[Code] HandBrake

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Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: [Code] HandBrake

Post by Brummy »

I admit that if this gets implented I will try to 'drift' around every corner :p
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: [Code] HandBrake

Post by Conman51 »

does it stop sliding?
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: [Code] HandBrake

Post by Onil »

Conman51=US= wrote:does it stop sliding?
If you're sliding forward it should, yes. But probably only while you're clicking.

But if you're sliding backwards or sideways i don't think so. Will have to further test it i guess.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Code] HandBrake

Post by Wilkinson »

Brummy wrote:I admit that if this gets implented I will try to 'drift' around every corner :p
I would make a Tokyo Map just for this.
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: [Code] HandBrake

Post by Onil »

Ok here's some vids with the HMMWV

Forward HMMWV Hand Brake Example: HMMWV Hand Brake Example - Xfire Video

First i try to brake with the S key and Second i use the Hand Brake. As you can see the S key doesn't stop the vehicle in time because it doesn't work until the vehicle is almost stopped while the HB stops the vehicle right away.

Driving the HMMWV with the HandBrake: HMMWV Driving - Xfire Video

Forward Stryker Hand Brake Example: http://www.xfire.com/video/b19ab/

Hope you can see from the vids a bit how the vehicle reacts with the hand brake.
Last edited by Onil on 2009-05-03 20:36, edited 1 time in total.
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Onil
Posts: 1232
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Re: [Code] HandBrake

Post by Onil »

It seems that the handbrake will stop a vehicle from sliding forward but it won't keep it stationary since the handbrake works with recoil and it slightly pushes the vehicle backwards while you click on it.

But maybe a recoil from above the vehicle would work to stop the sliding.

Anyway that's not really the purpose of the handbrake and it's feature is working fine as it stops the vehicle when intended.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Code] HandBrake

Post by Wilkinson »

Basically this Code should be put into PR's next version... :P

Also a Screeching Effect would be pretty nice.
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supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: [Code] HandBrake

Post by supahpingi »

DO WANT :D

man this would be so awesome to have ingame
Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: [Code] HandBrake

Post by Onil »

Well it shouldn't be too hard to implement as long as you choose a key that's not being used in any vehicle, it's all about adding those lines of code to the vehicles. It might need some tweaking though and that takes some time.
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: [Code] HandBrake

Post by Tomato-Rifle »

Sweet!

This would make driving a whole new experience! :D

How about using the key F, its not used as driver in jeeps, or armour i think.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Code] HandBrake

Post by Wilkinson »

Noooz I use tht for my Ventrilo! lol
But the code can be modified and put into PR without any infractions taking place correct?

Maybe we could add this to the jets as well. As more of a brake. We have the reverse thrust in place but it could be incoporated as this as well.
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Skovy
Posts: 19
Joined: 2008-11-19 10:22

Re: [Code] HandBrake

Post by Skovy »

hmm so if i get this right, it stops the vehicle by a recoil caused by a "weapon" so it has to spawn allot of ammo aswell and think in a server how many people there is going to drive around hitting the handbrake all the time, that would cause some lag depending how long the round will last, it's just that the engine doesn't delete the material when they are once used and it just fills the servers up, a bf2 map can take up to 1100-1500 + the materials there was already in the maps until it causes crash (tested in sandbox in a map named clearing). But i am not sure about that tho it is maybe just how huge the material, but i had the exactly same idea in a old mod team where i was but we had that problem so we used a different type of method for it something similar to the fuel system we had on the vehicles. But other than that looks good and i wish that i am wrong about what i said :) really good find.
Last edited by Skovy on 2009-05-04 02:24, edited 2 times in total.
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JDMT
Posts: 322
Joined: 2008-11-25 22:45

Re: [Code] HandBrake

Post by JDMT »

Skovy wrote:hmm so if i get this right, it stops the vehicle by a recoil caused by a "weapon" so it has to spawn allot of ammo aswell and think in a server how many people there is going to drive around hitting the handbrake all the time, that would cause some lag depending how long the round will last, it's just that the engine doesn't delete the material when they are once used and it just fills the servers up, a bf2 map can take up to 1100-1500 + the materials there was already in the maps until it causes crash (tested in sandbox in a map named clearing). But i am not sure about that tho it is maybe just how huge the material, but i had the exactly same idea in a old mod team where i was but we had that problem so we used a different type of method for it something similar to the fuel system we had on the vehicles. But other than that looks good and i wish that i am wrong about what i said :) really good find.
You don't understand. The recoil just "happens out of nowhere" when the hand brake button is pressed, only recoil force is created.
Skovy
Posts: 19
Joined: 2008-11-19 10:22

Re: [Code] HandBrake

Post by Skovy »

JDMT wrote:You don't understand. The recoil just "happens out of nowhere" when the hand brake button is pressed, only recoil force is created.
Well there is just this little line what doesn't look so good.

Code: Select all

ObjectTemplate.fire.roundsPerMinute 900
But yes like i said i can be wrong about that, it is the same when you fire with a weapon but allot more bullets.
It just needs to be tested to get the prove.
Last edited by Skovy on 2009-05-04 02:51, edited 1 time in total.
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: [Code] HandBrake

Post by Onil »

Skovy wrote:Well there is just this little line what doesn't look so good.

Code: Select all

ObjectTemplate.fire.roundsPerMinute 900
But yes like i said i can be wrong about that, it is the same when you fire with a weapon but allot more bullets.
It just needs to be tested to get the prove.
Rate of Fire is what causes the recoil power, so the more rounds per minute the higher the recoil will be. that doesn't mean that it is actually firing anything since there aren't any projectiles.

I don't think this will cause any lag.
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Kirra
Posts: 1143
Joined: 2009-01-22 18:24

Re: [Code] HandBrake

Post by Kirra »

Just use RMB for the handbrake and "x" to drop the ammo.
motherdear
Retired PR Developer
Posts: 2637
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Re: [Code] HandBrake

Post by motherdear »

skovy it sounds like you are talking about networkable objects, i really don't see thisbeiing the same
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Kenny
Posts: 261
Joined: 2006-11-18 03:30

Re: [Code] HandBrake

Post by Kenny »

I like this alot only if it stoped sliding on slopes when stationary altogether it would be perfect but having a real braking feature is great holding down 's' isnt very efficent when your going at high speeds. This handbrake combined with the techknicals fantastic handeling would give the Insergents new skills in hit and run tatics
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Skovy
Posts: 19
Joined: 2008-11-19 10:22

Re: [Code] HandBrake

Post by Skovy »

Ok i was wrong about that, we had something similar to that but it worked as a fuel to the cars, so it was like that but it was always on when you drive so we had to change that to a python code what stopped the engine of the vehicle in amount of time so it was out of fuel.
My mistake.
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Cheesygoodness
Posts: 226
Joined: 2007-05-03 23:06

Re: [Code] HandBrake

Post by Cheesygoodness »

You know it begs the question. What happens when your sliding down a hill? Lets say your driving your vehicle down a steep hill? Suddenly you hold in the button and the 'recoil' starts going off. Basically anytime a vehicle is not -flat- and more vertical? Anyone see someone holding the button in to long, the recoiling piling up and then you hear a sudden alarm...

Whaaaar Whaaaar Whaaar warning warning takeoff in 3, 2, 1... Whaaar WHOOOOOOOOOOOOOOSH! The vehicle gets launched backward up into the air in a space-ship fashion....

>.> Tell me that wouldn't be funny as hell.
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