Vehcile and infantry tracks

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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BillyBob5134
Posts: 11
Joined: 2008-05-17 23:04

Vehcile and infantry tracks

Post by BillyBob5134 »

Have Vehcile and infantry leave tire tracks or footprints in the ground on maps like kasahan or other desert or muddy maps.
Ecko
Posts: 925
Joined: 2006-11-28 22:49

Re: Vehcile and infantry tracks

Post by Ecko »

Now as awesome as this idea is. It would be really laggy and most probably the big H word as well.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Vehcile and infantry tracks

Post by Rudd »

Would be really cool
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agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Re: Vehcile and infantry tracks

Post by agentscar »

Yea,this would be nice,but yea...I imagine on a populated server,it'd be pretty laggy...
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fullkontact
Posts: 52
Joined: 2008-04-04 13:53

Re: Vehcile and infantry tracks

Post by fullkontact »

Mabye have it delete the footprints and tire tracks after the person or vehicle has gone so far?

So like with bullet holes on vehicles / walls etc. They vanishe when some disapear on other parts of the map, but instead jsut have the vehicle have a maximum number it can put down, thusly you can see the treads but they quickly vanish if need be.
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: Vehcile and infantry tracks

Post by Skodz »

I believe there are other priorities way more important to gameplay. Unless you plan on tracking ennemy with their footprints...
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Vehcile and infantry tracks

Post by Bringerof_D »

i've suggested this before but no one ever said anything about it and yes what i thought is that we can track large enemy movements. IRL tracking is something very essential to malitias and insurgents, as well as our troops today doing patrols or searching out enemy hideouts
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: Vehcile and infantry tracks

Post by Zimmer »

It wont work. For the first its impossible to make tracks in the ground. If its possible you have to make alot I mean alot of networkable objects in the ground an that wouldnt go since max networkable objects is 1024, around 700 would definetly lag the server.
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Colt556
Posts: 352
Joined: 2008-06-06 11:42

Re: Vehcile and infantry tracks

Post by Colt556 »

On the game Star Wars Jedi Knight: Jedi Academy, they make foot-prints and impressions on the ground. However there can only be a certain ammount at any given time. Say the limit is 10, well once you make that 11th step, the 1st step dissapears. So there is only ever 10 on the ground. I see NO reason why a much more modern game couldn't do the same.
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Vehcile and infantry tracks

Post by Spec »

BF2 may be mordern, but not everything is better with this engine. Some things are improved, some things are worse.

There are no footprints in BF2, they had no reason to code it for their arcade game, and so there is no reason why there should be a possibility to mod it in.

If BF2 doesnt have a certain thing, PR cant just include it. Some things can be put in because you can use tricks, but there is no trick for making more than 1024 networkable objects. Thats like saying lets include perfectly working wind. Or more than 64 players. The game wasnt meant to do that, so it is not included and cant be added. Hardcoded.

So even if we would make every step an object and use all 1024 objects, thats 16 steps per person. No, wait, there would be no persons, they are networkable objects too. - So I see no real way to include it.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Vehcile and infantry tracks

Post by Scot »

Yeah, BF2 cut back on a lot, and i mean A LOT of stuff which previous games had.
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