Dynamic Exit Zones - Fastropes mayb?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Dynamic Exit Zones - Fastropes mayb?

Post by Solid Knight »

If we can't have fastropes then can we have slowropes? Slowropes are better than fastropes anyway.
BlackwaterEddie
Posts: 752
Joined: 2007-02-01 13:26

Re: Dynamic Exit Zones - Fastropes mayb?

Post by BlackwaterEddie »

I watched Black Hawk Down again, and I have to say, why do the spec ops guys in PR not look like the D-Boys, this game is not realism, fastropes plz :(
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Dynamic Exit Zones - Fastropes mayb?

Post by M.Warren »

BlackwaterEddie wrote:I watched Black Hawk Down again, and I have to say, why do the spec ops guys in PR not look like the D-Boys, this game is not realism, fastropes plz :(
So we're upset because of a slight inaccuracy in the appearance of Delta Force operatives? Allright then. Next time we redo a Special Forces soldier for PR we'll give them a bicycle helmet. Then it'll be official.

Image
Take the Blue Pill or take the Red Pill?

Image
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: Dynamic Exit Zones - Fastropes mayb?

Post by Zimmer »

FuzzySquirrel =US= wrote: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.
The rotors does have a collison mesh when they are still but not when they are on :)
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
Image

I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: Dynamic Exit Zones - Fastropes mayb?

Post by FuzzySquirrel »

Zimmer wrote:The rotors does have a collison mesh when they are still but not when they are on :)
I know, What I got from his Original post was that "You cant have meshes whilst it's moving." And trust me that's a lie because in vBF2 the rotors have the mesh while flying as well as stopped.
Image
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Dynamic Exit Zones - Fastropes mayb?

Post by gazzthompson »

FuzzySquirrel =US= wrote:And trust me that's a lie because in vBF2 the rotors have the mesh while flying as well as stopped.
nope
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Dynamic Exit Zones - Fastropes mayb?

Post by Scot »

They have the ability to, just the vBF2 choppers don't IIRC. Or am i completely wrong?
Image
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: Dynamic Exit Zones - Fastropes mayb?

Post by Hotrod525 »

Dont waste you're time, it had been proven by Dev, even by Hitler, that is not possible whit the Engine source code to make a realistic fastropes, so please, eat the pills, and live whit that fact.
Image
hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: Dynamic Exit Zones - Fastropes mayb?

Post by hall0 »

so why isnt this thread allready closed like all the fastrope threads before?
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Dynamic Exit Zones - Fastropes mayb?

Post by McBumLuv »

^maybe because its discussing dynamic exits/entrances and not just fastropes, except everyone keeps mentioning fastropes :|

I would like to know as well... Can dynamic exits be affected by speed of vehicles? In other words, when a jet is at taxiing speed, you jump out and and infront of it, but when traveling at greater speeds, you're let out at say 50 meters above the cockpit? Just a question.
Image

Image

Image
FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: Dynamic Exit Zones - Fastropes mayb?

Post by FuzzySquirrel »

gazzthompson wrote:nope
Image

Although they're not that great their there. Unless you can find a better explanation of why it stops half way through the rotor.
Image
krisfx
Posts: 88
Joined: 2008-03-26 18:58

Re: Dynamic Exit Zones - Fastropes mayb?

Post by krisfx »

Just let the argument go

Next time try searching "fastropes"

there are countless people asking exactly the same thing as you
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Dynamic Exit Zones - Fastropes mayb?

Post by McBumLuv »

krisfx wrote:Just let the argument go

Next time try searching "fastropes"

there are countless people asking "C4n I h4z f4s7r0p3z plz? I n33dz them NOAW!"
Fixed ;)

The difference between normal "suggestions" and this is that this thread is in recognition of impossibility of coding fastropes as everyone asks for, but offers a possible solution. Every other one has not recognized the problem, usually don't bother searching it first, and never suggest possible ways to implement it, only that it be implemented.

I haven't been on the pr forums since the dawn of time, but I've seen ressugestions, and this is a very different concept.
Image

Image

Image
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: Dynamic Exit Zones - Fastropes mayb?

Post by OkitaMakoto »

Idk, there really have been countless suggestion threads on fastropes and the ones that dont simply suggest, and actually offer up some sort of potential method, are normally really crazy coding ideas and complex things that if you knew how bf2 works[or the trend of things that work/dont work] youd know they arent possible. Making a helo autohover at the push of a button, using the grapple[works but is terrible], exiting onto a rope, placing a ladder static on the helo, etc :\

Its sad but true... :[
I think people just hold on to this logic that if 1 million methods are thought of already, maybe the 1 million and first will work. Which might be true... but thats a lot of resuggests for something a decent majority do not even want to see implemented ;)
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Dynamic Exit Zones - Fastropes mayb?

Post by Scot »

Out of interest, what map would anyone like to see Fastropes on? Cos Ramiel is the only real one I can think of that could use them, and due to it's size then i am sure you would have about 3 RPGs hitting it as soon as the pilot pressed that hover button.
Image
Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Re: Dynamic Exit Zones - Fastropes mayb?

Post by Dunehunter »

Hover button? Where? Why did no one ever tell me? :p

[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce. :|
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: Dynamic Exit Zones - Fastropes mayb?

Post by Mongolian_dude »

NickO wrote:As a transport pilot I feel its my duty that you would have to be retarded to hover for more than 2 sec whilst dropping off people unless you want to get shot down.

If fastropes were implemented I would NEVER use them.
Truth, Dawg.
I'd rather be right down between the cover when landing, tbh.

...mongol...
Military lawyers engaged in fierce legal action.

[INDENT][INDENT]Image[/INDENT][/INDENT]
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: Dynamic Exit Zones - Fastropes mayb?

Post by Hotrod525 »

Lets hope Operation Flashpoint 2 would be MODABLe and that the PR Devteam would find an interest in it =D cause there will be "fastropezzzzz13333377777!111!!!!1!1!111!1!!!"
Image
Deadfast
Retired PR Developer
Posts: 4611
Joined: 2007-07-16 16:25

Re: Dynamic Exit Zones - Fastropes mayb?

Post by Deadfast »

Operation Flashpoint 2 will suck mainstream balls. I bet my ArmA 2 copy on that :D


Man, I still don't get the possession about fastropes...
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Dynamic Exit Zones - Fastropes mayb?

Post by gazzthompson »

FuzzySquirrel =US= wrote:Image

Although they're not that great their there. Unless you can find a better explanation of why it stops half way through the rotor.
why is the collision mesh only half way on rotor ? why dose it not explode (mesh vs ship = fail) ?
Locked

Return to “PR:BF2 Suggestions”