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3 Small [but good] suggestions
Posted: 2008-06-30 16:54
by Craz3y|Assasin
I'm not sure if any of this is hardcoded, so tell me if it is.
1.] Cook gernades [ hold the gernade longer so when you trough it enemys dont have time to run away.]
2.] Have a brething affect for using scopes.
3.] When ever im in a tank squad and a jet comes and blows up my squadmates' tank the jet pulls up only about 40 meters but, in IRL the jet would have be destroyed by the shrap metal. so my suggestion is have a shrap metal or ifs hardcoded a lager blast radius.
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 17:09
by Morgan
1. Pretty sure that's hardcoded but I'm not sure...
2. Definately hard coded, this is one of the reasons for deviation I do believe.
3. Good point. It is a tad bit unrealistic but bigger blast radius will make the bombs huge, it's how to keep it balanced with a comprimise...
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 17:12
by 3===SPECTER===3
Morgan wrote:2. Definately hard coded, this is one of the reasons for deviation I do believe.
Not hardcoded. Ive done it before using the FH2 animations.
Oh yeah and #1 & #2 were suggested before. #1 is definately hardcoded to my belief.
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 17:20
by Craz3y|Assasin
Well I used the sreaach box for them.
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 17:25
by Morgan
3===SPECTER===3 wrote:Not hardcoded. Ive done it before using the FH2 animations.
Oh yeah and #1 & #2 were suggested before. #1 is definately hardcoded to my belief.
Devil!!! You made weapon sway for FH but not PR!!!??? Where art mine BANHAMMER!?

Re: 3 Small [but good] suggestions
Posted: 2008-06-30 17:28
by bosco_
Weapon sway is possible but the bullets still come out of the middle of the screen even when the sights are to the left, for example.
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 17:44
by Craz3y|Assasin
That could kind of make it more realistic.
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 18:06
by [T]Terranova7
Like bosco said, you can sway the gun around the screen but the projectile will still fire straight from the center of the screen... so it would cause a lot more frustration and confusion than anything.
But I know there are some guys in the community modding scene that are working on actual ballistics which could mean realistic sway.
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 18:56
by 3===SPECTER===3
Even if the bullets come out the middle, the weapon sway could still do the same as the deviation. cuz now with deviation, the bullets may not go where you aim just like with a sway animation.
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 19:08
by Bringerof_D
Jonny wrote:The bullets do NOT need to come out of the middle of the screen with animated sway, but the models are currently half a degree to the side so a LOT of animations would need to be done to get it to work.
It is possible to get the weapon to sway, and the bullet to come out of the barrel, but will take a LONG LONG time to do.
As for 'cooking' the nades, well I remember a post by one of the MAs saying the nades are not as predictable as you would think, and that noone he knows is brave enough to cook one. NOONE. So its unrealistic.
i agree here, grenades dont have timers, it's just a pin with a spring behind it and a screw on the side to slow the pin down, there is no garuntee that the grenade will go off in 5 seconds or 10 seconds. most modern nades are rated for 8-10 suposedly. but again no garuntee
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 20:27
by SGT.JOKER
Dale Dye once said in an interveiw that when you pulled the pin on a grenade you had 3-5 seconds between the release of the spoon (handle) and detonation. He also said that in the battle for hue (he was there) that marines would cook the grenade for 2-3 seconds or so (talk about cutting in close) before tossing it into a room so that way there'd be no chance of it being thrown back out. Im not sure but I dont think there should be any diffrence between the US millitaries grenades from then and now besides the transition from "lemon" to "baseball" shape.
So if there is no real difference then cooking a grenade is perfectly realistic...unless some one in the armed forces can prove otherwise
(not trying to sound like a know it all d!ck but this is my opinion)
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 21:58
by Masaq
Plenty of military advisors have said that they would never,
ever "cook" a grenade, it's just too risky.
'=BMI=richy' wrote:breathing effects are possible, look closely at the rpg in pr...
Yeah, the
sights sway but the weapon's firing point doesn't. The RPG will always leave the centre of the screen no matter where the signs are leaning to.
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 22:54
by SGT.JOKER
Yeah I see where their coming from on the risky part, Im not sure I'd do it either but I just figured I'd share that since it was a real world thing and all
Re: 3 Small [but good] suggestions
Posted: 2008-06-30 22:55
by Masaq
It's not just that; the field manual advises against it too IIRC.
Re: 3 Small [but good] suggestions
Posted: 2008-07-01 01:39
by bondsan
Morgan wrote:
3. Good point. It is a tad bit unrealistic but bigger blast radius will make the bombs huge, it's how to keep it balanced with a comprimise...
can the blast radius not be stretched higher leaving it the same width ?
Re: 3 Small [but good] suggestions
Posted: 2008-07-01 04:11
by Conman51
[R-MOD]Masaq wrote:It's not just that; the field manual advises against it too IIRC.
yea i saw some documentry on fallujah (or how ever you spell it) and it sadi marines were cooking nades and throwing them in rooms even tho they were advised not to do it in boot camp
so i guess it rarley happens in RL
Re: 3 Small [but good] suggestions
Posted: 2008-07-01 05:25
by SGT.JOKER
Cooking nades prolly happens during large urban battles mostly from what it looks like...so you cant say its unrealistic but at the same time if the millitary advises against it then it shouldnt really be in game
Re: 3 Small [but good] suggestions
Posted: 2008-07-01 19:37
by Smegburt_funkledink
If 'nade cooking is possible in game but not an often occurance IRL due to riskyness, just make it risky in game!
Is it possible to code a varied detonation time for each 'nade between 3-5 seconds?