[Spawn System] Para-troopers

Discussion pertaining to the PR Brazilian & FARC Forces faction
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Spawn System] Para-troopers

Post by BloodBane611 »

yeah, I tested it and works, for each spawnable kit you have Dummy Kit, that contains the parachute, a "empty hands" like pilots and the kit you chose.
after landing, you just drop your kit and grab it with "g".
I like that system! I assumed you would have to remove some items from kits, that's an impressive solution you came up with.
[R-CON]creepin - "because on the internet 0=1"
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: [Spawn System] Para-troopers

Post by ma21212 »

why not just make up a paratrooper kit and give them what modern day partroopers have? parashoot would only be usable once and they get less ammo smaller weapons etc.
Image
Image
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: [Spawn System] Para-troopers

Post by maarit »

is there suplys dropped from planes?

btw, this faction looks nice
jim1994
Posts: 191
Joined: 2008-04-13 17:02

Re: [Spawn System] Para-troopers

Post by jim1994 »

Great idea for a spawn system.
I like option 2
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Spawn System] Para-troopers

Post by Wilkinson »

Little Spark I got in my head.

When they click on the spawn point. They should spawn in a seat. They literally have to spawn in a seat otherwise we're gonna end up with them either dying or getting an undesired effect of something like "Lag" As they are in the back of the plane. Think about the merlin.

That would make it a vehicle hypothetically.

Vehicles have 8 seats
So unless you have 4 planes, Your gonna have to resort to that method of them just spawing in the plane.
Also remember your going to have collision problems and the potential of people dying randomly. No one likes that.
Image
Image
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

Wilkinson wrote:Little Spark I got in my head.

When they click on the spawn point. They should spawn in a seat. They literally have to spawn in a seat otherwise we're gonna end up with them either dying or getting an undesired effect of something like "Lag" As they are in the back of the plane. Think about the merlin.

That would make it a vehicle hypothetically.

Vehicles have 8 seats
So unless you have 4 planes, Your gonna have to resort to that method of them just spawing in the plane.
Also remember your going to have collision problems and the potential of people dying randomly. No one likes that.
that’s why I enforce the autopilot option, with autopilot the whole team can spawn into the plane without problems.

What makes you die is the acceleration/deceleration, just remember that a curve is in fact a deceleration in one axis a acceleration on the other, even the best pilot in BF world can't pilot so smooth to the point everyone inside the plane remain alive.

The speed limit for spawn in moving object is about 300-350km/h, it happens cause you spawn still in the air an the plane just runs over you.
With the correct material, angle/speed of flight you don't have such problem.

Other issue is jumping inside the plane, the physics system don’t apply much inertia on the soldier, when you are moving at 300km/h and jump you “body” almost instantly losses that speed and again the plane tend to runs over your.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Spawn System] Para-troopers

Post by J.F.Leusch69 »

couldnt you "block" the player jumping by having a pretty small col mesh?
gkelly
Posts: 48
Joined: 2010-01-04 19:05

Re: [Spawn System] Para-troopers

Post by gkelly »

Red Feniks wrote:IMO, if you would go for the idea of the plane beeing in the air the entire game, why not completely replace the commander post and put him in the pilot seat? This doesn't mean he actually has to steer the plane (for it flies around in circles), but it might be more realistic to have the commander in the plane when you're invading a region by air.
If you do this, you can also take away the UAV-option and give the commander the ability to look down on the place the plane is flying over at that moment.
I'm also thinking: why limit the spawn points? Just give the airplane a smaller action radius so it stays on one side of the map, this way, if a squad needs to be on the other side of the map to capture a point, they will rely on rallypoints and FOB's, because if they would spawn in the plane they would have to walk all the way.

If you're not going for a plane that's constantly in the air:
You could Code a plane that does a high-alt, high-speed fly-by like every 10 minutes in a straight line or in 1 circle. You can announce the comming of such a plane by text in game, just like the notifications you get if a weapons cache is destroyed in insurgency.
Squads will have to react quick to drop where they want to drop, and the plane will exit the region very quick after its entrance. (You could also take away the 10-min. timer and make it a commanders asset, like you do in suggestion 1).

anyway: I like this idea very much and hope to see the para's in a suitable map soon :)

Good luck on the project!

Greetings,
Red Feniks
Sugestion 1 is very good, and 1 more thing, don't put mortar or artillery strikes, 105mm cannon on C-130 would be a good.

Good Luck!
Dragofight
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Spawn System] Para-troopers

Post by FPaiva »

gkelly wrote:Sugestion 1 is very good, and 1 more thing, don't put mortar or artillery strikes, 105mm cannon on C-130 would be a good.

Good Luck!
Dragofight
The Brazilian Air Force don't have AC-130s
gkelly
Posts: 48
Joined: 2010-01-04 19:05

Re: [Spawn System] Para-troopers

Post by gkelly »

:: FAB - Força Aérea Brasileira ::
See that im brazilian too and i see alot times c130 over my house
FelipeFR
Posts: 146
Joined: 2009-08-13 01:11

Re: [Spawn System] Para-troopers

Post by FelipeFR »

Yesterday I played a match on Silent Eagle on the US Army Team, and one of our spawn options were airborne. It worked as an auto pilot flying through the map in a circular flyover. So, it was been decided now, and will be implemented in the future in this faction maps?
Midnight_o9
Posts: 1572
Joined: 2008-07-26 09:39

Re: [Spawn System] Para-troopers

Post by Midnight_o9 »

gkelly wrote::: FAB - Força Aérea Brasileira ::
See that im brazilian too and i see alot times c130 over my house
This is AC-130
Image

Basically a C-130 with Guns on left side. And Brazilian forces don't have such planes.
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Spawn System] Para-troopers

Post by FPaiva »

gkelly wrote::: FAB - Força Aérea Brasileira ::
See that im brazilian too and i see alot times c130 over my house
C-130 is a Transport Plane, AC-130 is a variant of the C-130, but instead of transport, it's a attacking plane.
FelipeFR
Posts: 146
Joined: 2009-08-13 01:11

Re: [Spawn System] Para-troopers

Post by FelipeFR »

FelipeFR wrote:Yesterday I played a match on Silent Eagle on the US Army Team, and one of our spawn options were airborne. It worked as an auto pilot flying through the map in a circular flyover. So, it was been decided now, and will be implemented in the future in this faction maps?
Someone from the faction development, PLEASE REPLY TO MY QUESTION!
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

FelipeFR wrote:Yesterday I played a match on Silent Eagle on the US Army Team, and one of our spawn options were airborne. It worked as an auto pilot flying through the map in a circular flyover. So, it was been decided now, and will be implemented in the future in this faction maps?
The system used actually isnt a single moving spawn, is a bunch of spawns close to each other, I think to avoid the spawn blocking.

What I've made works fine, at least in coop mode with the bots spawning in, but wasn't officially evaluated so I can't say if/when its gonna be in game.

Image
Image
Locked

Return to “Brazilian/FARC Forces”