Ok
I've cooled down a bit^^
Still sorry for my tone.
jmlane wrote:Fast ropes seem very situational. Maybe it would make sense to add them to certain helicopters on maps where fast ropes would make sense (can't think of any off the top of my head, but most likely any primarily forest/mountainous/urban environment).
If that were the case, maybe certain helicopter vehicle objects would have the code to deploy fast ropes in a similar manner as the grapple works now (make ropes a weapon, limited charges that need to be reloaded at base). The pilot can deploy ropes, which would be a new animated extension to the helicopter model (not sure if that is possible in the engine), so players would have to switch to the vehicle position that accesses the deployed ropes. In that vehicle position, the soldier can then move/slide down like on the grapple (or something similar but faked for the sake of code and execution simplicity). The pilot then has to use secondary fire on the ropes "weapon" to cut the ropes (spawn rope objects below the helicopter that drop to the ground and hide the helicopter rope model bits), so he can fly off without and reduced mobility or danger of catching the ropes on something.
I imagine someone much smarter than me with knowledge of the BF2 engine has thought up a better solution and/or disproved the possibility this type of solution before now. I am just hoping to contribute as opposed to rehashing this same old meme.
I could have almost quoted EVERYONE of you cauze I do find some points in every of recent post that I have to absolutely agree with.
*THUMBS UP*
I was thinking about exactly the same method that "jmlane" does. And in my opinion there's not big problem with the eninge. (Hardcoded just means depending on the engine, right?) So, I didn't see the proof for that "hardcoded" problem and I'm not alone out there, you see ! ! !
But actually, just using the existing
projectile, that's what it's called,
for a newly created GenericFireArm (=player controlled vehicle weapon)
works fine in the BF2_editor but has no effect ingame. I can reload my UH60 on a helipad but i don't see the projectile. I tested the FireArm by changing the projectile type to a TV-missile and it worked, so the problem has to be caused by the "GrapplingHookRope"-projectile and everything that is connected and attached to it...
And this also means that we won't have to deal with "your" HARDCODES, esp. cauze Satnav created his own grapplehook that doesn't need any basic engine changes
-tbh, it's EXACTLY the same as SF-one - ...
There could be some kind of engine problem that was discovered already long before: a passenger can't throw his infantry grapplehook whilst sit in a vehicle !
Maybe a vehicle is not able to fire or "spawn" (i have to use inverted commas, you'll see later) another kind of vehicle, eventhough that "GrapplingHookRope" is a projectile (WTF?!) so it should be able to be used by weapons. Yeah very confusing !
I also tried to attach an ObjectSpawner to the vehicle and typed in "GrapplingHookRope" as Object. While verifying client data (final maploading progress) the game crashed back to desktop. Without error (windowed mode). Well, i tried to spawn a projectile; this couldn't work.
in the end of the day
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That GrapplingHookRope-projectile has to be discovered in his functions and the way it works! Everything else like pressing E twice, how to activate and deactivate the ropelauncher / FireArm are details. Once we got the rope spawning in a relative position to the helicopter and a pilot-controlled-activated-spawn we reached the aim of having fastropz in BATTLEFIELD 2 !
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And please try to be helpful, tell your ideas, improve other's and support those. Some of you may don't need these "toys". OK. So please, just watch the progress from the outside without bad comments etc.
Looking forward to get a real WIP started
Sincerly
j0g32