[ possible solution? ] Helicopter Crashes/Non mid air explosion

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aanersiieaaoa
Posts: 35
Joined: 2007-07-20 18:13

[ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by aanersiieaaoa »

i have noticed this in an Apache once in PRSP, when i was damaged i was not completely destroyed, but my rotor was, i vastly lost altitude and crashed (exploded when i hit the ground) but a crash non the less.

No, this is not necessary, but would be a nice addition.

here is my idea:

Give the Helicopter or Jet even a substantial amount of health, just enough so that when critically hit it wont explode, but rather py. code the vehicle to have all control lost or however you want it to go, blaa blaa blaa
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Deadfast
Retired PR Developer
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Re: [ possable solution? ] Helicopter Crashes/Non mid air explosion

Post by Deadfast »

Similar thing is already in effect.

For some reason, however, it only works on local server.
aanersiieaaoa
Posts: 35
Joined: 2007-07-20 18:13

Re: [ possable solution? ] Helicopter Crashes/Non mid air explosion

Post by aanersiieaaoa »

ah i see, due to lag and all, cant wait for the restructuring of the internet infrastructure
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AnRK
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Re: [ possable solution? ] Helicopter Crashes/Non mid air explosion

Post by AnRK »

Deadfast wrote:Similar thing is already in effect.

For some reason, however, it only works on local server.
You mean with the crashing, not just the tail rotor and stuff?

His idea seems to pan out in theory though, I suggested something similar for land vehicles a bit ago. Give them more health but make the wheel/track buckling effect come into effect when it would have originally blown up, so then you have a vehicle that's still safe to get out of and be around to repair but won't be going anywhere anytime soon. Then to counter that on the weapons side change the vehicles interaction with the weapons so it compensates for the increased health needed to make the thing not kill people because of a slightly bumpy road.

I don't get why this couldn't apply to air assets anyway, if it takes a certain amount of fire then the power is lost, but the terrain doesn't do enough damage to blow the whole thing up depending on how fast it falls and at what angle. If it wasn't too much of a pain on top of that you could make the landing effect the health of people inside depending on how severe it was, not sure if you can make people inside vehicles lose health though beyond it being on fire and thus eventually blowing up.
mat552
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Joined: 2007-05-18 23:05

Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by mat552 »

This is in effect for the gun little bird as far as I can tell. I can count at least 12 times in the last week that I've lost power to the rotor and managed to coax it in for a landing, get it just repaired enough to takeoff and then nurse it back to base. (An equal amount of times it just up and exploded, so there seems to be a bit of luck involved)
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by Tirak »

This is ingame already, though the frequency of it occurring during an online match is much lower than in single player due to the net code. I don't know the ins and outs of it, but it would appear to be the same reason why we can't have cluster bombs.
Jordanb716
Posts: 186
Joined: 2008-04-10 22:58

Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by Jordanb716 »

Erm... if we did get it to work for jets and someone crash landed it in the middle of the desert or something and went back to base like a good little role player how are they gonna get the jet back? Theres no reward for surviving cause the jet respawns faster if you just crash. It doesn't respawn at all if it's just sitting out there so someone would have to go blow it up wasting resources and if you get it repaired it's a jet, you cant take of.
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mp5punk
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Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by mp5punk »

lol blablablabla
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ReadMenace
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Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by ReadMenace »

mp5punk wrote:lol blablablabla
I'm pretty sure this is the second time I've requested a "No posting while drunk" mandate for Mp5.

Anyways, I think this is a great idea; increase vehicles' health significantly. 2-3 times their current, but maintain a loss of control after 90% of their original health is lost.

Good suggestion, sure it has been suggested before, but I appreciate aanersiieaaoa's articulation.

-REad
Jaymz
Retired PR Developer
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Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by Jaymz »

That is a PR feature but it only works on a local server :(
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bigpimp83
Posts: 180
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Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by bigpimp83 »

well cant you do it like this lets say the choper health is 500 so giveit like 1500 health but it takes 500 health to go down into critical so at critical mode it would be 1000 health and that 1000 health would be a buffer between the ground
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Ondskan
Posts: 148
Joined: 2008-10-01 15:44

Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by Ondskan »

bigpimp83 wrote:well cant you do it like this lets say the choper health is 500 so giveit like 1500 health but it takes 500 health to go down into critical so at critical mode it would be 1000 health and that 1000 health would be a buffer between the ground
IMO this should work.

Yeah so it would not be about "hitting" the rotarblade or something because that obviously seems near impossible to code to work or its the web or something. But if you hit a choper and damage it enough then it wont explode, it will just loose power.

This would/could be coded lets say: "Hit below health 500 = - maximum speed 40%?"


Or something. This would simulate the many places a choper can get hit to loose power (Fuel, rear (would make it spin but W/E), rotar, controls and such).
Spec
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Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by Spec »

This very thing, as far as I know, does work on local servers only.
AnRK
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Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by AnRK »

Jordanb716 wrote:Erm... if we did get it to work for jets and someone crash landed it in the middle of the desert or something and went back to base like a good little role player how are they gonna get the jet back? Theres no reward for surviving cause the jet respawns faster if you just crash. It doesn't respawn at all if it's just sitting out there so someone would have to go blow it up wasting resources and if you get it repaired it's a jet, you cant take of.
I'm sure they'd be coded to gradually deteriorate as soon as it got past the point that the power ran out if it was implemented, so people could get out out alive but the asset would blow up soon enough anyway.
[R-DEV]Jaymz wrote:That is a PR feature but it only works on a local server :(
Is there no way of simplifying it for online play? Or is it getting the power to cut out that's a bit iffy online?
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by gclark03 »

The important issue is crashes, and I can't see how the health buffer theory wouldn't work online.

Can someone explain exactly what doesn't work outside of local servers? I'm sure the health buffer isn't a PR feature, but I know that tail rotor failure is.

UPDATE: Just tested this in PRSP, and it works perfectly, except for one small problem: I'm still working on getting the thing to catch fire when it goes critical at such a high health value. The way it is now, it looks completely normal when it goes critical at 3300 health, then gradually begins to smoke and flame - not what I looked forward to.
Last edited by gclark03 on 2008-12-30 14:49, edited 2 times in total.
dbzao
Retired PR Developer
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Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by dbzao »

Disabling vehicles through python is not 100% reliable. Some times the engine doesn't want to do it, that's the reason why it's random.
scandhi
Posts: 293
Joined: 2006-02-02 20:53

Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by scandhi »

So if it's not disabled will it be destroyed?
If possible can it be done this way?
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Alan
Posts: 54
Joined: 2008-01-01 22:18

Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by Alan »

gclark03 wrote:The important issue is crashes, and I can't see how the health buffer theory wouldn't work online.

Can someone explain exactly what doesn't work outside of local servers? I'm sure the health buffer isn't a PR feature, but I know that tail rotor failure is.

UPDATE: Just tested this in PRSP, and it works perfectly, except for one small problem: I'm still working on getting the thing to catch fire when it goes critical at such a high health value. The way it is now, it looks completely normal when it goes critical at 3300 health, then gradually begins to smoke and flame - not what I looked forward to.
Yep. I did exactly the same thing (there is a similar thread a few pages back) and I agree with this suggestion. The only issue I can find is the whole smoke /flame thing -there needs to be more, at the moment it only appears that the pilot has had a lag spike and nosed down/tipped up etc. (controls and the engine still die though). Also, repairing the vehicles does not seem to work (they power up and do nothing -no lift or movement). Other than that there seems to be no problem -at least with helicopters.

As for jets, just give them a little bit more health so they go critical without exploading, but falling from average altitude to the ground will still kill them. I think that would be acceptable as jet pilots tend to bail out rather than crash (they have only themselves to think of, not a vehicle full of people and/or a decapitation hazard like the chopper pilots)
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by AnRK »

scandhi wrote:So if it's not disabled will it be destroyed?
If possible can it be done this way?
The disabling kicks in after a certain amount of health, it's not instead of destruction. Since the effect doesn't always happen, if an asset WASN'T disabled then it'd fly around happily with the benefit of having twice the health.
winters101
Posts: 78
Joined: 2007-06-19 16:06

Re: [ possible solution? ] Helicopter Crashes/Non mid air explosion

Post by winters101 »

Once, i was on a local server with teammates, on Muttrah, i was CMO, the US Little Bird come next to me with a little smoke behind him, i shot with my G3 in his rotor, and he's going down and crash in a building, that was awesome, pretty bad that it can't happen on internet :(
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