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Posted: 2007-08-22 20:06
by Swe_Olsson
Didnt EA limit the seat limitations on vehicles because of thier score system? u shoot down a black hawk with 14 soldiers, its quiet easy to bring on of those down and the ammount of score would be alot..

Posted: 2007-08-22 20:08
by bosco_
[R-PUB]Masaq wrote:Does that work if the back door opens, or do all the bodies fly out a lá merlin?
Does work with door open, as long as you dont get too close to the ramp you wont fall out.

Posted: 2007-08-22 20:23
by Masaq
[R-PUB]bosco wrote:Does work with door open, as long as you dont get too close to the ramp you wont fall out.
Interesting... has anyone got any theories as to why this is, and whether or not it can be carried over to other vehicles (airborne or otherwise)?

Also, is the Osprey large enough to place a small vehicle inside - say the motorbike, to begin with - to see if the non-instant-deathy-properties apply to objects as well as players?

Posted: 2007-08-22 20:31
by bosco_
Mhh a dirtbike would fit I guess

Posted: 2007-08-22 20:49
by Hitperson
it's all worth experimenting.

Posted: 2007-08-22 21:06
by Masaq
Will have to try it sometime, might be worth finding out.

Posted: 2007-08-22 21:07
by pasfreak
not a good idea- there are usually only like 40 ppl on a map, so a chinook would be a waste. it would never fill up.

Posted: 2007-08-22 21:17
by Swe_Olsson
if it could transport vehicles it would be a great addition

Posted: 2007-08-22 21:18
by DavidPodedworny2
[R-PUB]Masaq wrote:Will have to try it sometime, might be worth finding out.
Bring back proving grounds?

Posted: 2007-08-22 21:24
by Hitperson
does anyone have of copy of proving grounds they can send me?? or PM me a link for it.

Posted: 2007-08-22 21:33
by Cp
I just tested driving an dirtbike into the v22, It ended up with one smoking black bike and a dead CP... then i tryed an ATV, that ended with me in the sky and an black v22....
you cant even drive up the hatch/door/ramp without exploding.

no need for proving grounds, Bubba added a kashan 16p with every vehicle in game with 0 spawntime.

LINK!

I suggest the second one (training_v2.zip) if you want more vehicles

Posted: 2007-08-22 21:49
by Masaq
Okay, looks like that one's a no-ski.

Shame, dropping the otherwise fairly useless dirtbikes out the back of the Osprey as a form of light arti would have been fun lol.

Looks like the engine really really can't handle the concept of having two vehicles in the same general area :(

Posted: 2007-08-23 02:53
by Paladin-X
I wish I had the answer to that question. I think it was successfully done in a BF1942 mod, but BF2 is a little different from its predecessors. I'd certainly be interested in seeing if you can get away with using two vehicles as one.

Posted: 2007-08-23 03:14
by Crusader09
my idea was simple cut it into a 3 part vehicle which moves as one, What i mean is i want to make a cockpit area that hold a pilot and co-pilot, A mid area with it's own doors on each side holding 1 squad of 6, And a back area with a door like the merlin holding another squad of 6.
What you're saying here is an engine limitation. It can't be done period. No source code can unlock it for modifying. Simply impossible.
Looks like the engine really really can't handle the concept of having two vehicles in the same general area


I think it's safe to say EA can be blamed for that one. They originally had it in BF1942 for the DC mod. You could fit some light vehicles in the C-130. They probably never even looked at it when developing BF2.

Posted: 2007-08-23 03:47
by TexLax
Crusader09 wrote:I think it's safe to say EA can be blamed for that one. They originally had it in BF1942 for the DC mod. You could fit some light vehicles in the C-130. They probably never even looked at it when developing BF2.
actually, they did... poor LCAC never had a chance

Posted: 2007-08-23 04:02
by Paladin-X
With regards to seperate vehicles being attached, they had to in BF42 because of the aircraft carriers. Carriers in BF2 are static, so it doesn't matter.

I still think it's worth a shot to try and put two 'vehicles' together to make one big one. Unless someone has tried it and has proven that it's not possible or if EA/DICE made an announcement to that effect.

There are lots of things that people assume are impossible, but with the right creativity a lot of things are more possible than you might think. In BF42 DC was the first to make helicopters and even DICE didn't know it was possible.

Posted: 2007-08-23 04:12
by KingofCamelot
Paladin-X wrote:I still think it's worth a shot to try and put two 'vehicles' together to make one big one. Unless someone has tried it and has proven that it's not possible or if EA/DICE made an announcement to that effect.

There are lots of things that people assume are impossible, but with the right creativity a lot of things are more possible than you might think. In BF42 DC was the first to make helicopters and even DICE didn't know it was possible.
Oh, its possible, its just a bit of work and there are sure to be complications that arise from it. :)

Heres how I'd do it:

First, the main PCO, the cockpit, would contain all the collision meshes for the entire PCO, including the other sections. So by itself you would have just a cockpit model, but with collision meshes for the full chopper.

Give the main PCO an effect with an emitter, which emits the middle section of the helicopter, and make it emit as a child. Then give the middle section an effect which emits the tail section of the helicopter, again as a child. Neither of the emitted sections have collisions. Voila.

And if anyone understood that, you're welcome to go try it. :razz:

Posted: 2007-08-23 04:16
by Paladin-X
Will you be able to get 12-14 seats for people to sit in though?

Posted: 2007-08-23 04:18
by KingofCamelot
Paladin-X wrote:Will you be able to get 12-14 seats for people to sit in though?
Since the game should see them as separate vehicles, yes, you should be able to, you just won't be able to switch between the sections.

Actually, I'm not positive that emitters emitting PCOs as children won't cause them to be able to be switched between.

Other method would be to use object spawners with the holdObject code, but I wasn't able to get that working after the latest patch, for some reason.

Posted: 2007-08-23 04:19
by danthemanbuddy
^ is there a rosetta stone for that?