Questions about the way AA locks

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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Questions about the way AA locks

Post by McBumLuv »

Well, after enough searching and not finding this addressed in the AAs or search button, I have been wondering about how to make AA lock on both more realistic and better for gameplay.

First of all, here are the problems faced with the current system:
  1. "lock" signal only indicates that you're being locked onto, and not necessarily have a missile headed your way (Not too big of a problem).
  2. When flying next to another heat source or air vehicle, if they get locked onto and then drop flares, the missile will head you're way at the last second giving you minimal time to drop flares (pretty big problem).

I highly doubt that a "radar" function is possible in the bf2 engine which would allow you to track incomming projectiles (if its possible, that's all the better).


Instead, something similar to the "lock" signal of AT missles could be used. That being: When the gun is aiming at you, you get the lock. I can't recall if the lock would complete when the HAT was shot, but that's because I never play vBF 2 anymore :-P .


Now my questions are:
  1. Could we have it so that AA only locks when shot?
  2. Can aa lock as long as it is "looking" within x an angle of the target?
  3. Can number 2 be implemented without having to make it manually guided?
  4. can number 2 be implemented without number 1 if it's not possible?
  5. Can number 2 be implemented so that when facing two heat signatures, it would lock onto one, but both would receive an inbound missile signal if within x angle of missle?
  6. Can this be implemented in such a way that to hear the tone of lock, you are within x angle of missile's path, and not just the way the gunner is looking?
If these suggestions are possible, they would allow for a work-around "radar" to detect incoming projectiles, even while not being "locked".

I ask these after much experience with the pr mod, which while fantastic as it is, can obviously be improved. I see this as something that would add a lot to the mod if possible, and shouldn't be to hard to do if it involves only scripting.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Questions about the way AA locks

Post by McBumLuv »

No answer? What about if this was possible to implement, how many people would be interested in this being done?
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+SiN+headhunter
Posts: 148
Joined: 2007-12-19 09:39

Re: Questions about the way AA locks

Post by +SiN+headhunter »

AA is fine
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Project Reality 0.856 click for downloads ^^New Australian server up^^
GreedoNeverShot
Posts: 213
Joined: 2008-06-16 20:48

Re: Questions about the way AA locks

Post by GreedoNeverShot »

Someone needs to answer his question at least...
"If you outlaw guns, only Outlaws will have guns."
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Questions about the way AA locks

Post by McBumLuv »

All right, this is just the last time I'll bump this.

If I can't get a no hardcoded or a yes, then I'll just have to try and download the editor and spend the rest of the week learning how to use the editor and edit the codes.
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Nickbond592
Retired PR Developer
Posts: 2713
Joined: 2007-01-30 18:16

Re: Questions about the way AA locks

Post by Nickbond592 »

dont worry McLuv theres a dicussion regarding AA and Air assets for future releases of PR ongoing at the moment, the points you've identified have also been noted and we are working to improve it for the future :)
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Questions about the way AA locks

Post by McBumLuv »

Oh goody! Thanks for the update, just didn't want this to go unheard.
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