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Active Firing Ranges
Posted: 2009-06-09 22:42
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?
Re: Active Firing Ranges
Posted: 2009-06-09 23:21
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.
Re: Active Firing Ranges
Posted: 2009-06-09 23:21
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
Re: Active Firing Ranges
Posted: 2009-06-09 23:30
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.
Re: Active Firing Ranges
Posted: 2009-06-10 01:12
by Rudd
PRSP is indeed what you want, join a Co-Op server and the hitboxes behave exactly as they do in MP games.
Re: Active Firing Ranges
Posted: 2009-06-11 02:38
by Spartan0189
I think it would be nice, for Training mode.
Re: Active Firing Ranges
Posted: 2009-06-11 05:31
by Airsoft
They have a bigger one on Kozlesk than Archer and Ramiel.
Re: Active Firing Ranges
Posted: 2009-06-11 10:42
by Juanxz
Yes it is a good idea. Practice makes perfect.
Re: Active Firing Ranges
Posted: 2009-06-11 10:50
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
Re: Active Firing Ranges
Posted: 2009-06-11 14:17
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

Re: Active Firing Ranges
Posted: 2009-06-12 07:49
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!
Re: Active Firing Ranges
Posted: 2009-06-13 04:24
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.
Re: Active Firing Ranges
Posted: 2009-06-13 14:52
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.
Re: Active Firing Ranges
Posted: 2009-06-14 09:36
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.