[Spawn System] Para-troopers

Discussion pertaining to the PR Brazilian & FARC Forces faction
Red Feniks
Posts: 53
Joined: 2009-06-10 09:58

Re: [Spawn System] Para-troopers

Post by Red Feniks »

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
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: [Spawn System] Para-troopers

Post by RedAlertSF »

I like this idea of commander calling in the plane. But self-destruction sounds just stupid, like being the easiest way to accomplish this. Could it be possible, that commander calls the plane to fly somewhere, then it cricles that area and after the time is full, it does not destruct but flies out of the map. This way people still have a little more time to jump, and the plane doesn't just suddenly blow up.

Anyway, I've always though that paratroopers are the little important thing that is missing from PR. I want to see this in-game!
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

All that you guys said is possible, most of it was tested and each one has it known issues, but the is main problem is that DEVs don't seems to give a shit about this.

We are here in a so called Comunity Faction subforum, inside the main forum, but seems we are on another world, a little feedback of the Godlike developers woudn't be so bad.

I don't know if they are too busy discussing their own things, or is the amount of bullshit that always comes in on suggestions threads, but again, a little feedback isn't bad.

This is not a "oh it will be so cool if we paratroopers" thread, I got the hole thing coded, its fully operational with several tested deploying mode, maps for it already being developed and not a signal of the devs around*

*In fact only Rhino said something here
Last edited by Salmonella on 2009-12-06 18:23, edited 1 time in total.

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WilsonPL
Posts: 510
Joined: 2008-03-27 17:32

Re: [Spawn System] Para-troopers

Post by WilsonPL »

All devs have their special dev section that normal users liek you cannot see : >.
Im sure that faction leader is in contact with them.
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GhostDance101
Retired PR Developer
Posts: 473
Joined: 2008-05-24 20:19

Re: [Spawn System] Para-troopers

Post by GhostDance101 »

Well I think it looks very good,
Remember the Dev are very busy working on the next release of pr, and don't always have time to get overly involved in the development of community factions. They tend to get more involved when the whole things almost finished and ready for integration into the main mod.
cagumelo
Posts: 23
Joined: 2009-12-01 00:00

Re: [Spawn System] Para-troopers

Post by cagumelo »

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
This is exatile what I said, about the coomander sit in the plane and about the 10 min respaw, but I think people hasnt understood it!
anyway, why wouldnt the devs be interested the work of you guys is truly amezing I realy want to help I saw some tutorials in the YouTube and I was trying to make the "Voadeira" but all goes shit, so I think I' not useful
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: [Spawn System] Para-troopers

Post by dbzao »

Salmonella, really disapointed with your attitude.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Spawn System] Para-troopers

Post by Rhino »

[R-DEV]dbzao wrote:Salmonella, really disapointed with your attitude.
Indeed, Salmonella if you want help from us with this your going totally the wrong way about it... I've already answered your PMs, we are all very busy and dont have a lot of time to help everyone.

There is no rush to get this done and finished, where there is a rush to get stuff done in other departments.
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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

[R-DEV]dbzao wrote:Salmonella, really disapointed with your attitude.
And I'm with yours(devs in general)!
I know that every one here is voluntary, and no one have the obligation to give any feedback to anyone, but why only come up to say something when someone goes angry?
The thread was open for a week and no one seems to noticed, any a word of advice or incentive were given, but when some bad words are spelled, everyone comes in with their almighty righteous words!
Last edited by Salmonella on 2009-12-06 22:07, edited 1 time in total.

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rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: [Spawn System] Para-troopers

Post by rampo »

Salmonella please your'e not going to get any help if you keep talking like that.
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Tofurkeymeister
Posts: 647
Joined: 2008-03-22 13:09

Re: [Spawn System] Para-troopers

Post by Tofurkeymeister »

Salmonella wrote:And I'm with yours(devs in general)! Why only come up to say something when someone goes angry?
The thread was open for a week and no one seems to noticed, any a word of advice or incentive were given, but when some bad words are spelled, everyone comes in with their almighty righteous words!
FLAME WAR!


Ok, in all seriousness this idea, while great, there are currently no maps which can take advantage of paradropping. If you wish to see the idea in game, make a suggestion in the suggestion forum, where stuff relating to the game as a whole gets discussed. Don't get me wrong, I like your idea, but subforums rarely get high traffic.

And don't hate on the dev's, they are voluneers and don't get paid. Plus, they are Ub3r 1337.
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Spawn System] Para-troopers

Post by Hauteclocque »

As it has been said, DEVs don't have time for communities since they are pretty busy with the 0.9. Don't blame us to do their best for the mod.
We are low priority for now, but I'm sure that when the 0.9 will be released, they will be more dedicated.
You are new on this forum and your faction as well, you should get used to how PR world works before being angry. ;-)

You have done a lot with your faction in a few days (I'm sure you have been working on it for a long time), don't waste your work with that attitude. Your team has skilled people, I'm sure you will make something good.
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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

There’s neither flaming nor hating, and when I said feedback I mean just feedback, no help or charity, just 3 or 4 words from someone inside the DEV stronghold BEFORE my angry post could have avoided this

And this feedback I want, its only about this feature, like a said before, just need to know "no, you don't need to do this, we have it already done" or "no, we not gonna use it anywhere anyhow" or even "alright just do what you wanna we dont give a shit", not just my "voice" echoing on this thread.
Last edited by Salmonella on 2009-12-06 22:37, edited 1 time in total.

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=(DK)=stoffen_tacticalsup
Posts: 231
Joined: 2008-04-24 09:45

Re: [Spawn System] Para-troopers

Post by =(DK)=stoffen_tacticalsup »

Devs are busy. Wait your turn. Your cry for aid has been duly noted, and you might as well leave it at that.
That would be the smart thing to do anyway.
Random mumble talk between maps
Dude1-Ive heard that people, through gaming, satisfy their need for social life.
Dude2-LOL
Dude3-Thats why I play, to make friends.
Dude4- I play for the chicks.
-silence-
Dude5- Bourgh-bourgh-bourgh-booorghurK?
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: [Spawn System] Para-troopers

Post by PLODDITHANLEY »

Well I'm happy if Rhino doesn't answer a PM in four days they must be really really busy(or afk), so I am optimistically taking it that 0.9 is in the last testing stages.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

Tofurkeymeister wrote:while great, there are currently no maps which can take advantage of paradropping.
yes, there are, by me by the way, and I'm just need to know if the paratrooper thing will be "allowed", otherwise it all will be thrown away.
Tofurkeymeister wrote:If you wish to see the idea in game, make a suggestion in the suggestion forum, where stuff relating to the game as a whole gets discussed. Don't get me wrong,
yes, I've started a thread a time ago with another useless suggestion, and it has received almost the same level attention
https://www.realitymod.com/forum/f18-pr ... e-gun.html

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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: [Spawn System] Para-troopers

Post by fuzzhead »

Look Samonella, holidays are coming up soon and we got a lot of team members on leave of absence, and also alot finishing studies.

Studies, Jobs, Families, Friends, they all come first before PR work. If you cant understand this, then we got nothing more to talk about.

You've been in contact with Rhino about this, he's replied to your PM's afaik, you've only put this topic up for 5 days.... not sure what more your expecting but please have some patience and talking in this really negative tone, is just not helpful.

Regardless of what all the forum guys talk about the dev team, majority of the team is very friendly/helpful. But we don't scour the forums every day and each team member needs time off cause they frequently get burnt out.

About the topic, its an interesting one and perhaps if you can show exactly what you have coded in this area since you said the video posted is 6 months old?

We currently have a couple maps for v0.9 with parachuting at the start of the map, one with random occuring spawnpoint and one with a fixed one. We currently dont have a useable plane to attach to this object.

Random para spawns have been in PR since v0.7 but no maps to put it in.

Ancientman and dbzao has been the ones primarily working on this afaik, and hes currently in a "burnout" phase as he been doing a TON of work lately as well as school.

So if we can see exactly what you have accomplished, we can speak more on getting this feature in, as yes in the right circumstances would be quite a nice gameplay dynamic.

If you persist with an attitude "the devs are ********, they dont respond to me" or get pissed off when your thread dont get attention for 3 days, then I dont think we can help each other too much as we need people with a bit more professional attitude than that :/
Last edited by fuzzhead on 2009-12-06 23:18, edited 3 times in total.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

[R-DEV]fuzzhead wrote:Look Samonella....
I agree with all you said, but the point is, if I remained in silence, just like I did in the others threads, it will be dead in a matter of days.

[R-DEV]fuzzhead wrote:About the topic, its an interesting one and perhaps if you can show exactly what you have coded in this area since you said the video posted is 6 months old?
the second one was uploaded 4 days ago.

The coding is very simple, I just attached a SpawnPoint to the PlayerControlObject, and then a single line telling if you will enter the vehicle or not when you spawn.
If you wanna make the player spawn at the cargo Bay you must set not to enter on spawn and make sure you have enough space inside the vehicle, thats why it won't work on helos, you need 2x2x2m clear space cube, for this to work.

the "automatic pilot" its just a constant ForceObject applied to the vehicle with another single line making this forces existing even with no one inside.
The angle and speed of the turn are limitants
Last edited by Salmonella on 2009-12-06 23:23, edited 2 times in total.

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Spawn System] Para-troopers

Post by Rhino »

ye, that's excatly how OPK have it and what Guedoe has been doing with his stuff too for USI and the same principles of what we plan to work on too.

BSS USI Update 10/19/09 - Black Sand Studios
BSS News Bot wrote:That’s it for this week’s pictures, but that’s not all. Guedoe has been playing with the BF2 engine and came up with something we have had planned for a while now: Let the environment come alive with our brand new Aircraft that fly over your head while you fight. We think they add alot to the gameplay atmosphere and really make the static map come alive. But watch the videos Guedoe recorded while testing his code. Please note that those things are still WIP or Work in Progress, so they are subject to change until release.
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We hope you like our new stuff, until next time!
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chilean
Posts: 124
Joined: 2009-10-02 00:54

Re: [Spawn System] Para-troopers

Post by chilean »

You could take the AC-130 model of BF1942Desert Combat and change it into a flyable C-130 there should be no teamplay and gameplay , it would be great having one of those back
Last edited by chilean on 2009-12-07 02:56, edited 1 time in total.
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