Questions about the way AA locks
Posted: 2008-11-27 23:18
Well, after enough searching and not finding this addressed in the AAs or search button, I have been wondering about how to make AA lock on both more realistic and better for gameplay.
First of all, here are the problems faced with the current system:
I highly doubt that a "radar" function is possible in the bf2 engine which would allow you to track incomming projectiles (if its possible, that's all the better).
Instead, something similar to the "lock" signal of AT missles could be used. That being: When the gun is aiming at you, you get the lock. I can't recall if the lock would complete when the HAT was shot, but that's because I never play vBF 2 anymore
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Now my questions are:
I ask these after much experience with the pr mod, which while fantastic as it is, can obviously be improved. I see this as something that would add a lot to the mod if possible, and shouldn't be to hard to do if it involves only scripting.
First of all, here are the problems faced with the current system:
- "lock" signal only indicates that you're being locked onto, and not necessarily have a missile headed your way (Not too big of a problem).
- When flying next to another heat source or air vehicle, if they get locked onto and then drop flares, the missile will head you're way at the last second giving you minimal time to drop flares (pretty big problem).
I highly doubt that a "radar" function is possible in the bf2 engine which would allow you to track incomming projectiles (if its possible, that's all the better).
Instead, something similar to the "lock" signal of AT missles could be used. That being: When the gun is aiming at you, you get the lock. I can't recall if the lock would complete when the HAT was shot, but that's because I never play vBF 2 anymore
Now my questions are:
- Could we have it so that AA only locks when shot?
- Can aa lock as long as it is "looking" within x an angle of the target?
- Can number 2 be implemented without having to make it manually guided?
- can number 2 be implemented without number 1 if it's not possible?
- Can number 2 be implemented so that when facing two heat signatures, it would lock onto one, but both would receive an inbound missile signal if within x angle of missle?
- Can this be implemented in such a way that to hear the tone of lock, you are within x angle of missile's path, and not just the way the gunner is looking?
I ask these after much experience with the pr mod, which while fantastic as it is, can obviously be improved. I see this as something that would add a lot to the mod if possible, and shouldn't be to hard to do if it involves only scripting.