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BF2 engine questions

Posted: 2009-08-09 02:43
by Wizrdwarts
Can you assign 2 items to a slot using the change fire mode function (eg hit 4 for frag grenades, hit it again to switch to smoke)

Would it be possible to deploy minefields like the .50 cals using the firebase system?

Is a bombing HUD with a CCIP aimer possible?

Re: BF2 engine questions

Posted: 2009-08-09 03:10
by Jigsaw
Wizrdwarts wrote:Can you assign 2 items to a slot using the change fire mode function (eg hit 4 for frag grenades, hit it again to switch to smoke)
No, weapons or kit items on the same slot are ammo linked and therefore cannot have 2 different functions (frag and smoke for instance). This is hardcoded.
Wizrdwarts wrote:Would it be possible to deploy minefields like the .50 cals using the firebase system?
No afaik.

Not sure on the last one but i'll say no anyway, it usually is with the BF2 engine tbh.

Re: BF2 engine questions

Posted: 2009-08-09 03:17
by McBumLuv
jigsaw-uk wrote:No afaik.

Not sure on the last one but i'll say no anyway, it usually is with the BF2 engine tbh.
Nah, Jiggy, on that one I'm pretty sure it would work. All you're doing is "spawning" an object really, which is evidently possible with the BF2 engine.

As for the last one, I dunno. CAS made a halfway CCIP using laser guided bombs and radar, and lofting bombs sorta worked, but it wasn't a calculated impact point per se. However, the way FH2 creates artillery seems pretty close, because the artillery ballistics are "dumb" (IE, not using guidance), but instead really on a zeroing in of the target. I'm not sure how or if that could be implemented for CCIP, but it's probably the most promising. Though on that note, I'm pretty sure you wouldn't be able to have the bomb release when the target was in the impact point, so it'd be more like lining up with it and releasing the bomb manually.

Re: BF2 engine questions

Posted: 2009-08-09 03:31
by Jigsaw
Yeah but its completely different to what we have now, it has to be several small objects (not possible cos it all has to come down on one lump of earth so it would be really obvious) and it has to be able to blow up whenever any vehicle goes over it to the extent that said vehicle is destroyed.

It just wouldn't work.

Re: BF2 engine questions

Posted: 2009-08-09 03:32
by McBumLuv
jigsaw-uk wrote:Yeah but its completely different to what we have now, it has to be several small objects (not possible cos it all has to come down on one lump of earth so it would be really obvious) and it has to be able to blow up whenever any vehicle goes over it to the extent that said vehicle is destroyed.

It just wouldn't work.

I'm guessing you haven't played Sandbox ever? :D

Re: BF2 engine questions

Posted: 2009-08-09 03:35
by Jigsaw
McLuv wrote:I'm guessing you haven't played Sandbox ever? :D
Nope, does that have a similar thing?

Re: BF2 engine questions

Posted: 2009-08-09 03:38
by McBumLuv
Q rose - Load groups/objects. Essentially you can code the game to spawn mulitple objects.

And BTW, you should try sandbox. It's one of the most polished BF2 mods out there, and is extremely fun.

Re: BF2 engine questions

Posted: 2009-08-09 03:38
by Celestial1
jigsaw-uk wrote:Nope, does that have a similar thing?
Spawn multiple 'mine' objects. Edit to your liking (invisible, etc). Will work just the same as an engineer placing that many mines, because the mines will fall and land individually, not as a group.