[?] Placing vehicles exit
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Pvt.LHeureux
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[?] Placing vehicles exit
Is it possible to place vehicle exit away from the vehicle, as in, not at the same place than the enter?
So basically would it be possible to exit a vehicle 30m away from it and only be able to enter it when close to it?
Also is it possible to have different exits for the different places in the vehicle? Like passengers would be behind while the gunner and driver would be on top.
So basically would it be possible to exit a vehicle 30m away from it and only be able to enter it when close to it?
Also is it possible to have different exits for the different places in the vehicle? Like passengers would be behind while the gunner and driver would be on top.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Rhino
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Shovel
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Re: [?] Placing vehicles exit
1.Place Exit for Chinook inside Chinook
2. ??????????
3.Profit
2. ??????????
3.Profit
Shovel009
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Rhino
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Re: [?] Placing vehicles exit
Stage 2 is everyone is still inside the Chinook when it takes off after the pilot thinks everyone is out, leaving everyone inside falling out of the doors, falling to there death or dying from the moving chinookShovel wrote:1.Place Exit for Chinook inside Chinook
2. ??????????
3.Profit
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Shovel
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Re: [?] Placing vehicles exit
Yeah, I assumed that much, but that scene in the 0.95 trailer was sooo awesome.[R-DEV]Rhino wrote:Stage 2 is everyone is still inside the Chinook when it takes off after the pilot thinks everyone is out, leaving everyone inside falling out of the doors, falling to there death or dying from the moving chinook![]()
Shovel009
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Pvt.LHeureux
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Re: [?] Placing vehicles exit
Ok perfect.
So about.... fastropes...
Was it ever thought to make the exit of the choppers under them on the ground level, this way the choppers could hover over the ground and you could hop out at ground level. You could make the exit place for the pilot "normal" (mid-air) to avoid pilots getting on the floor safely and unrealisticaly.
And maybe an animations could be attached when people get out of the chopper with ropes going down?
I don't want to make a suggestion, I just want info.
So about.... fastropes...
Was it ever thought to make the exit of the choppers under them on the ground level, this way the choppers could hover over the ground and you could hop out at ground level. You could make the exit place for the pilot "normal" (mid-air) to avoid pilots getting on the floor safely and unrealisticaly.
And maybe an animations could be attached when people get out of the chopper with ropes going down?
I don't want to make a suggestion, I just want info.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Rhino
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Re: [?] Placing vehicles exit
Yes its been thought of and just no... The chopper will need to be within 2m of perfect height for it to even work, too high and the player falls and dies, too low where the exit point is underground and then the alternative exit point will be used (which will most likley be set outside the door of the chopper) and then even worse, the player gets out of the door and falls 30m to his death.Pvt.LHeureux wrote:So about.... fastropes...
Was it ever thought to make the exit of the choppers under them on the ground level, this way the choppers could hover over the ground and you could hop out at ground level. You could make the exit place for the pilot "normal" (mid-air) to avoid pilots getting on the floor safely and unrealisticaly.
Also you would most likley be able to exploit this by hovering or even landed on a building, have players get out inside the buildings walls, ie, glitches inside. Not to also mention the huge problems it would present for trying to get out on the carrier, you would get out, inside the carrier, and would be swimming inside it...
So like I said, just no...
Not possible to have an exit animation... If we could then exiting in PR would be very different all round.Pvt.LHeureux wrote:And maybe an animations could be attached when people get out of the chopper with ropes going down?
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Pvt.LHeureux
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Re: [?] Placing vehicles exit
Ok I see, kindda what I was thinking about it''s limitations, thanks for the info. You can lock now.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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lucky.BOY
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Re: [?] Placing vehicles exit
What about tunnel transporting on insurgency?
Tunnel entrance -> vehicle. Player enters, then exits and voila! he is on the other end of the tunnel.
A map close to the tunnel entrance would give clue about where are you going to go.
Blufor could destroy these entrances to avoid people transporting.
-lucky
Tunnel entrance -> vehicle. Player enters, then exits and voila! he is on the other end of the tunnel.
A map close to the tunnel entrance would give clue about where are you going to go.
Blufor could destroy these entrances to avoid people transporting.
-lucky
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General Dragosh
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Re: [?] Placing vehicles exit
Brilliant !lucky.BOY wrote:What about tunnel transporting on insurgency?
Tunnel entrance -> vehicle. Player enters, then exits and voila! he is on the other end of the tunnel.
A map close to the tunnel entrance would give clue about where are you going to go.
Blufor could destroy these entrances to avoid people transporting.
-lucky
Do want, since i play OPFOR a lot =)
[img][/img]Newly ordered sig !
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ShockUnitBlack
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Re: [?] Placing vehicles exit
I was actually thinking this would be more applicable to putting more than eight people in a vehicle at a given time - that sticky code idea was golden.
"I Want To Spend The Rest Of My Life With You Tonight."
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Rhino
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Re: [?] Placing vehicles exit
Its not possible to exit a vehicle under the terrain.... Hence why I didn't mention it in the above issues for the fast ropes idealucky.BOY wrote:What about tunnel transporting on insurgency?
Tunnel entrance -> vehicle. Player enters, then exits and voila! he is on the other end of the tunnel.
A map close to the tunnel entrance would give clue about where are you going to go.
Blufor could destroy these entrances to avoid people transporting.
-lucky
I don't see how the exit point has anything to do with that?ShockUnitBlack wrote:I was actually thinking this would be more applicable to putting more than eight people in a vehicle at a given time - that sticky code idea was golden.
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lucky.BOY
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Re: [?] Placing vehicles exit
I dont think you understand me correctly, Rhino, so i summoned my uber gimp skillz to help me express myself 

The black line is terrain, those boxes are houses, that could be there to cenceal the tunnel entrance/exit. Under the house, there is a tunnel entrance, that is vehicle in terms you can enter and exit it, but it cannot move.
Following the red arrows, one enters the entrance on the left by pressing E, and then, by pressing E again, leaves it. The entrance point is conveniently set so the player exits the tunnel entrance near the other entrance, on the right side of the picture. As you can see, he is now ABOVE the ground.
This would also work the other way, as the other entrance model has its exit point set on the left side of the picture.
I have some toughts on how destroying these could work, but ill save that for later
-lucky

The black line is terrain, those boxes are houses, that could be there to cenceal the tunnel entrance/exit. Under the house, there is a tunnel entrance, that is vehicle in terms you can enter and exit it, but it cannot move.
Following the red arrows, one enters the entrance on the left by pressing E, and then, by pressing E again, leaves it. The entrance point is conveniently set so the player exits the tunnel entrance near the other entrance, on the right side of the picture. As you can see, he is now ABOVE the ground.
This would also work the other way, as the other entrance model has its exit point set on the left side of the picture.
I have some toughts on how destroying these could work, but ill save that for later
-lucky
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Rhino
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Re: [?] Placing vehicles exit
ah ok, dunno how well that would work for that but a much better and 10000x more flexible system would be to use the warping code via python 
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Hulabi
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Re: [?] Placing vehicles exit
A tunnel system like that, or even something similar would really intensify the insurgency game mode. Especially on maps like Lashkar Valley where the fighting is usually scattered and on a somewhat large area.
Having tunnel entrances and exits all over the map, would also increase the amount of proper ambushes, hit & runs and other guerrilla tactics.
And it would also promote 4km Insurgency maps, Insurgents could move from place A to B to C way faster and thus simulate a much larger force than the standard 32 players. I like it, i like it very much
Having tunnel entrances and exits all over the map, would also increase the amount of proper ambushes, hit & runs and other guerrilla tactics.
And it would also promote 4km Insurgency maps, Insurgents could move from place A to B to C way faster and thus simulate a much larger force than the standard 32 players. I like it, i like it very much
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Rhino
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pr|Zer0
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Re: [?] Placing vehicles exit
is this some sort of insurgent teleport?? unless is instantaneous, i think it will require some time to get from A to B, maybe the same time required to get from A to B on foot(well, in RL ppl are running while on tunnels, right?). don't want to end with an army of ghosts

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AfterDune
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Re: [?] Placing vehicles exit
No, shouldn't be an insta-teleport. I guess something like waiting a short while, while you're "in the vehicle". And when you exit after x seconds, then you get teleported. Or something like that I.

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Hjid
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Re: [?] Placing vehicles exit
If you're already going for a system with vehicles that have entry/exit points, an idea would be to make the actual tunnel high (very high) above the ground over where it should be, so you actually have to walk/run the distance yourself.
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Rhino
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Re: [?] Placing vehicles exit
Interesting idea, but would require a massive tunnel model being made for each level and would be quite odd..Hjid wrote:If you're already going for a system with vehicles that have entry/exit points, an idea would be to make the actual tunnel high (very high) above the ground over where it should be, so you actually have to walk/run the distance yourself.
If you where going to do that much work you might as well just dig a hole in the ground and put the tunnel system in it, then make a terrain cover for it
Its also not flexible enough for anything more than on a per map basis.

