"But in real life..."

General discussion of the Project Reality: BF2 modification.
Djuice
Posts: 310
Joined: 2005-07-24 16:00

Post by Djuice »

you sure that it doesnt arm before flying 15 metres?

What happen if you fire it into a home swimming pool, and just sinks to the bottom, thats like what 4 metres.. So it wouldnt detonate? :P
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Wolfmaster
Retired PR Developer
Posts: 4927
Joined: 2004-09-05 16:00

Post by Wolfmaster »

why would someone ever wanna shoot a nade into a home swimming pool?

oh yeah, i remember, you're twisted :P . :twisted:
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Evil Koala
Posts: 50
Joined: 2005-08-27 05:59

Post by Evil Koala »

All soldiers are trained as a basic combat medic.. They know enough to evaluate a casualty, and take measures to stop bleeding/splint fractures/apply bandages and then send them to the medics.. I think it should be this way in game.. If you're hit, you have a buddy apply a battle dressing to stop bleeding. Then you need to see a medic to get your health back. Also, its SOP for the soldier applying the dressing to use the bandage belonging to the casualty, not his own.

EDIT: It seems a I'm a bit late.. This reply was written after reading only the first few posts.
Paladin-X
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Post by Paladin-X »

As for stopping bleeding, let me just explain first how the bleed works in PRMM: When you reach about 40% of your health, you start losing 0.25 HP per second. I can give little health packs, as suggested earlier, that can give you back about 40 HP. That will stop the health, but will probably render the medic even more useless. Perhaps it would be better if it gave back about 15-20 HP back instead to at least extend your life long enough to find a medic.
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Beckwith
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Joined: 2005-03-25 17:00

Post by Beckwith »

are you saying its not possible to make something that JUST stops the bleeding? with no actual return of health?
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Paladin-X
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Post by Paladin-X »

If there is a way, it will take some creative thinking to figure it out. As of right now, I don't have any ideas on how to accomplish that. However, I have not really looked into it yet.
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Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

how about make it so you just add back 1 or 2 health points? or are you saying itd have to go back to 40 to stop bleeding?
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Paladin-X
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Post by Paladin-X »

At 40HP and lower you will lose .25HP per second. All soldiers currently have 100 HP.
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Beckwith
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Joined: 2005-03-25 17:00

Post by Beckwith »

..........i see, that sucks
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Paladin-X
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Post by Paladin-X »

ObjectTemplate.armor.hpLostWhileCriticalDamage 0.25
ObjectTemplate.armor.criticalDamage 40

The above 2 lines are the code for HP bleed. It is the same as vehicles (well the values are different).
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Beckwith
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Joined: 2005-03-25 17:00

Post by Beckwith »

that sucks so you cant add in something to say "if such an such happens bleed stops
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Paladin-X
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Post by Paladin-X »

Well there might be other ways around it, but we used the most obvious commands for adding HP bleed. I think it was suggested in the other thread to use some kind of heatbar or something to represent bleeding somehow. The trick is tying it all together.
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Djuice
Posts: 310
Joined: 2005-07-24 16:00

Post by Djuice »

http://www.fas.org/man/dod-101/sys/land/row/weg2001.pdf

Useful info on Weapons used by OPFOR around the world :P
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Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

ya, paladin, i think it definetly lies within being able to code blood to correspond to another bar, as having it in the healthbar isn't diverse enough i dont think.

same ish topic: is it possible to code multiple health bars for one player? that represent different health amounts?
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Paladin-X
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Post by Paladin-X »

Figisaacnewton wrote: same ish topic: is it possible to code multiple health bars for one player? that represent different health amounts?
I don't quite follow where you're going with this. You want, for example, a bar that goes from Healthy to minor wounds, minor wounds to critical, critical to death (man down)?
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Djuice
Posts: 310
Joined: 2005-07-24 16:00

Post by Djuice »

i rather there is a message that tell me how healthy you are..

eg: Your kicking ***, when your @ 100% hp
OMFG, get a farking MEDIC!!!, when your @ 50% hp
Your so dead, When you have 10% or less
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joemoemino
Posts: 35
Joined: 2005-08-15 02:01

Post by joemoemino »

about the swimming pool deal, no it wont blow if you shoot it into one. the reason for the 15 meters is that the kill radius is 5 and wound producing radius is 15 but fragments can go as far as 230. its all to prevent guys from blowing each other up.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

Well, 2 health bars:

One is your actaul health, one is blood meter.
Blood meter is configured to be practically immune to all weapons, so everything does little damage to the actual blood meter it self, but once the blood meter goes below 100%, it starts bleeding, and once it reaches zero, you're out cold
other health meter is health, which retains standard damage ratios and such, but you take out the bleeding aspect from the health bar as the blood bar is tottaly in control of that.

the compications are: making it so there are 2 health bars
making so you can code them seperately
making it so when either one reaches zero, you incapcitate


if this works, we can have it so that the medic bag only heals your blood meter, which is a tacky way of saying its taking a while to bandage you up as you are bleeding a lot. this way, only blood can be healed, but actaull health cannot..

its not perfect, but its close.

can it be done?


and irt to djuice, i like solo's idea about that, when you go below about 60 % health, you can hear heavy breathing, go below 35%, you hear a heartbeat in addition to the breathing, go below 10%, both start getting really loud...
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