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Safety + Round Type Selector

Posted: 2008-04-05 23:02
by gclark03
I don't know the specifics of this, but I just had an idea that should work with the BF2 engine.

The first part is a safety option - a novelty, but better to keep in with the idea than work to remove it. Basically, when you switch from burst/auto to safety, the weapon is loaded with a clip of 999 (max integer) invisible, harmless projectiles. Stopping the animation may or may not be impossible, but it would still have the effect of a safety option on the fire selector.

The second and last part is switching from AP to FMJ rounds, for example, by adding two sets of fire select indicators - one showing AP, and one showing FMJ. Switching would empty the current clip automatically (harmlessly) and reload the weapon; when reloaded, the round type would change, and rounds fired from this magazine would have a different effect.

Why bother with AP vs. FMJ cartridges? This option could enable infantry to pierce vehicle glass or doors with AP, at the cost of raw stopping power against other soldiers in the open. FMJ would be what we see now; powerful against other infantry, but lacking against light armor and vehicle windshields/windows.

Posted: 2008-04-05 23:38
by strima
99.9% of ammo on the Battlefield is ball with some tracer thrown in. As BF2 doesn't have the physics of CoD4 with the ability to shoot through walls I don't really see the point.

Posted: 2008-04-06 01:18
by Doc
The safety option has been discussed in the past;
however, it was probably so long ago that searching
really won't merit a result.

If memory serves, the community drew upon the conclusion
that yes, it is realistic, but no, we would rather not
have it. Reasons why is that it may just take a little
too much programming for too little gain, in addition to
engine limitations.

The limitations were, and I'm really counting on my
memory here, that weapons can only have a maximum of
three fire selections.

If for some reason you would like a safety, I recommend
dslyecxi's method of the "middle-mouse safety," as
outlined in his ArmA TTP Guide.

The guide is available online here.

Posted: 2008-04-06 01:37
by Spec
oh. Now i just wanted to post "keep the finger away from the trigger" and i read that! I do that "middle mouse safety" all the time anyway, didnt know it was such a secret :P

Uhm... The engine sucks.

Posted: 2008-04-06 01:39
by Waaah_Wah
strima wrote:As BF2 doesn't have the physics of CoD4 with the ability to shoot through walls I don't really see the point.
Im pretty sure its possible to shoot through walls in PR. You can already shoot through those destructable buildings, and Rhino promised us some penetration changes for 0.8 :D

Posted: 2008-04-06 02:02
by Cyrax-Sektor
Waaah_Wah wrote:Im pretty sure its possible to shoot through walls in PR. You can already shoot through those destructable buildings, and Rhino promised us some penetration changes for 0.8 :D
Currently in BF2 SF, the "glass" on Surge and Leviathan can be shot through by any bullet, except explosives. Try it next time. :mrgreen:

Posted: 2008-04-06 02:08
by zangoo
having 2 diffrent types of ammo would be possible, would just need 2 diffrent guns, then the player could just switch, no need to have mag link cus you are selecting 2 diffrent rounds so unless you can convert ap to something else it is fine

Posted: 2008-04-06 04:41
by Jester_Prince
only problem is... and most people would ***** about this if it happened.

DEVs would most likley reduce the ammount of standard ammo mags to make room for the AP rounds. I mean I really like the idea, however what will it gain us? I think id rather have my 7 mags of standard ammo then 5 mags of standard and 2 AP or whatever they decide to do....


ALSO

If made so you can switch between AP and normal rounds by making it another weapon in your inventory, what happens when your in a firefight and one mag is empty... youd switch over to AP rounds...oh and whats this...no reload time, no having to wait....just an extra 30 rounds (or however many it is I really dont care) instantly ready to pump the unfortunate guy you just ran into round the corner. Unless theres a transition time between selecting two firemodes (selecting AP rounds in your weapon hud or visa versa), the army armed with AP rounds will win in CQC simply because he can pump a guy full of twice as much lead before the guy who has to reload.

For example, with the three weapon modes for the grenadier, from what I can tell, there is no delay between switching to smokes or explosives, and no need to reload if you do. I could be wrong, and someone correct me if I am.

Its too exploitable. Sorry if this dosnt make much sense, i know what I mean :P

Posted: 2008-04-06 06:13
by Rhino
Waaah_Wah wrote:Im pretty sure its possible to shoot through walls in PR. You can already shoot through those destructable buildings, and Rhino promised us some penetration changes for 0.8 :D
did I? I very much doubt I did since I dont deal with the materials, at all, thous things scare me :p

but yes penetrable materials in BF2 is possible and we use them alot in PR and vBF2 uses quite abit of them, like thin metal fences you can shoot though etc, its one of the main "features" of BF2 when it came out :p

Posted: 2008-04-06 08:13
by nedlands1
zangoo wrote:having 2 diffrent types of ammo would be possible, would just need 2 diffrent guns, then the player could just switch, no need to have mag link cus you are selecting 2 diffrent rounds so unless you can convert ap to something else it is fine
Easily exploitable though. One could fire off one mag then switch to the other weapon and have rounds at the ready. What about animations?

EDIT: I don't think you can trigger the animations to only act if you are changing from one round type to another. The previous problem could be overcome by making the ready time longer than the reload time too.

Do typical soldiers carry different ammunition types(besides tracer)? I thought it was a case of, "here are your ball and tracers, load them how you want but don't put too many tracers in or you will wear out the barrel".

Posted: 2008-04-06 08:31
by Maxfragg
the point whit 2 weapons would be possible, netherlands, since OPK showed, that you can link the mags of 2 weaopons (they did it for their G36c, which is in the SF kit once with silencer and once without

Posted: 2008-04-06 11:30
by Outlawz7
strima wrote:99.9% of ammo on the Battlefield is ball with some tracer thrown in. As BF2 doesn't have the physics of CoD4 with the ability to shoot through walls I don't really see the point.
You can fire through materials like the tin fence etc.
I just doubt, we can have one weapon using two different rounds without cloning the weapon, like they did with the shotguns slug/buck shots.

Posted: 2008-04-06 11:52
by nedlands1
Maxfragg wrote:the point whit 2 weapons would be possible, netherlands, since OPK showed, that you can link the mags of 2 weaopons (they did it for their G36c, which is in the SF kit once with silencer and once without
I kinda realise that. If you haven't noticed, I introduced the idea of "maglinking" in these forums and have been pushing for it for a number of different applications. I have also used the "maglinking" code numerous times (eg: YouTube - Linked AN-94, YouTube - Linked LMG, YouTube - Linked G36 and YouTube - Linked Mines). "Maglinking" isn't appropriate here.

Posted: 2008-04-06 12:10
by markonymous
wouldnt having another weapon in your inventory steal another precious slot? 9 being the max? and since many kits are maxed out this could be a problem or am i wrong?

Posted: 2008-04-06 12:56
by Mosquill
Have to agree with Nedlands, maglink isn't appropriate here.

The best you can achieve with weapon slots is to have 2 guns with different ammo and you can't have an animation (or delay) triggered only when switching between them.

The only way I can think of is to try to use the c4's code. C4 is unique, it has 2 firearms and can switch between them (c4 & detonator). Maybe we could use that, someone should take a look at the code and tell if it's possible.

Posted: 2008-04-06 16:22
by gclark03
I wonder if any DICE employees play (or have played)PR. We could really use their help at this point in development...