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Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-29 16:01
by Wh33lman
i think this is more of a mappers deal. the sewer tunnels on Iron Ridge are awsome, and i actually wouldnt mind crawling prone through water pipe if it meant staying out of sight.

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-29 16:11
by Sgt.BountyOrig
Ive just had a thought, maybe when pressing "E" near a hideout, it 'Kills' you, and then you choose another hideout to spawn at, your kit is moved from the first hideout to the other one, and you spawn unarmed.

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-29 16:30
by Shovel
IIRC, you cannot modify the terrian while ingame, thats why craters from explosions are listed as hardcoded.

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-29 18:21
by Jorgee!
Bluedrake42 wrote:can this be done?


I don't know, one guy said it is not possible to add delay.......

But i would do this:

Like the AfterDune script "fly", you make the insurgent fly to 1000 meters, wait 5 seconds then make him fly to 1000 meters again, you have a 10 secs delay, then you teleport him to the desired coordinates.

Plus i don't know how the teleport works but if afterdune did it vertically it may work horizontally xD

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-29 18:46
by goguapsy
Isn't suiciding/respawning the same thing as this? Just a smaller time delay?

(Except for civies, which wouldn't use such tunnels, so wouldn't suicide and provide intel do BLUFOR).

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-29 19:04
by Jonathan_Archer_nx01

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-29 19:08
by killonsight95
on command and conquer... compelte different game.

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-29 20:27
by Kain888
And before...

Image

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-30 05:50
by ComradeHX
TheBobJeff wrote:IIRC, you cannot modify the terrian while ingame, thats why craters from explosions are listed as hardcoded.
Just teleporting below the terrain will give the play access to underground, IF anything is really there.

It is like the building bug in vBF2 in which you can exit a certain vehicle to get into buildings without doors(statics).

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-30 08:18
by HKurban
Before asking "can it be done", shouldn't we first ask "should it be done?" I mean the hideouts are just that, hideouts, not tunnel network entrances. I see where you're coming from though. The model of the hideout is a reinforced entrance to an underground construction, and since its similar to the GLA tunnels from Generals, you've put 2 and 2 together. I think the hideout is instead more of an underground dugout shelter that insurgents can live in without being visible in thermal imaging or subjected to house to house searches. Try to picture a hastily dug bomb shelter or underground cellar. Given the time it takes to build and the functionality of the hideout, I think that is more likely than having a system of reinforced tunnels that would take weeks to build IRL.

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-30 09:05
by Celestial1
No, they are tunnel network entrances. There have been large tunnel networks discovered in Iraq, as well as in Afghanistan. Some of these tunnels may be small in length, acting as living quarters like you say, but some are actually part of a vast tunnel network that link important areas.

It is feasible, and makes decent sense from a "is this realistic" perspective.



To argue that the tunnels take longer to build is kind of moot, since building a hideout would simply be a representation of the entrance already being there, but it just gives the team the freedom to not be constricted by some pre-built tunnel system.

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-30 12:15
by Tirak
[R-MOD]Thermis wrote:I swear we have talked about this before, but I couldn't find anything on it.

I would think zipping through terrain would probably cause stability issues, but then again never tried to do that so I dont know.
https://www.realitymod.com/forum/f18-pr ... -idea.html

https://www.realitymod.com/forum/f18-pr ... -team.html

This was by page 3... Just saying is all...

Resuggestion,
Please use the Search Function and the *** List before posting suggestions.

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-30 14:48
by Dev1200
Tirak wrote:https://www.realitymod.com/forum/f18-pr ... -idea.html

https://www.realitymod.com/forum/f18-pr ... -team.html

This was by page 3... Just saying is all...

Resuggestion,
Please use the Search Function and the *** List before posting suggestions.
This.. and wouldn't work to actually create tunnels in the game.


There's an ACTUAL static hideout in one map.. somewhere.. but I won't spoil it. But if you know what I'm talking about, think of that as what the inside of your hideout is. PM me if you want me to spoil so you get this Dx

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-30 16:33
by HKurban
Dev1200 wrote:There's an ACTUAL static hideout in one map.. somewhere.. but I won't spoil it. But if you know what I'm talking about, think of that as what the inside of your hideout is. PM me if you want me to spoil so you get this Dx
Someone showed me that hideout you're talking about during a slow game. It was a nice touch to that map. Whenever I switched over to Coalition side, I'd always try and check there to see if the enemy was using it.

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-30 19:06
by goguapsy
Guys, first, isn't it weird for someone to insta-teleport from one side of the map to the other one?

2nd, if you add a time delay to the "teleport", why don't you simply suicide?

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-30 19:27
by Jorgee!
goguapsy wrote:Guys, first, isn't it weird for someone to insta-teleport from one side of the map to the other one?

2nd, if you add a time delay to the "teleport", why don't you simply suicide?
Because of the loss of points, the penalty, the kit, the tickets... (wouldn't count to insurgency anyway)

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-30 20:07
by Redamare
i would wrather see tunnle statics created that get inserted into trenches by the map devs so that you can use them as a tunnle system between main bunker spaces . . . it would involve some one who is willing up to the talk of creating such a proposition . . . possibly make them like ( hampster cage tubes)
Curves and Straight aways . . connected togeather and sunk into position using the map editor . . .

imagine this but on a horizontal scale
Image

Re: "Tunnel Network" Between Hideouts

Posted: 2010-11-30 20:09
by Elektro
Found this:

https://www.realitymod.com/forum/f407-b ... uts-2.html
'[R-CON wrote:Salmonella;1198769']have you ever modeled something? I can't do such deep hole to a deployable thing, or it will be floating above the ground, even more this its only a representation of Farc hideout.
just like the Taliban hideout, try to Google it, there’s nothing to do with actual model in the game.

for static things its possible, but you must make a hole into the terrain so you can put it inside. like this

Image