Active Firing Ranges

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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KarateDoug
Posts: 264
Joined: 2007-10-04 06:55

Active Firing Ranges

Post by KarateDoug »

Ive looked around in the threads an found nothing on this.

I know that both Ramiel and Op.Archer have firing ranges on their U.S. mains and it is a very helpful tool that has proven useful.

My question is whether or not a firing range could be added that has targets that pop up from behind structures such as crates, cars, walls, in windows, doorways or anything like that. Remember old school NES Hogans Alley? lol.

This can be great training material to help the player, or squad, improve their skills behind the scope.

This would be a great addition to add to future maps, or training servers. Idk if it is possible or plausible though?
Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: Active Firing Ranges

Post by Tomato-Rifle »

Add it as a Vehicle that you cant enter and it only takes one shot to kill and re spawns 1 sec after being shot? of course making a "boom" or something when you would hit it.
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Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: Active Firing Ranges

Post by Adriaan »

Chuckduck is working on a training map which,i think, will include a firing range like you described... I´ll see if i can find the thread about it.
Edit: https://www.realitymod.com/forum/f354-c ... s-wip.html
Last edited by Adriaan on 2009-06-09 23:35, edited 1 time in total.
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KarateDoug
Posts: 264
Joined: 2007-10-04 06:55

Re: Active Firing Ranges

Post by KarateDoug »

[quote="

Frankly, you need to find a clan that will help you learn how to fight...[/quote]

Lol. I know how to fight and so does my clan [GS]-Ghost Soldiers. Just think it would be fun to run a target practice with my clan (or others with thiers), without the need to die and respawn and try again.

I like, Tomato with a Rifles, Idea about making it like a vehicle that will blow up and respawn in a second.

It would be sweet if they kinda randomly popped up in somewhat random spots and went down when you got a KILL shot or shots on them, but they stay up till you get the kill shot. So i guess it would have some sort of health meter very very similar to an actual players health count.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Active Firing Ranges

Post by Rudd »

PRSP is indeed what you want, join a Co-Op server and the hitboxes behave exactly as they do in MP games.
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Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: Active Firing Ranges

Post by Spartan0189 »

I think it would be nice, for Training mode.
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Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: Active Firing Ranges

Post by Airsoft »

They have a bigger one on Kozlesk than Archer and Ramiel.
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Juanxz
Posts: 27
Joined: 2009-06-05 10:05

Re: Active Firing Ranges

Post by Juanxz »

Yes it is a good idea. Practice makes perfect.
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OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: Active Firing Ranges

Post by OkitaMakoto »

Simply make it a destructible object, give a random object the code to repair it[similar to the command center], place that within range, and bam.... there you go

Shoot target
Target goes down[destroyed]
Slowly gets repaired and within 5 seconds, is back up to shoot again
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Active Firing Ranges

Post by rampo »

'[R-DEV wrote:OkitaMakoto;1050220']Simply make it a destructible object, give a random object the code to repair it[similar to the command center], place that within range, and bam.... there you go

Shoot target
Target goes down[destroyed]
Slowly gets repaired and within 5 seconds, is back up to shoot again
Exactly what i was thinking 8)
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Active Firing Ranges

Post by PLODDITHANLEY »

At the beggining I did practise on empty public servers on a few ranges.
Your impact stays on the targets for about 10 seconds so if you can find a mate and squad up you can have one firing and one observing. I found it did improve my accuracy alot particulally when firing from the hip at CQB.
So find a mate and go spend ten minutes on a range it helped me out!
Jjjootjohn
Posts: 52
Joined: 2007-07-22 01:37

Re: Active Firing Ranges

Post by Jjjootjohn »

What about triggerables in the editor? It seems like it would work, given somebody activated it. It seems more trouble than the destructable object, though.
UncleRob199
Posts: 71
Joined: 2007-07-21 15:49

Re: Active Firing Ranges

Post by UncleRob199 »

Tomato_With_A_Rifle wrote:Add it as a Vehicle that you cant enter and it only takes one shot to kill and re spawns 1 sec after being shot? of course making a "boom" or something when you would hit it.
Good Idea

This shouldn't really be active for deployment servers, I'm worried about having nobody to kill because theyre all busy shooting pictures lol.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: Active Firing Ranges

Post by HughJass »

I had some friends that were in clans, and occasionally I would join in on their practice. They often did some shooting-range type practices. What we noticed is that the engine seems to react differently when ever you shoot a static or player. This is primarily because of the 'ruby' hitboxes (collision meshes), and lag compensation (relatively, hitbox lag). The only thing we found shooting ranges valuable for is sniper training, as sniping takes a great deal of knowledge of the in game bullet drop. But even then, we found strange inaccuracies; shots land in different spots, deviate to the right or left, or don't even register even if the exact same shot was placed before.

My point is that I don't think shooting ranges are very effective at training in game, for the most part.
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