2 sugestions good ones !!

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dead fish12345
Posts: 553
Joined: 2006-07-30 03:24

2 sugestions good ones !!

Post by dead fish12345 »

1 could the tank barrels have colission messhes because u cant turn a tank turet down a small ally and not wack into somthing
2 fox holes mabye suport or some classes could make fox holes or some smalll defencive hole?
thx PR is the best !!!!
Thunder
Posts: 2061
Joined: 2006-05-30 17:56

Post by Thunder »

dead fish12345 wrote:1) could the tank barrels have colission meshes?

agreed, i thought the devs where working on somthing like this?

2) fox holes, maybe suport or other classes could make fox holes or some small defencive hole?
Nope can't be done, you cant alter the terrain or go under it (its why theres no tunnels other than the ones with statics placed on top.)
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duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

dead fish12345 wrote:1 could the tank barrels have colission messhes because u cant turn a tank turet down a small ally and not wack into somthing
the T62 has collision on the barrel. Notice if you go down a tight alley with the barrel sideways it will explode :p

but buggy eh? Bf2 isnt that good at complex collission meshes.
ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

So i guess that means having the accuracy drop after wacking the barrel on something is out of the question ?
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
Hawk_345
Posts: 617
Joined: 2006-06-12 22:27

Post by Hawk_345 »

yes, the tanks need to be worked on so that theya re not as efective in raods or the woods. also, are u saying tunels cant be done, because EOD2 has mae tunels, and they are very long and winding. from teh screenshots i seen, but really i dont think it would do much for PR.
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ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

our new transport option on those large maps..........add a few guns and some smoke .....and the cavalry will ride again
http://www.techeblog.com/index.php/tech ... -hoverbike
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
Mekstizzle
Posts: 882
Joined: 2006-10-30 17:15

Post by Mekstizzle »

dead fish12345 wrote:1 could the tank barrels have colission messhes because u cant turn a tank turet down a small ally and not wack into somthing
I posted something similair at FH's forums sometime ago. This is what they said.
FH Dev wrote:the problem is that you control the rotation of the turret. you don't apply a torque to it. hence, the force turning the turret is irresistable, and when it hits an immovable object... something has to give. and usually, it gives in an explosive fashion: you put 1000 tons of pressure on a spring on the other side of the vehicle and fly in the air, or end up inside a building.
So it's an engine limitation
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Post by Mongolian_dude »

'[5NFSO wrote:Thunder']
Nope can't be done, you cant alter the terrain or go under it (its why theres no tunnels other than the ones with statics placed on top.)
I recon you could make a fox hole. It works like a viechle mesh...or whatever. What i mean is that you have to go up to it and press E, the action button. You enter it and you can press ctrl(crouch) to duck into the hole, like ontop of a tank turret. It would take, say 60seconds to 'dig' and would only be availabe to Combat engineer and rifleman(with ammo), as some kind of deployable weapon(like a cross between the mortars and deployable tunnles on BFVN). The Combat engineer would be able to deploy it a little faster though. The foxholes would be immune to small arms fire, but not to a single hand granade or anything with the explosive capacity to kill a human. It then explodes...or summin.

Somehow though, the foxhole would have to be scripted to work on soil and sand only, so you dont get guys digging holes in the streets or carrier of Mutrah city.

...mongol...
Military lawyers engaged in fierce legal action.

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Leo
Posts: 2082
Joined: 2006-11-29 00:40

Post by Leo »

'[5NFSO wrote:Thunder'] (its why theres no tunnels other than the ones with statics placed on top.)
What about Ghost Train?
LiquidSnake
Posts: 743
Joined: 2006-12-17 01:41

Post by LiquidSnake »

The tunnel on GT is a static object @Leo
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[DVB] TRIggS
Posts: 397
Joined: 2006-10-15 01:51

Post by [DVB] TRIggS »

ArmedDrunk&Angry wrote:our new transport option on those large maps..........add a few guns and some smoke .....and the cavalry will ride again
http://www.techeblog.com/index.php/tech ... -hoverbike

No i got it "BATTLE SEGWAYS"! Mount a saw on the front and roll your way into into the square of EJOD at an blood curdling speed of.....2 MPH. But then that would be unbalanced so MEC would have to get Stephen Hawking.
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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Do you guys even know what your talking about? The engine doesnt allow players to mold the terrain. The only game I know for sure allows people to transform terrain in is Far Cry.
dunkellic
Posts: 1809
Joined: 2006-02-07 15:41

Post by dunkellic »

red faction? ;)
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Leo
Posts: 2082
Joined: 2006-11-29 00:40

Post by Leo »

LiquidSnake wrote:The tunnel on GT is a static object @Leo
Damn, I could've sworn it had moved once, just kidding, but one time it did have that "destroyed bridge" yellow thing on it.
Vega
Posts: 54
Joined: 2006-11-28 07:37

Post by Vega »

'[DVB wrote: TRIggS']No i got it "BATTLE SEGWAYS"! Mount a saw on the front and roll your way into into the square of EJOD at an blood curdling speed of.....2 MPH. But then that would be unbalanced so MEC would have to get Stephen Hawking.

hahahahaha
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