Page 1 of 1

stopping vehicle burning

Posted: 2008-03-28 23:27
by Ghost716
My idea is to give the crewman kit an item that works like the wrench but instead of repairing damage it just stops the vehicle from burning. That way if your in the middle of a desert in a tank and your engineer gets killed you can stop the continuous damage and get back to base.

Posted: 2008-03-28 23:32
by Tef
Like a fire extinguisher, that's a pretty cool idea.

Posted: 2008-03-28 23:36
by Expendable Grunt
Burning is HP based.

Posted: 2008-03-29 00:00
by Ghost716
Tef wrote:Like a fire extinguisher
Exactly
Expendable Grunt wrote:Burning is HP based.
What exactly does that mean? Like when you get below a certain percentage of your health it activates an effect or is it a hard coded thing?

Posted: 2008-03-29 00:03
by Deadfast
Ghost716 wrote: What exactly does that mean? Like when you get below a certain percentage of your health it activates an effect or is it a hard coded thing?
Yeah, exactly.

There's no way to do a tool that will repair to x% of health, only tool that repairs x% of damage per second up to the full health.

Posted: 2008-03-29 00:10
by Ghost716
Deadfast wrote:Yeah, exactly.

There's no way to do a tool that will repair to x% of health, only tool that repairs x% of damage per second up to the full health.
I know which is why field dressings are a dropped item. I'm wondering if it would be possible to just turn off the burning effect when you use the item instead of repairing health. Then when you get repairs it will re-trigger the effect if you cross the area that triggers the effect. Then again I could easily be misunderstanding the bf2 engine.

Posted: 2008-03-29 00:20
by Deadfast
The burning is triggered by vehicle's HP dropping under a certain value.

That means there's no way to stop the burning than to get HPs above the burning trigger.

Posted: 2008-03-29 04:33
by GR34
Deadfast wrote:Yeah, exactly.

There's no way to do a tool that will repair to x% of health, only tool that repairs x% of damage per second up to the full health.
Easy make this Fire extinguisher only ale to repair for say 15 sec then have a 5 min cool down time that should be enough time to get back to base. IF thats possible in the engine. But I don't think It would be that good of an idea because whats the point of only being able to stop the fire 1 more hit from almost any thing will kill you.

Posted: 2008-03-29 06:30
by DannyIMK
sounds good idea! but i dont think that IRL(in real life) soliders using fire extinshur in wars... maybe yes.. maybe in other ways..

Posted: 2008-03-29 10:14
by Warmagi
What about making it a weapon that fires projectiles that heal vehicles and projectile look like extinguishers firing? And have lets say 3 of that projectiles then you need a resupply?

But do the soldiers have fire extinguishers? Those guys didnt:

http://pl.youtube.com/watch?v=HAKgUk0u4WE[/youtube]

Posted: 2008-03-29 18:11
by DannyIMK
ok but it should be aviable only to: Crewman, Pilot And Maybe Engineer Should Use Fire Extinshur.. cause they who using a important vehicles.. officer use truck too but i think that his inventory full..
and jeeps dont need cause they not very important vehicles..

Posted: 2008-03-29 18:11
by Scorch
I agree with this.
maybe we could have some type of "vehicle field dressing". the crewmen have 1 each (and are only able to be resupplyed at a fb or bunker or cp) and it basicly repairs the vehicle x abount of hit points.


DannyIMK wrote:sounds good idea! but i dont think that IRL(in real life) soliders using fire extinshur in wars... maybe yes.. maybe in other ways..
All (or most) modern armoured vehicles have fire suppression systems built in.

Posted: 2008-03-29 18:20
by ZZEZ
The functionality of it will be exactly like the Wrench minus new model+animation to go with it, you can't make it "heal" the vehicle only if its burning, effect called critical damage, when it reaches critical damage the vehicle loses health and inside the vehicle files it tells what effect to spawn at what health percentage.
To see it:
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1100
ObjectTemplate.armor.hitPoints 1100
ObjectTemplate.armor.defaultMaterial 71
ObjectTemplate.armor.hpLostWhileUpSideDown 60
ObjectTemplate.armor.hpLostWhileInWater 30
ObjectTemplate.armor.hpLostWhileInDeepWater 75
ObjectTemplate.armor.hpLostWhileCriticalDamage 20
ObjectTemplate.armor.waterDamageDelay 5
ObjectTemplate.armor.deepWaterDamageDelay 0
ObjectTemplate.armor.waterLevel 0.4
ObjectTemplate.armor.deepWaterLevel 0.7
ObjectTemplate.armor.explosionForce 10
ObjectTemplate.armor.explosionForceMod 12
ObjectTemplate.armor.explosionForceMax 5000
ObjectTemplate.armor.explosionDamage 300
ObjectTemplate.armor.explosionRadius 6
ObjectTemplate.armor.explosionMaterial 101
ObjectTemplate.armor.wreckExplosionForce 20
ObjectTemplate.armor.wreckExplosionForceMax 30
ObjectTemplate.armor.wreckExplosionDamage 30
ObjectTemplate.armor.wreckExplosionRadius 2
ObjectTemplate.armor.wreckExplosionMaterial 70
ObjectTemplate.armor.wreckHitPoints 1000
ObjectTemplate.armor.timeToStayAsWreck 300
ObjectTemplate.armor.criticalDamage 200
ObjectTemplate.armor.addArmorEffect 50 e_dstate_land_lightsmoke 0.93/0.63/1.63 0/0/0
ObjectTemplate.armor.addArmorEffect 25 e_dstate_land_MediumSmoke 0.93/0.63/1.63 0/0/0
ObjectTemplate.armor.addArmorEffect 10 e_dstate_land_heavysmoke 0.93/0.64/1.63 0/0/0
ObjectTemplate.armor.addArmorEffect 0 e_vexp_Humvee 0/0.5/-0.5 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_Humvee 0/0.5/-0.5 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_armoredcar_spec 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect -1 e_dstate_static_white01 0/0.05/1.448 0/0/0
ObjectTemplate.armor.addArmorEffect -75 e_dstate_static_white02 0/0.05/1.448 0/0/0
ObjectTemplate.armor.addArmorEffect -85 e_dstate_static_white03 0/0.05/1.448 0/0/0
ObjectTemplate.armor.addArmorEffect -100 e_vexp_armoredcar_2nd 0/0/0 0/0/0