Dynamic Exit Zones - Fastropes mayb?
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Tirak
- Posts: 2022
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Re: Dynamic Exit Zones - Fastropes mayb?
Let's all remember that while fastropes were the inspiration, they are not the only use of these "Dynamic Exit Zones", For example, while a Jet is in flight, the "Dynamic Exit Zone" for the jet is say, 100 meters anterior of the cockpit. Or for a landing craft, if the main gate is open, the "Dynamic Exit Zone" is directly in front, whereas if the gate is closed, it is off to the side. If it is at all codeable, it is definitely worth doing.
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Rudd
- Retired PR Developer
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Re: Dynamic Exit Zones - Fastropes mayb?
can't this be exploited? you 'get out' in a building rather than on top?
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OkitaMakoto
- Retired PR Developer
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Re: Dynamic Exit Zones - Fastropes mayb?
Epic 1 year bump guys 
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Scot
- Posts: 9270
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Re: Dynamic Exit Zones - Fastropes mayb?
^^ SPAM
Tbh, fastropes are overtalked, they aren't really used AFAIK.

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Army Musician
- Posts: 1040
- Joined: 2006-03-10 23:10
Re: Dynamic Exit Zones - Fastropes mayb?
Speaking of Dynamic exits, what about parachute drops out of transport aircraft.

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Tirak
- Posts: 2022
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Re: Dynamic Exit Zones - Fastropes mayb?
Bump or not, the idea isn't just about fastropes, and it got sidetracked by that. Creep has a good idea, and if it's at all codeable, the uses for it are many.[R-DEV]OkitaMakoto wrote:Epic 1 year bump guys![]()
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M.Warren
- Posts: 633
- Joined: 2007-12-24 13:37
Re: Dynamic Exit Zones - Fastropes mayb?
You know... I know how we're always trying to get Fastropes to work, and I think a majority of the community would absolutely love to actually have it work.
Now, I've been having ideas on how to get it to work. Not in the normal sense mind you, as in the use of a grappling hook rope to actually repel down it. But instead an alternate form of simulation.
My suggestion? Parachutes. Now I'm already aware of the reaction "zomgwtfPARACHUTEShellzNO", but it's much more refined than that.
The idea is to use the whole concept of a parachute to slow the persons decent to the ground. So basically, as soon as someone dismounts the helicopter an invisible parachute is instantly attached and deployed with the infantryman. --- Of course... There is a catch.
I'm already aware that the next comment will be "WTFWarren then everyone will be parachuting from helos 200 feet above the ground.". This is true. However, if we can modify these Fastrope-parachutes to only last for 2-3 seconds. That means, in order for you to properly dismount from a helicopter it has to be no more than 10-20 meters above the ground.
Thusly, the parachute will have a life timer of 2-3 seconds which is long enough to deliver you safely to the ground. If you try to dismount the helicopter any higher than that, you will fall to your death. Instantly preventing players from attempting to HALO dive as a Rifleman.
Of course. The whole parachute thing will need to be refined. We will have to find a way to remove it's ability to move WASD so that instead, it comes directly down from the chopper. So this simulates a player coming down from a rope. Also, the whole animation of a player "parachuting" will have to be removed and replaced with the "rope climb" animation instead.
After we get these things in place. Maybe we can think of some way to animate the ropes as a graphic. Obviously the ropes themselves will have no purpose other than making it look like they're actually repelling.
Maybe if this is done right, we can have 6 grapplinghooks attached to an invisible plane (not a plane... an invisible horizon I mean) that is located directly on the helicopter in which these grappling hooks spawn. Kinda the same way the "RPG Cage" is attached to the Scimitar.
Also another note about grappling hook rope. I've noticed that the rope itself is affected by physics and gravity (obviously). However the problem that stems is that after a grappling hook "attaches" itself to an object, it looses these attributes and remains stiff in it's last held orientation.
Maybe if we can have a developer look into this furthur and identify a few important details. Such as removing the "attach" ability after a grapplinghook is latched to an object so that it doesn't remain stiff and orientated in it's last position. Also see if we can have it constantly dangle from a point without it being exactly "attached" to an object. Thusly (and hopefully) making it continually under the influence of gravity and physics. After about 20 seconds, we can have these ropes despawn.
<Note: Of course, the whole use of the "fastrope" graphic will need to be worked on. If it is something a pilot deploys. For now, we're just trying to set up some groundwork. Always time to work out the kinks later.>
Essentially, if we could get a grapplinghook to "dangle" from an invisible and "unattached" point, we can have it follow the chopper with physics and gravity. (Theoretically)
It's a good place to start. It may not appear as the best method, however maybe it can be worked on and refined furthur. It's clear that it has already been ruled out that attaching grapplinghooks to a helicopter will not actually have it attach to the vehicle itself... The normal way that is.
Thoughts? Players? Devs?
Now, I've been having ideas on how to get it to work. Not in the normal sense mind you, as in the use of a grappling hook rope to actually repel down it. But instead an alternate form of simulation.
My suggestion? Parachutes. Now I'm already aware of the reaction "zomgwtfPARACHUTEShellzNO", but it's much more refined than that.
The idea is to use the whole concept of a parachute to slow the persons decent to the ground. So basically, as soon as someone dismounts the helicopter an invisible parachute is instantly attached and deployed with the infantryman. --- Of course... There is a catch.
I'm already aware that the next comment will be "WTFWarren then everyone will be parachuting from helos 200 feet above the ground.". This is true. However, if we can modify these Fastrope-parachutes to only last for 2-3 seconds. That means, in order for you to properly dismount from a helicopter it has to be no more than 10-20 meters above the ground.
Thusly, the parachute will have a life timer of 2-3 seconds which is long enough to deliver you safely to the ground. If you try to dismount the helicopter any higher than that, you will fall to your death. Instantly preventing players from attempting to HALO dive as a Rifleman.
Of course. The whole parachute thing will need to be refined. We will have to find a way to remove it's ability to move WASD so that instead, it comes directly down from the chopper. So this simulates a player coming down from a rope. Also, the whole animation of a player "parachuting" will have to be removed and replaced with the "rope climb" animation instead.
After we get these things in place. Maybe we can think of some way to animate the ropes as a graphic. Obviously the ropes themselves will have no purpose other than making it look like they're actually repelling.
Maybe if this is done right, we can have 6 grapplinghooks attached to an invisible plane (not a plane... an invisible horizon I mean) that is located directly on the helicopter in which these grappling hooks spawn. Kinda the same way the "RPG Cage" is attached to the Scimitar.
Also another note about grappling hook rope. I've noticed that the rope itself is affected by physics and gravity (obviously). However the problem that stems is that after a grappling hook "attaches" itself to an object, it looses these attributes and remains stiff in it's last held orientation.
Maybe if we can have a developer look into this furthur and identify a few important details. Such as removing the "attach" ability after a grapplinghook is latched to an object so that it doesn't remain stiff and orientated in it's last position. Also see if we can have it constantly dangle from a point without it being exactly "attached" to an object. Thusly (and hopefully) making it continually under the influence of gravity and physics. After about 20 seconds, we can have these ropes despawn.
<Note: Of course, the whole use of the "fastrope" graphic will need to be worked on. If it is something a pilot deploys. For now, we're just trying to set up some groundwork. Always time to work out the kinks later.>
Essentially, if we could get a grapplinghook to "dangle" from an invisible and "unattached" point, we can have it follow the chopper with physics and gravity. (Theoretically)
It's a good place to start. It may not appear as the best method, however maybe it can be worked on and refined furthur. It's clear that it has already been ruled out that attaching grapplinghooks to a helicopter will not actually have it attach to the vehicle itself... The normal way that is.
Thoughts? Players? Devs?
Last edited by M.Warren on 2008-12-17 17:21, edited 3 times in total.
Take the Blue Pill or take the Red Pill?


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motherdear
- Retired PR Developer
- Posts: 2637
- Joined: 2007-03-20 14:09
Re: Dynamic Exit Zones - Fastropes mayb?
i think that fastropes could be used for "SOME" insertions and it could be useful i do not believe that the military uses this as their main form of drop. it just seems unreasonable that it should be used so much. the same for LB's btw, are they really used as much as shown in PR. an example would be qway river, in real life it seems weird that a force has 3 LB's and no blackhawks. i understand that this is not supposed to be all out realism but more to represent a realistic gameplay for the players, and therefore it makes sense to have the LB's as often as now, but something just seems off with both fastropes and the amount of LB glorification going on.
don't get me wrong i love the LB but it's just overused if compared to a real loadout of an army (this is what i believe and if somebody knows better (about the amount of lb's used) then please correct me)
don't get me wrong i love the LB but it's just overused if compared to a real loadout of an army (this is what i believe and if somebody knows better (about the amount of lb's used) then please correct me)
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: Dynamic Exit Zones - Fastropes mayb?
as there is no collision mesh on rotors theres no point anyways, just land or hover
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Tirak
- Posts: 2022
- Joined: 2008-05-11 00:35
Re: Dynamic Exit Zones - Fastropes mayb?
ON TOPIC PEOPLE. DYNAMIC EXIT ZONES, NOT FASTROPES!
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: Dynamic Exit Zones - Fastropes mayb?
my comment was for both fast ropes and dynamic exitTirak wrote:ON TOPIC PEOPLE. DYNAMIC EXIT ZONES, NOT FASTROPES!
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M.Warren
- Posts: 633
- Joined: 2007-12-24 13:37
Re: Dynamic Exit Zones - Fastropes mayb?
We are on topic. Dynamic Exits are simply another way of simluating a method to get troops down from a chopper. Without the inbetween. I.E. fastropes.Tirak wrote:ON TOPIC PEOPLE. DYNAMIC EXIT ZONES, NOT FASTROPES!
I'd much rather have something atleast graphically representing a repelling soldier from a hovering helicopter, rather than him instantly warping to some location on the ground. If it is intended to instantly warp someone to ground level from a hovering chopper, I'd much rather have it not exist and continue with what we have now.
Besides, to tactically insert someone with the use of "Dynamic Exits" would most likely become easily exploited. You know how players are. I can see how players would be doing a 450kmh flyby in a Merlin to instanteously warp them ontop of a Warehouse building. One nice and low flyby and everyone hops out harmlessly ontop of a roof. Doesn't sound that promising.
Take the Blue Pill or take the Red Pill?


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G.Drew
- Posts: 4417
- Joined: 2006-04-30 23:02
Re: Dynamic Exit Zones - Fastropes mayb?
Lets all bear in mind that the Bf2 is about as dynamic as roadkill.


[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
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Cobhris
- Posts: 576
- Joined: 2008-06-11 07:14
Re: Dynamic Exit Zones - Fastropes mayb?
No, their shortcut solution was giving everyone a parachute. They even mentioned in an interview about 2 years back, that they stopped developing fastropes because people would rather just hit E and parachute to wherever. It works in VBF2 where you can have a helicopter dropping infinite numbers of paratroopers when flown by an SL, but in PR, everyone doesn't have airborne training.Razick wrote:GOD!! why doesnt anyone ever see why fastropes are SO FUDGIN useless and illogical with the BF2 engine. Does anybody know why fastrope insertions exist? Because the helicopter is unable to touch down because of terrain. Why cant it touch down? Because the rotors would crash into shit!....well in BF2 you dont need to worry about the rotors because THEY DONT EXIST!!! if the body of the helo can fit then it is landable. You can thank EA/DICE for their shortcut solution to the promised fastropes.
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: Dynamic Exit Zones - Fastropes mayb?
Whats the point (other then tactical coolness) to use fast ropes? It would be a week of fast roping before everyone ditches it for a direct ground insertion.
Pilot : "Hey guys ready to fastrope?"
Gunner 01 : "Dude we are going to be a sitting target"
Pilot : "No guys this is how they did it in blackhawk down"
Gunner 02 : "Ah **** we are a huge sitting target in the sky"
Pilot : "Ok guys let me just slow down and try to hove...(Chopper swings wildly around) woh woh woh....ok I got it where hovering kin...(Tail hits a palm tree) woh woh..ok fastropes down"
Crew : "You go to be kidding me, What the hell are we fastroping on to a beach??", "ok guys lets go"
Pilot "Woh Woh woh (chopper swings wildly again) oh no lag"
Pilot has [Teamkilled] everyone
Crew : Logs on
Clicks new thread : "Please for the love of god REMOVE fastropes!!!!"
Gunners : Logs on
Clicks new thread : "Chopper pilot, just land the damn chopper your not leet or cool"
Pilot : "Hey guys ready to fastrope?"
Gunner 01 : "Dude we are going to be a sitting target"
Pilot : "No guys this is how they did it in blackhawk down"
Gunner 02 : "Ah **** we are a huge sitting target in the sky"
Pilot : "Ok guys let me just slow down and try to hove...(Chopper swings wildly around) woh woh woh....ok I got it where hovering kin...(Tail hits a palm tree) woh woh..ok fastropes down"
Crew : "You go to be kidding me, What the hell are we fastroping on to a beach??", "ok guys lets go"
Pilot "Woh Woh woh (chopper swings wildly again) oh no lag"
Pilot has [Teamkilled] everyone
Crew : Logs on
Clicks new thread : "Please for the love of god REMOVE fastropes!!!!"
Gunners : Logs on
Clicks new thread : "Chopper pilot, just land the damn chopper your not leet or cool"
Last edited by CodeRedFox on 2008-12-17 22:38, edited 1 time in total.

"apcs, like dogs can't look up" - Dr2B Rudd
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Human Shield
- Posts: 31
- Joined: 2007-12-26 22:57
Re: Dynamic Exit Zones - Fastropes mayb?
I still don't see why a script can't kill and respawn infantry from a chopper to the ground. Below a certain height the chopper can become stationary and a rally is created below it and the players inside are force spawned there. Then you put in rope models with generic infantry sliding down. Dynamic exit point.
Hell, if you added the ability for the pilot to hold the craft completely steady (a key bind), players can throw grappling hooks out the back.
Hell, if you added the ability for the pilot to hold the craft completely steady (a key bind), players can throw grappling hooks out the back.
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OkitaMakoto
- Retired PR Developer
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Re: Dynamic Exit Zones - Fastropes mayb?
Get to programming it, thats probably the number 1 offered idea for fastropes... and everyone says its incredibly easy... an yet no one can do it...Human Shield wrote:I still don't see why a script can't kill and respawn infantry from a chopper to the ground. Below a certain height the chopper can become stationary and a rally is created below it and the players inside are force spawned there. Then you put in rope models with generic infantry sliding down. Dynamic exit point.
Hell, if you added the ability for the pilot to hold the craft completely steady (a key bind), players can throw grappling hooks out the back.
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FuzzySquirrel
- Posts: 1410
- Joined: 2008-06-18 06:13
Re: Dynamic Exit Zones - Fastropes mayb?
Ok it's late and I don't want to read the other 3+ pages of posts. But IN vBF2 THE ROTOR ARE SOLID! So I don't know where you can up with the HARDCODE on that but it's a lie. All the devs did was take the hit boxes or Colision mesh or w/e off the rotors so you could land in a tight street.Razick wrote:You cant. Hardcode. I should have posted that earlier to make my post a little more reasonable I apologize but at least now you see why I am so opposed to your idea. Trust me I want fastropes as much as the next guy but as it is now it is huge undertaking for little or no gain. Project Reality's ultimate pinnacle is gameplay realism not realistic gameplay. Sig that motto if you like. Do it for the 0.7 hate horde.

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WallyJas
- Posts: 296
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Re: Dynamic Exit Zones - Fastropes mayb?
No dwarf's down under sorry mate[R-DEV]Eddie Baker wrote: and dwarf-tossing.

