PR Shooting Range

General discussion of the Project Reality: BF2 modification.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: PR Shooting Range

Post by LithiumFox »

maybe make it like a vehicle... with an damage model :) but then you have a "command post" that fixes it =D

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space
Posts: 2337
Joined: 2008-03-02 06:42

Re: PR Shooting Range

Post by space »

Yeah thats what I meant - the target would be a "vehicle", and you set say a 10 sec respawn when its destroyed ( no need for a command post to repair it - it just respawns ). It would have all the variables that you have for a vehicle eg hitboxes, and you can assign damage states to it and sounds etc ;)
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: PR Shooting Range

Post by LithiumFox »

i think it would just be better for it to have an auto-repair function, less lag i'd bet :D

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space
Posts: 2337
Joined: 2008-03-02 06:42

Re: PR Shooting Range

Post by space »

Other than it being a networked item, it shouldn't cause much lag - and you wouldn't need many of them anyway, because they would respawn.
Im sure theres even more features you could add, apart from the ones Ive suggested, but I dont really know all options a coder has with object spawners and "vehicles"
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: PR Shooting Range

Post by LithiumFox »

oh well.

oh btw, i kind of came up with a unique idea for the plane for the "nato" team on that stretch of road you call a runway

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TF6049
Posts: 584
Joined: 2007-03-29 03:24

Re: PR Shooting Range

Post by TF6049 »

Sadist_Cain wrote: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
Find a guy named WOoKie Scouty (or scoutstrike) and ask him about the "where you hit message" thing.
"Make sure that: Suppression effect works when bullets hit penetrable metal feces too"

A funny typo by Sgt. Smeg
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: PR Shooting Range

Post by space »

Id be happy to create a small 1km x 1km basic map - it could even have a 1km range for helicopters and armoured vehicles, with larger vehicle sized targets. It would be possible to make the range out of bounds, and just give one team spawn points, and turn off auto balance.

Image

If its possible to make the "vehicles" triggerable, then I could create a "training town" so people could practice clearing buildings, with random triggerable targets popping up everywhere.
DavidP
Posts: 951
Joined: 2007-03-23 04:20

Re: PR Shooting Range

Post by DavidP »

So where's the Video?
173555082
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: PR Shooting Range

Post by space »

Jonny wrote:We will need to talk to scouty about the targets, it should be possible to have a certain number spawning (chosen at random) and then when one is destroyed a different one will spawn (chosen at random).

We should use a mixture of ammo caches and other destructible things. Just so its not one object people are looking for.

Have you started this or do you want me to, space?
Im pretty busy with my map, so Id prefer someone else did it. If you want to do it, then go for it - I can give help if you need it.
PlatinumA1
Posts: 381
Joined: 2007-06-25 07:31

Re: PR Shooting Range

Post by PlatinumA1 »

creepinshadow24/7 wrote:yeah where's the vid?
had to delete it over some non serious issues
DavidP
Posts: 951
Joined: 2007-03-23 04:20

Re: PR Shooting Range

Post by DavidP »

PlatinumA1 wrote:had to delete it over some non serious issues
When will it be back up?
173555082
Razick
Posts: 397
Joined: 2007-12-04 01:46

Re: PR Shooting Range

Post by Razick »

when we win
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