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Posted: 2006-01-03 23:06
by Figisaacnewton
Rhino wrote:Im sure it really isnt that hard, with abit of animation and extra modeling it could be done i would think. Have a 2nd wreck model for when the ejector seat goes which has a whole for where the ejector seat was, then it spawns in a new model of just the seat with the player in it, this would fly up and then would activate the shute :grin:
Ok think of it in basic terms. You are flying a jet in bf2. what button do you push to make the ejector seat work?

Can't be 'e' that'll just make you pop outside of it.

Has to be some 'weapon' that somehow fires the cockpit model out of the jet... which is 99% impossible because that means making 2 vehicles both with physics and collision meshes into one thing. There is a reason why the aircraft carriers don't move on bf2. The physics would make the aircraft explode instantly or constantly take damage.

And even if you coded it so that there were two things in one, the second the two vehicles seperated, they'd hit each other and explode, or the seat would go up so fast it'd never come down or blow up the server cuz of lag.

Its not as easy as 'make another model that the player teleports into'. For one thing, i don't think its possible to teleport the actual player (permanently) into another area. GC had you 'teleport' into inside a droid, but when it died you were back at the terminal... so you'd appear back inside the plane wreck when you exit the ejector seat or something like that.

Any dev's comments on this?

Posted: 2006-01-04 00:53
by Rhino
Figisaacnewton wrote:Ok think of it in basic terms. You are flying a jet in bf2. what button do you push to make the ejector seat work?

Can't be 'e' that'll just make you pop outside of it.

Has to be some 'weapon' that somehow fires the cockpit model out of the jet... which is 99% impossible because that means making 2 vehicles both with physics and collision meshes into one thing. There is a reason why the aircraft carriers don't move on bf2. The physics would make the aircraft explode instantly or constantly take damage.

And even if you coded it so that there were two things in one, the second the two vehicles seperated, they'd hit each other and explode, or the seat would go up so fast it'd never come down or blow up the server cuz of lag.

Its not as easy as 'make another model that the player teleports into'. For one thing, i don't think its possible to teleport the actual player (permanently) into another area. GC had you 'teleport' into inside a droid, but when it died you were back at the terminal... so you'd appear back inside the plane wreck when you exit the ejector seat or something like that.

Any dev's comments on this?
Im not suggesting you make to models then stick them together, you could do that in HL2 but not BF2 i know.

Im saying, make 2 wreck models, then bind the ejector seat key to "9", 9 is not used for anything when inside a plane on defult. Then when u press 9, it destorys the old plane, brinning up the wreck model with the cockpit missing. At the same time it would spawn a cockpit model with the player in it. This would fly upwoards then do the little parshute thing ect.

With alot of codeing and modeling ect I think doing it via that method would be possibal. But im not saying its easy to do.

Posted: 2006-01-05 13:31
by TerribleOne
Ejector seats imo are needed for a reality mod.
I can't see why they would not work. The game was made from scratch and allthough im not a coder from my eyes i see no reason why it's not possible.

As far as 'E' poping you out of the vehicle during flight. Should not be possible. Only way out is ejecting or landing.

Posted: 2006-01-05 23:12
by Figisaacnewton
Rhino wrote:Im not suggesting you make to models then stick them together, you could do that in HL2 but not BF2 i know.

Im saying, make 2 wreck models, then bind the ejector seat key to "9", 9 is not used for anything when inside a plane on defult. Then when u press 9, it destorys the old plane, brinning up the wreck model with the cockpit missing. At the same time it would spawn a cockpit model with the player in it. This would fly upwoards then do the little parshute thing ect.

With alot of codeing and modeling ect I think doing it via that method would be possibal. But im not saying its easy to do.
That wouldn't work. You can't just say, okay 9 means blah blah blah when you push it. Won't work. Maybe if you pushed... f3 and switched to a new position, then leftclicked to 'fire' the ejector seat, but you'd still be in the vehicle that explodes, and you can't teleport players. also, instantly spawning a cockpit model while in a moving aircraft would likely cause massive physics (read: lag) problems, if that was even a feasible idea, as you still can't just teleport into a new vehicle.

Posted: 2006-01-05 23:26
by Rhino
its not telerpoting its spawning, which is very possibal in bf2 and you can bind lots of diffrent keys to what ever you want to do, depends how you set up the code ;-)

And you wouldnt spawn it inside the wreck, you would spawn it just above and have a huge exsplosion that would cover up any bits you may see of it being spawned inside.

And also, about you little theroy of if you change camar view to a missle or what ever, that is again a code set up, you dont have to use that excat code setup. If you did then yes you would be only chaning your camra view and not the player postion.

Posted: 2006-01-05 23:34
by JavaMoose
I'm sure there is some way to make an ejetion-style effect work in BF2 - however, the big question is: Is it feasible? Is it worth having the PR coders spend a ton of time trying to work out and get right at this point?

Honestly, I would be thrilled if you could make it so that you could only hit 'E' in a Helo. when it is on the ground (or maybe 6ft up). I used to eject from my chopper when it was getting heavy damage - but half the time I get killed by the thing hitting me anyways!

Posted: 2006-01-05 23:38
by ScotCop
Figisaacnewton wrote:I personally have been trying to think of even the basics of how to actually make an ejector seat work in bf2 for 2 years now.
Didnt know BF2 had been out for two years. :lol:

Posted: 2006-01-06 23:14
by Figisaacnewton
Rhino wrote:its not telerpoting its spawning, which is very possibal in bf2 and you can bind lots of diffrent keys to what ever you want to do, depends how you set up the code ;-)

And you wouldnt spawn it inside the wreck, you would spawn it just above and have a huge exsplosion that would cover up any bits you may see of it being spawned inside.

And also, about you little theroy of if you change camar view to a missle or what ever, that is again a code set up, you dont have to use that excat code setup. If you did then yes you would be only chaning your camra view and not the player postion.
ok, so spawning means that you just killed the guy in the cockpit, and you have to wait 30 seconds or whatever to respawn inside the ejector seat...

you can't just take a player from one spot, and put him into another spot, unless its changing positions in a vehicle. the missle code wont work, because its not like it was in 42 where the actual player was teleported, its just your view.

and even if you spawned above the plane, like 10 feet, stuff could still hit it, and having it appear 10 feet away kills the realism.

and scott, of course it hasn't, but my point is that me, and other people have been trying to figure this out long before the game was ever out, assuming it was basically the same engine as 42 (most important game dynamic apsects are the same), but no one i know of has had a workable idea.

Posted: 2006-01-06 23:44
by Tacamo
Tom#13 wrote:Just wondering, why exactly was the comanche cancelled?
I thought it was because the US felt they didnt need a sthelth heli for current conflicts, but i dont know much abouit it
Not speaking as expert at all, but IMHO it has to with the fact that it imploys the wrong kind of stealth. Somewhat accoustical, IR and radar stealth are great when dealing with long range systems that rely on IR and stealth, while low accoustics make things even better. Still doesn't remove the fact they'll be flying low and slow enough to be knocked out by optically guided WW2 era AA guns. Since a lot of the older AA won't be emitting radar emissions they can't be avoided or targeted from long range, unless they're in open areas or not concealed well.

In regards to the sideways ejection seat that sounds extremely painful. The G forces on ones back can be bad enough from a normal ejection in ideal conditions.

Posted: 2006-01-07 00:09
by Rhino
Figisaacnewton wrote:ok, so spawning means that you just killed the guy in the cockpit, and you have to wait 30 seconds or whatever to respawn inside the ejector seat...

you can't just take a player from one spot, and put him into another spot, unless its changing positions in a vehicle. the missle code wont work, because its not like it was in 42 where the actual player was teleported, its just your view.

and even if you spawned above the plane, like 10 feet, stuff could still hit it, and having it appear 10 feet away kills the realism.

and scott, of course it hasn't, but my point is that me, and other people have been trying to figure this out long before the game was ever out, assuming it was basically the same engine as 42 (most important game dynamic apsects are the same), but no one i know of has had a workable idea.
1 tip, think outside the box. Your thinking so much inside what the engine dose now you cant really think of how to use what it has in other ways.

BF1942 wasnt made for choppers, but DC did a dam good job of reworking the code to make it so that choppers where in it. Not that they where 100% relistic but they still worked.

Posted: 2006-01-07 13:57
by Stu007
jezzzy wrote:ahah! yeah mod doesnt save up exactly *cough* eurofighter..L85a1 *cough*

(although i actually love the eurofighter, its proper hellish and awsome. and the SA80 has no turned into one of the best AR's in the world after its reword (shhhhut it M16 fans it blows it out the water)..so yeah, i cant cough.
The eurofighter is awesome, plus we (well BAe) have now got a new deal with Saudi Arabia, for loadsa Eurofighters.

And the L85A1 (SA80) is slowly being upgraded to the SA80 MkII, so it actually works without jamming! You can tell the difference by looking at the cocking handle, the MkII has some crazy "I" shaped handle (cant explain it much better), and stuff like that.

Also im all supportive for ejector seats!

Posted: 2006-01-07 18:03
by Figisaacnewton
thier heli thinking was inside the box. dc (and most other mods) helis were just planes standing straight up on thier tails (physics wise). not that amazingly unique. and sure, call me inside the box on this one, but every idea ive had for about 2 years now has been explained to me that it wouldn't work for some technical reaason. and bf2 just isn't like hl2. you can't just code a key to do whatever you want in whatever situation.

Posted: 2006-01-08 23:45
by USAF-Marshall
Hitperson wrote:choppers don't usually have ejector seats only a few atack choppers have them because you have to discard th blades and so iff you leap out of a black hawk as it is crashing you just get sliced and diced.
Only the russians had an ejection unit in a Helo, even they dropped it because of complications

Posted: 2006-01-09 08:19
by Hitperson
Stu007 wrote:The eurofighter is awesome, plus we (well BAe) have now got a new deal with Saudi Arabia, for loadsa Eurofighters.

And the L85A1 (SA80) is slowly being upgraded to the SA80 MkII, so it actually works without jamming! You can tell the difference by looking at the cocking handle, the MkII has some crazy "I" shaped handle (cant explain it much better), and stuff like that.

Also im all supportive for ejector seats!

the L85 A2 has been out for ages Desert storm change weapons around the world includeing M16's and SA80's the SA80's were only slightly more reliable because the brits used condoms on the barrels to stop the sand geting in them they were still pretty bad though.

Posted: 2006-03-09 11:40
by Rhino
I think with this new airdrop code (http://bfeditor.org/forum/viewtopic.php?p=32048) you can see that this guy has set a weapon up to fire a "spawn point" as such in simpal terms. This could mean that we could maby fire a spawn point above the cockpit, for a ejector seat and with some more hard codeing might be able to swap the player into it and then fire the engines to fly it up (same time plane blows), deploy the shute and then gluide down safely 8)

It might still be possibal ;)

Posted: 2006-03-09 12:10
by Braddock096
Sadly much pioneering work on Ejection methods was done that way. The Nazi's tested their seats on Jews.

Posted: 2006-03-09 12:31
by Pence
Stu007 wrote:The eurofighter is awesome, plus we (well BAe) have now got a new deal with Saudi Arabia, for loadsa Eurofighters.

And the L85A1 (SA80) is slowly being upgraded to the SA80 MkII, so it actually works without jamming! You can tell the difference by looking at the cocking handle, the MkII has some crazy "I" shaped handle (cant explain it much better), and stuff like that.

Also im all supportive for ejector seats!
They Eurofighters madly agile, i just wish that it could be in PR.

SA80 MkII? L85A2 is good enough, its an upgrade of the A1 witch was less prone to breaking, the A2 is suposidly a rugged bit of kit now.

I like the ejection seat idea.

Posted: 2006-03-09 14:27
by Campez
Good idea those plane guys would just get smaller kill ratio :P

Posted: 2007-10-19 03:07
by KarateDoug
Ejection seat are a great idea.
I mean if it's relity that you want it just makes sense.

Posted: 2007-10-19 03:37
by Outlawz7
Ancient thread.

And posted by Rhino! lol :p