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Demobilization
Posted: 2005-12-14 02:05
by Rhino
Ok i would think this is way above the BF2 engine, but still, wouldn't it be a very fun, more tactical, and also a very realistic part to be able to demobilize tanks, cars ect by taking out there tracks, so that they full off or by somehow burst a tire on a car (im pretty sure that they would be heavily armored)
This would be espicaly usful for Anti tank, due to the main thing it has going for it is that it can move about very fast with a hughe lump of a cannon on the top. If you could get a AT guy to aim at the tank track just in the right spot to demoblize it, then it would be a sitting duck and AT guys could run arround it fireing all there AT with no probs. But it would still be like a wounded beast and could still fire back at any 1 who was arround. So it wouldnt be complely dead.
What do you think, any possibility???

Posted: 2005-12-14 07:59
by USAF-Marshall
This has been brought up a few times, only problem everyone saw is that the vehicles would have to be made of many parts, like 1 track being like 1 vehicle, etc. WOuld be a pain to code. In all fairness, I agree with you 150%. I would also love to see it happen although the chances of having Osama Binladen showing up at your door asking for a room are greater

Posted: 2005-12-14 14:55
by Hitperson
But the tracks and wheels are already a different part of the moddel anyway so shouldn't it be fairly easy to do someone just has to add break points to the tracks. wheels would be easier to do though imagine a blowout whist driving an fav a 40 mph thinkhow many time it would roll.
Posted: 2005-12-14 15:20
by dawdler
Hitperson wrote:But the tracks and wheels are already a different part of the moddel anyway so shouldn't it be fairly easy to do someone just has to add break points to the tracks. wheels would be easier to do though imagine a blowout whist driving an fav a 40 mph thinkhow many time it would roll.
True, but all the parts are governed by the same hitpoints in the vehicle construction. The only thing you can do that way is make the vehicle take more or less damage (by the material).
Posted: 2005-12-14 15:35
by Hitperson
dawdler wrote:True, but all the parts are governed by the same hitpoints in the vehicle construction. The only thing you can do that way is make the vehicle take more or less damage (by the material).
thanks for clearing that up because in notice in bf2 editor that they were not shown
Posted: 2005-12-14 16:22
by Enforcer1975
Is it possible to "immobilze" a tank when it reaches a certain damage level?
Posted: 2005-12-14 16:33
by SiN|ScarFace
Enforcer1975 wrote:Is it possible to "immobilze" a tank when it reaches a certain damage level?
It was done in POE-V. The tanks would reach a certian damage point and become unresponsive. you could still move the turret but it would move very slow and the tank would be on fire and slowly burn to 100% damage then explode.
Posted: 2005-12-14 16:37
by dawdler
SiN|ScarFace wrote:It was done in POE-V. The tanks would reach a certian damage point and become unresponsive. you could still move the turret but it would move very slow and the tank would be on fire and slowly burn to 100% damage then explode.
Its really nothing odd, BF1942 did that too

BF2 does something similar, although I think they removed the slow turret and immobile part . I know it'll burn, but I havent really thought about the turret. The limits are so low that if it starts burning/beeping, you better get out, heh.
Posted: 2005-12-14 21:15
by SiN|ScarFace
Yea in poe i think they just made it so it caught on fire at a lower damage %.
Posted: 2005-12-14 22:47
by Figisaacnewton
In the 42 engine, when you get to 0, most controls stop functioning, and others are much slower. At this point, the vehicle slowly burns to -50 or whatever, then explodes.
Vannilla bf2 is not set up this way. I am not sure it is possible to do this.