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Re: Tank fire control systems

Posted: 2008-06-13 14:21
by ralfidude
If the hack could be put in place like that, it would be tricky. Cuz the aimbot locks onto the nearest target, it would require some intense changing and recoding, but i just think that even with that it would be a nightmare to use. I just have that feeling that somethign so good cant be good. I dont argue with the devs anymore, if they say no, well.... i dunno, but i think they mean no. Still it would be nice!

PS: what i really want to know is what specifications did the dude have on his PC to run arma so smooth? I installed arma on my laptop and it worked, glitched like a mofo but it worked, but on my desktop it wont even install... some problem iv never heard of, and ARMAs techs emailed me saying "Umm.... did u try cleaning the disc?" :29_slaps: :roll:

Re: Tank fire control systems

Posted: 2008-06-13 16:42
by Mora
No the so called hack wont just spring to the target. Like i said before it will just lockon to the target where you point at and only when you press the hotkey. For example Z as that one isn't used in any amour or aircrafts, choppers.

And i wouldn't call it a hack as it doesn't really hack it just put your crosshair where it can hit the (moving)target.

I would really like to see if this is possible. If not.. then.. well :(

Re: Tank fire control systems

Posted: 2008-06-13 18:24
by Psyrus
You know, as cool as that is... I like the fun vs realism balance that PR has... Tanks are already pretty friggin' powerful when used effectively... The draw distances are pretty miniscule in the grand scheme of things and thus even if something's at the outer limits of your view distance, the need to lead it is minimal... maybe 10-20m in front of an apc moving @ full speed perpendicular to you. Also, doing that auto-aim for infantry would take all the fun out of gunning the suckers down as they flee for cover :D

I dunno, maybe that's just me :)

Re: Tank fire control systems

Posted: 2008-06-14 19:35
by Mora
Well it is realistic and helpful at the same time. It will improve gameplay as well imo.

You need to stop thinking it is a aimbot. It can be made loosely, and will help allot for attack choppers or a 2 seater bomber. It will not be cheating or anything.

Re: Tank fire control systems

Posted: 2008-08-07 10:54
by Mora
*Bump*

Ive finally fount a video showing this :)
Just mute if you don't like the music (i dont)

Battlefield 2 Vehicle Aimbot HQ
As you can see in the beginning he fires the .50 cal on the jets and hitting them. Same as on 1:12 where you can see it even better.

So yes if something like this could be made for the tanks and everything else that uses tracking then it could work :) Also read my previous ideas on this thread.

Re: Tank fire control systems

Posted: 2008-08-07 11:57
by 101 bassdrive
[R-CON]Cp wrote:The allmighty egg once said;
Originally Posted by [R-DEV]eggman View Post
YES. Great idea! We should buy one of those hacks where they sell your credit card and then ship the hack with our mod and then tell the hacks company "waddya gonna do .. sue me?" and see if we could really get the hack community pissed off about PR's license violating use of the hack code.
I remember that moment too well because the bitchslap was for me ..
as mora now has explained:
hack = cheat
game implemented system using similar effect = no hack because no advantage restricted to an individual

now before somebody denounces me once more.. know your enemy, know their hacks. thats why I know.
you can tweak aimbots to lock in certain orders.
be this to lock on a target if it enters a particular angle of your viewfield ( 15,20 whatever degrees), threat ( target type), distance etc.. even where to aim exactly at the target ( head, feet, turret, wheels etc) all a matter of coding and hack setup. its all already out there. what you saw in moras video was a rager, using it in an obvious manner with no sneaky self-restrictions at all.

it can track moving targets as this thread is about that serving as tank fire control systems and more stable SOFLAM lasering.
it can lock to XYZ coordinates of maps serving as stabilization for tanks and attack helos.

its all about being open minded aint it?

Re: Tank fire control systems

Posted: 2008-08-07 14:13
by Mora
Exactly. If this could be done in the way i said before in this threat everything will be realistic and still adding to gameplay. There are no downsides except maybe that the coding will take some time.

Re: Tank fire control systems

Posted: 2008-08-08 11:33
by Drav
But a hack is under no obligation to operate under EAs licence agreement whereas anything PR made would be...if that was built with the bf2 editor and legit python alone you might be onto something, but I very much doubt it was....

Re: Tank fire control systems

Posted: 2008-08-08 13:56
by @bsurd
sounds good if the modder get this to work only for tracking. if it dosent look or act like a real cheat, it dosent matter for me were the coding is come from or was made for.

I only want a realistic tracking for tanks and much more for the attack choppers.

Re: Tank fire control systems

Posted: 2008-08-08 21:10
by Mora
[R-CON]Mescaldrav wrote:But a hack is under no obligation to operate under EAs licence agreement whereas anything PR made would be...if that was built with the bf2 editor and legit python alone you might be onto something, but I very much doubt it was....
Hmm, i am not too sure about that. I mean its not like cheating or anything.
And for a aimbot (or tracker of some sort if you prefer that) you don't need to change files right? I am not too sure how it works but i am sure its possible this way.