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Posted: 2006-05-30 14:00
by Malik
And then read the part where Eggman says the delay will not fix prone diving and that it'll be worked on for 0.4. Then read my perfect suggestion for prone diving that could be implemented for 0.4. Then read these posts that say that my suggestion for prone diving should be implemented for 0.4.

:)

Posted: 2006-05-31 00:52
by S.O.P
Your suggestion is good but you actually haven't demonstrated how you would code your implementation.

Kind of like saying, I want lean, go code it, even though we know its impossible.

Posted: 2006-05-31 01:01
by Burning Mustache
S.O.P wrote:Your suggestion is good but you actually haven't demonstrated how you would code your implementation.

Kind of like saying, I want lean, go code it, even though we know its impossible.
The forum is called "Suggestions forum" and not "Make a suggestion and DAMN YOU IF YOU DON'T GIVE A CODE-EXAMPLE OF HOW IT'S DONE forum".

I also think that Malik's or my ideas of the limits on proning should be a lot easier to achieve through a modding-interface than such a delicate modification like leaning, from my understanding of 3d engines and modding of FPS games.
Granted, I haven't really looked into the boundaries of the BF2 mod-coding interface, but I imagine it'd be easier to accomplish than implementing a leaning feature, as this would require an addition of a whole new lot of mechanisms (point of view needs to change, models need additional animations, key need to be mapped and associated with the new function, etc.) whereas our suggestions on the prone feature would merely require putting some limitaions on an already existing function.

Posted: 2006-05-31 12:19
by Malik
The lean feature would require a completely new variable to be put into place that tells the code to move the player avatar to the left and/or right of the ground, but keeping the movement location in the same place. Currently the avatar moves around on an axis directly below it, you could call this the 'feet'. To add lean, you'd have to code the upper avatar to seperate from this axis. You'd then have to make a lot of animations. It's pointless, and it's not a key priority, so that's why the DEVs aren't even going to try it.

The prone problem is a big one. I'm sorry if you didn't see it, but I have already explained how it would work. For all those who weren't listening or just like throwing around accusations, here it is again.

When the player presses Z, instead of the little bit of code that says 'fly to the floor!', a little bit of a code will run first saying 'put away your weapon and don't draw another one until I say so'. Next, a code saying 'after 1 second, run draw animation for last weapon used' will go. I doubt it's exactly 1 second between pressing prone and hitting the floor, but that's what 1 second represents. Next, the 'fly to the floor!' code will run. The player will fly to the floor, and after the time it takes to hit the floor, their gun will come out again. Next, a little bit of code saying 'remove 50% of stamina' will go.

In theory it sounds pretty simple, as long as it's possible to code those commands. It just requires a little bit of adjustment to the current prone code.

Posted: 2006-05-31 15:14
by S.O.P
I wasn't trying to be offensive to Malik Mr Burning Mustache, its just that the DEVs have stated that its very difficult for them to achieve the goal that Malik and others set forth yet they are trying.

Perhaps, what we need is one thread, thats kept updated by a regular member, keeping a log of the more serious suggestions and issues. Example:

Subject: Instaprone
Description: blah blah blah
Dev Response: Being worked on

Subject: Lean
Description: etc etc etc
Dev: Not going to happen

Posted: 2006-05-31 15:27
by Malik
I've never had a response about my suggestion though, they keep saying they're working on the prone fix but they've not commented whether it has anything to do with my ideas or not. That's what's worrying me.

Posted: 2006-05-31 15:39
by Wraith
The Prone Fix is being addressed. What more do you need?