For those who don't do much bf2 coding experience, every explosion in PR has at its core three basic components, force
(ObjectTemplate.detonation.explosionForce), Damage (ObjectTemplate.detonation.explosionDamage), and radius (ObjectTemplate.detonation.explosionRadius). The damage should be self explanatory but the force is the force felt by all objects within the explosion that causes them to fly out from the explosion's center. Usually the force component isn't noticed as the objects always die in the process. Two interesting things that can be done though are 1. To set the damage to zero to cause the effects of explosions to be more practically applied, and 2. Reverse the sign on the force to be negative, causing a suction force rather than a repelling force and thus creating an "implosion".
These implosions are actually extremely practical and can be applied in both handheld weapons and on moving and stationary vehicles, allowing for a variety of different applications in PR. With the Catapult we lined up a series of genericfirearm barrels on the deck of a carrier and had them fire a round of bullets in burst mode. These bullets were all implosive and had mobile physics turned off so they floated in mid-air. The bullets are only activated by proximity when the object doing the activation is going above 6 m/s (a code borrowed from missiles in game) This allows for the shells to explode in front of the jet as it accelerates down the carrier strip providing a significant amount of extra force and allowing the jet to reach takeoff velocity quickly. The Arrestor is a similar mechanism where it is essentially a bunch of reverse claymores set up in series 20m back and 10 meters down from the deck. The explosion angle and radius are set up such that the pilot will have only a narrow window to hit so that the implosions will detonate behind him, slowing his jet to a stop. A video of this can be seen here.
Other possible applications in PR At a glance.
The reason I am sharing all of this with you is that this basic concept may have a place in many other applications in PR including but most certainly not limited to:
VTOL: Jets could have a single barrel on them that shoot implosive shells out with zero velocity. These shells would be given a negative gravity modifier so that upon being shot they rise up from the jet extremely rapidly and explode a split second after being fired, pulling the jet up.
Afterburner w/ fuel: A weapon where implosives are shot in front of the jet and pull the jet foreward at an even faster rate, these afterburner implosive shells would be limited in nature and could provide a fuel component.
Vehicle / Aircraft towing: Very weak implosive shells can be shot out of one vehicle to allow for the towing of another vehicle or aircraft.
Fastropes: Obviously very ify but there may be a way to give the grapplehook or zipline PCO mobile physics and have it essentially glued to a helicopter by a series of implosions.
Feel free to post any ideas you may have and I will try and comment and how feasible they may be from what I have seen so far.
Thanks










