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Just a few of my ideas

Posted: 2004-12-23 12:27
by spotadick
1.This mod is great, keep going it will surly be the best bf2 mod.

2.Although i see that the harrier model has been made, if this mod could be set just about 6 years in future you could include things like the joint strike fighter(STOVL version for U.S Marines and royal navy and air force) and f22 as well as the euro fighter and other military developments.

3.Proper tank sights for Challenger 2, Abrams etc.

4.Also i saw a reply in a thread mentioning the use of nuclear weapons in the mod. Although Tactical nukes might be better for the bf2 maps i think a Massive Ordance Air Blast (MOAB) munition could be a better choice if the of having large weapons was made for this mod. It is the largest non nuclear bomb in the world.

5.I would like to see different speeds for troops depending on what kit they are carrying.

6.I would also like to see the the Apache longbow used by british forces in the mod as well, thats if they want to but im alright with what ever they do.

7.1 shot 1 kill-it is one of the reasons why i like Forgotten Hope

8.Tanks have proper armour protection aganist different shells ie. A T72's standard round would struggle to penertate the Challenger 2's second generation Chobham armour on its turret.

9.Good sniper kits with gullie suits etc.

10.Fragments from frag grenades. Americas army has this and gave it added realism.

11.If possible i would like to see tanks be able to throw there tracks when damage occurs to them. Thus making them inmobile.

12. One last thing I would like to see is that when a medic gives you help that you are not patched up to 100% health. It should be like Americas Army where a soldier losses blood if he is not patched up soon and does not get helped back up to full health.

Re: Just a few of my ideas

Posted: 2004-12-23 13:04
by Black Beret
spotadick wrote:5. I would like to see different speeds for troops depending on what kit they are carrying.
This feature will already be available in BF2. :)

Posted: 2004-12-23 19:00
by Ugly Duck
1. I agree
2. Once you start with the future stuff it keeps coming, not to mention most info is classififed(armament, armour, avionics) so refrences are hard to find. Why not keep it current or VERY near future, as in in the prcess of replacing older technology. THat way the devs can "keep it real" because they have unlimited(for the most part) acces to refrence on the things they are including.
3. Yes
4. No, even with BF2 the maps arent big enough to need these, besides, what are they to be used for?
5. Not so much speeds as diferent levels of sprinting. IE a guy carrying an LMG or barret isn't gunna sprint as long as a guy with an M16.
6. Dunno, do brits use the longbow? But it should definately be used by the US team.
7. Only certain areas with certain weapons
8. I dont think well be dealing with unfair matchups such as those found in DC, its hypothetical for the most part so the militaries could have purchased modern weaponry from say, the USSR.
9. Theres a 3 page topic on it
10. Yes
11. Probly wont be possible, hope for an SDK.
12. Yes

Posted: 2004-12-23 20:03
by ArchEnemy
Ugly Duck wrote: 11. Probly wont be possible, hope for an SDK.
If giving a hp for different parts of the model is possible this wouldn't be a big problem to code.

Posted: 2004-12-23 22:21
by Ugly Duck
Were talking about tanks, how about you. And by HP he means hit points, IE one part(the tread) blows up and stops working. If done, the same should apply to the turret, if it takes a hard enough hit it shouldn't be able to traverse.

Posted: 2004-12-23 22:26
by ArchEnemy
They dont work the same, the body got 9 different zones)
this may seem a little bit complicated.

Code: Select all

ObjectTemplate.setSkeletonCollisionBone Bip01_Head 0.02 2 40
ObjectTemplate.setSkeletonCollisionBone Bip01_Spine2 0.08 -0.45 41
ObjectTemplate.setSkeletonCollisionBone Bip01_L_Forearm 0.02 0.0 42
ObjectTemplate.setSkeletonCollisionBone Bip01_R_Forearm 0.02 0.0 42
ObjectTemplate.setSkeletonCollisionBone Bip01_L_Calf 0.03 0.3 42
ObjectTemplate.setSkeletonCollisionBone Bip01_R_Calf 0.03 0.3 42
ObjectTemplate.setSkeletonCollisionBone Bip01_L_Foot 0.035 0 42
ObjectTemplate.setSkeletonCollisionBone Bip01_R_Foot 0.035 0 42
This are the 9 zones, the last number indicates the material, this soldier uses 3 differents materiels (here 40-41-42, total range is 0-195 with each has his own properties). For example if you shoot in the leg or arm they both got the the same material (42) and would so inflict the same quantity of dammage.


But every body part doesnt has his own hp, thats a different factor, and that is what we need to disable a object of a model (like treads in this case)

Posted: 2004-12-23 22:40
by Ugly Duck
Yes, I get it. But will it be possible? Someone on TS said that they're releasing all the tools they used to make the game, if this is true, will it be the equivilant of an SDK?

Posted: 2004-12-24 00:35
by ArchEnemy
Like i stated in a few posts above, to disactivate a part of a model that part needs to have a seperated HP, this isnt possible to code in Bf1942, but there is always a change that it will be possible with the improved bf2 engine. :)