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Re: Progress Bar for FOB Building

Posted: 2011-02-15 10:11
by Hjid
[R-DEV]Rhino wrote:Interesting way of doing it, with spawning basically splitting the firebase into lots of different pieces but I see a few problems with it.

The first problem like you mentioned, performance. For starters having lots of networkable objects just for a single deployable isn't a very good idea, + also having lots of draw calls where normally you would have one, all of which are not very good and with 128 players possibly coming in the future, we need as many networkables as well can get epically when it comes to insurgency where this seems like a big waste of networkables tbh and we wouldn't want to see servers crashing due to the networkable limit being exceeded.

The next big problem I see is that with multiple objects spawned, all having there own armour points, where the base is the only real bit that actually is the firebase, destroying it so all bits of the firebase destroy in one go is going to be a total pain in the *** as you will end up with someone knifing the radio, and only the radio will get destroyed, leaving everything else still there and the firebase's HP still at 100%.
Well, I might need to explain it a bit more.

The way the script work is with the repair point callbacks in python. Each time a player is awarded a repair point, python adds to the fobs progress counter. When a fob is spawned or when players get a repair pont, the damage of the fob is set to -300 to let us keep the wreck geom.

When the progress counter reaches a specific number(let's say 5 for now), python spawns the build stage that should be shown. When the progress counter reaches the next number(10 for example) The last build stage is deleted and the new one is spawned.

Here are the build stage objects i used(Note that these are just some testing stuff):
Image

When the progress counter has reached its limit, the last build stage is deleted and the damage of the firebase is set to max, so you will get the firebase geom. This way you will start with one networkable, have two networkables when building, and end up with one networkable.

Re: Progress Bar for FOB Building

Posted: 2011-02-15 10:30
by Rhino
Interesting, might be worth considering :)

Re: Progress Bar for FOB Building

Posted: 2011-02-15 11:05
by dtacs
But what if someone is proning and building, then it goes to the next stage when the box/radio spawns, and they are inside it?

Re: Progress Bar for FOB Building

Posted: 2011-02-15 11:12
by DenvH
dtacs wrote:But what if someone is proning and building, then it goes to the next stage when the box/radio spawns, and they are inside it?
I think we have similar things like that happening already when you spawn on a FOB and I personally never really got stuck and was always able to exit by going prone or standing up..

Re: Progress Bar for FOB Building

Posted: 2011-02-15 11:26
by dtacs
Thats true, but I can already forsee a number of exploits that could happen with this, don't want to say it here for obvious reasons (since you can currently do it on FOB's atm) but lets just say it can kill alot of people if they are near it.

Re: Progress Bar for FOB Building

Posted: 2011-02-15 11:31
by Hjid
dtacs wrote:But what if someone is proning and building, then it goes to the next stage when the box/radio spawns, and they are inside it?
Well, a workaround could be to add the radio player-collision into the wreck.

EDIT:

Hmm, I haven't noticed that before. By only having the wreck to be able to be built, you can only shovel the dirt. I guess that makes more sense than being able to shovel sandbags and radios.

Re: Progress Bar for FOB Building

Posted: 2011-02-15 14:43
by tatne
Don't add progress bar, just make more "phases".

Re: Progress Bar for FOB Building

Posted: 2011-02-15 15:48
by bloodthirsty_viking
dtacs wrote:Thats true, but I can already forsee a number of exploits that could happen with this, don't want to say it here for obvious reasons (since you can currently do it on FOB's atm) but lets just say it can kill alot of people if they are near it.
You can also get into insergent hideouts and kill from in their hidden.. Kill out the front and you can stand up to get out.. But anyways,

I like Hjid's idea by far the best, and if you could get that to work in the game, I would be in love :P

The sprint bar, as some one mentioned, is on the bottom side of the screen, Out of the way but easy to see should you need it. Maybe if you stood on the FOB it would appear on the bottom of the screen i would be fine with it, But i dont like having the bars pop up in the middle of the screen, No matter where i am


If you got the way Hjid said, Maybe we could get this with other assets to? :P
his idea is the best i say, as in it shows progress, But its also not a loading bar xD

Re: Progress Bar for FOB Building

Posted: 2011-02-15 16:05
by killonsight95
tatne wrote:Don't add progress bar, just make more "phases".
read the thread before posting this has been discussed.

Re: Progress Bar for FOB Building

Posted: 2011-02-15 18:53
by Mellanbror
For me, progressbar on fob-building lies very very very low on wish-list for changes/improvements in PR.

I'd actaully rather not have bar at all. Some other kind of visual effect would be the way to go IMO.

Re: Progress Bar for FOB Building

Posted: 2011-02-15 20:32
by Ford_Jam
dtacs wrote:Thats true, but I can already forsee a number of exploits that could happen with this, don't want to say it here for obvious reasons (since you can currently do it on FOB's atm) but lets just say it can kill alot of people if they are near it.
What?
If you're digging ontop of the future structure of any buildable you just get pushed to the side or even end up on top of the finished product, you dont fall inside of it :roll:

Re: Progress Bar for FOB Building

Posted: 2011-02-15 21:25
by SGT.Ice
You don't always get pushed sometime's you just straight up die and become unreviveable.

Re: Progress Bar for FOB Building

Posted: 2011-02-15 22:02
by bloodthirsty_viking
Ford_Jam wrote:What?
If you're digging ontop of the future structure of any buildable you just get pushed to the side or even end up on top of the finished product, you dont fall inside of it :roll:
If you are on the insurgent hideout, You CAN fall into it. I know because i did it, Multiple times, Wrote a HOW TO, And have reported it.

Re: Progress Bar for FOB Building

Posted: 2011-02-15 23:11
by Rhino
dtacs wrote:But what if someone is proning and building, then it goes to the next stage when the box/radio spawns, and they are inside it?
The col isn't big enough for that to happen and you can make the col is it will push anyone out of it who tries to get into it. Had to do some crazy stuff to the mortar's col2 to push the player out of it once built :p

Re: Progress Bar for FOB Building

Posted: 2011-02-17 07:05
by LyRiCs
Tirak wrote:That's my point, while you're shoveling you know exactly how long until it's up and running. While sure, that kind of appeals to me, I would also like a health bar when I'm medicing someone, but I'm not getting that now am I? Vehicles don't show health status or correct ammo status. This goes against the "clean HUD" ideal that PR has always worked for. Hell people have been looking for ways of getting rid of the sprint bar and if we had a way to get rid of the mag counter we'd do that too. Throwing in a progress bar is a step in the exact opposite direction PR has been moving in.

need to agree with that.

Re: Progress Bar for FOB Building

Posted: 2011-02-17 07:45
by Winstonkalkaros
P-bar sounds really good!!!

Re: Progress Bar for FOB Building

Posted: 2011-02-17 08:55
by illidur
this idea is good. but i'd rather have something like when repairing a light vehicle the smoke changes to know how far you are to done. but i guess it wouldn't be as easy as adding effects like smoke for an hmg nest. but maybe a different effect?

Re: Progress Bar for FOB Building

Posted: 2011-02-17 09:03
by Bringerof_D
i dont get whats not to like people who say the progress bar is unrealistic are stupid to say the least. NO it wont LOOK realistic but it serves a realistic purpose which is knowing without looking at the FOB how much of it you have done. and yes i can do that, i can without looking at the FOB know what i've put together so far and what i havent done yet without counting how many times i've shoveled

Re: Progress Bar for FOB Building

Posted: 2011-02-17 16:30
by Mellanbror
Bringerof_D wrote:i dont get whats not to like people who say the progress bar is unrealistic are stupid to say the least.
Eh...thank you for sharing. People not agreeing with you might not be stupid, they just don't share your taste for visual aids.

I agree with those who think progressbars is a step back from what we feel PR is about.

For those of you who think progress bars are realistic, ponder this: constructions very seldom are completed in the pre-estimated time. This is a problem for many constructio-companys.

And having worked construction, I can honestly say that I've never had a progress bar as aid.

What workers have is an estimate of how long a certain construction will take. Many times it's accurate but then again, so many times it's not.

The estimate we got (and is 100% accurate) is that it takes a certain amount of shoveling for it to be up. A fob is about 60 if I remember correctly. Divide that by nr of workers. Viola!

Anyways, building fobs is very fast and IMO in no need of a bar. Don't want/need one for 2 reasons; unrealistic (there are no bars in real-life) and there is no apparent use, because fobs are up in a jiff.

The estimate in ones head about fob-progress would suffice by any means.

With respect / Mellanbror

Re: Progress Bar for FOB Building

Posted: 2011-02-17 23:49
by Bringerof_D
Mellanbror wrote:Eh...thank you for sharing. People not agreeing with you might not be stupid, they just don't share your taste for visual aids.

I agree with those who think progressbars is a step back from what we feel PR is about.

For those of you who think progress bars are realistic, ponder this: constructions very seldom are completed in the pre-estimated time. This is a problem for many constructio-companys.

And having worked construction, I can honestly say that I've never had a progress bar as aid.

What workers have is an estimate of how long a certain construction will take. Many times it's accurate but then again, so many times it's not.

The estimate we got (and is 100% accurate) is that it takes a certain amount of shoveling for it to be up. A fob is about 60 if I remember correctly. Divide that by nr of workers. Viola!

Anyways, building fobs is very fast and IMO in no need of a bar. Don't want/need one for 2 reasons; unrealistic (there are no bars in real-life) and there is no apparent use, because fobs are up in a jiff.

The estimate in ones head about fob-progress is suffice by any means.

With respect / Mellanbror
dont misunderstand me please, i agree that it wouldn't look right, but from a realism and functionality stand point it is the most logical way to do it. IRL i know how many sand bags i've filled ( trust me when you have to build fortifications you know how many you've done) i should not even need to look at the thing to know i've got 30 more bags to fill.

i dont think people are stupid because they disagree, i think they are stupid because the logic they present is flawed. If they simply said it wouldn't look as nice i wouldn't call them stupid. realism is not a valid point in this thread as a stand alone argument.

we want/need one because a damaged FOB looks no different from a regular one. if a squad comes across one it would be nice to know if they should repair it before leaving. NO irl you dont get a progress bar to tell you, but someone who did the job last can tell you before you even get on site about how much of it is done. we're not asking for a pin point progress bar, it could for all i care be a bar that loads in 4 steps. 0/4 bar with 0-24% 1/4 bar at 25-49% etc.

btw, "would suffice" or "is sufficient"
The estimate in ones head about fob-progress is suffice by any means.
People not agreeing with you might not be stupid, they just don't share your taste for visual aids.

it's one of the reasons i dont play arma. I do not need to put down my rifle to check the compass. as we can see the PR HUD compass serves as the best compromise. so why cant this progress bar be the same? just the same i dont need to pull out my shovel and try to stuff more dirt into the bag before i realize its already full.

edit: i forgot to mention that i support the progress bar over other visual or audio cues because it would be the simplest and of course least resource heavy option. taking ALL factors into account it's the most viable option. it wont take up unnecessary resources, it wont take up the devs' work time.