small maps so they pop up when you walk past a certain area

Lotsa potential with this idea
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Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Re: PR Shooting Range

Post by Rico11b »

All you have to do is start a map and load up some bots. Have the bots stand still, and there you go. Instant rifle range. If you spawn as squad leader you can put the attack marker on them and then you have your known range.
LtSoucy
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Re: PR Shooting Range

Post by LtSoucy »

looks good, make sure you don't spoil the whole training here.
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PlatinumA1
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Joined: 2007-06-25 07:31

Re: PR Shooting Range

Post by PlatinumA1 »

Yah actually I dont know about this being released to the public a.s.a.p or any major new additions like moving targets honestly , Zangoo made this in 1 hour , we downloaded the files and hopped on to a private server. I can't make promises but I'll try to distribute a public version of this as there is already an new version of this shooting range.
zangoo
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Joined: 2007-09-01 03:42

Re: PR Shooting Range

Post by zangoo »

Currently i have remade the whole range, i added every requestable kit for each faction, i am currently adding target objects that will die when shot and if someone can edit the materials for the object i will be able to make it take diffrent amounts of hits depending on where the bullet impacts on the target.

i am also working on a larger porject that will allow the player to create a text file that would list infomation about each impact and also some basic stats of the shooter. I will do that or just a simple script that would print where you hit the target and what range.
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youm0nt
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Joined: 2007-03-16 15:13

Re: PR Shooting Range

Post by youm0nt »

Sum 41 :razz: Anyway, looking good. Good luck on it.
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Eddiereyes909
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Joined: 2007-06-18 07:17

Re: PR Shooting Range

Post by Eddiereyes909 »

This looks neat.
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waldo_ii
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Re: PR Shooting Range

Post by waldo_ii »

How do you know if you actually hit the targets?

My suggestion is make the targets like little un-enterable vehicles, and when they are hit by a mere bullet, they blow up and respawn instantly, and a point is added to your score. You can fire off a shot with a sniper, press TAB, and immediately know if you hit it or not.
Or make it blow up or have some effect where it is obvious visually if you hit the target.
PlatinumA1
Posts: 381
Joined: 2007-06-25 07:31

Re: PR Shooting Range

Post by PlatinumA1 »

zangoo wrote:Currently i have remade the whole range.... i am currently adding target objects that will die when shot
Does that answer your question waldo?
Last edited by PlatinumA1 on 2008-09-23 03:01, edited 1 time in total.
waldo_ii
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Joined: 2008-04-30 22:58

Re: PR Shooting Range

Post by waldo_ii »

Oh, didn't read that post. Now I feel like damn a fool :(
Maverick
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Re: PR Shooting Range

Post by Maverick »

So that's what you guys were telling me on the weekend, looks pretty, pretty badass...
Priby
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Joined: 2008-06-21 18:41

Re: PR Shooting Range

Post by Priby »

would be cool, if you could add something like deployable targets.
So, when you press T you could pick different Targets (prone, crouching and standing Infantry, Tanks, Trucks,...) and put it down.
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LtSoucy
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Re: PR Shooting Range

Post by LtSoucy »

you could make it a triggerable, make a control panel near the firing lines and with the press of "E" all the targets pop back up. And "E" to put them down. That way you guys can control the training better too. It would be the same thing as door in ghost train and the doors in Barracuda. ;)
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zangoo
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Re: PR Shooting Range

Post by zangoo »

when i learn a bit more of python i will add targets that appear at diffrent locations and also a scoring system.
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Sabre_tooth_tigger
Posts: 1922
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Re: PR Shooting Range

Post by Sabre_tooth_tigger »

Awesome, nice one zangoo. As the guns have got more complicated Ive felt active practice is needed much more.
5 mins of positioning then to die from 5 secs of bad gun use sucks
hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: PR Shooting Range

Post by hall0 »

Nice one :D would be cool if you could add respawnable explosive barrels behind the targets so you can see if you hit the target.
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: PR Shooting Range

Post by space »

Have you worked out how to extend the view distance of the targets? If so, what do you change in the code?
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