Hedgerow Hell - hedgerows discussion

General discussion of the Project Reality WWII modification.
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QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Hedgerow Hell - hedgerows discussion

Post by QuickLoad »

Hi, just wanted to talk about the god damn hedgegrow hell on maps like Carentan.
I feel it makes maps quite linear and (obviously) restricts vehicle movement.

While this isn't something i'm complaining about(actually quite nice for infantry gameplay and helps infantry ambush tanks, coming from someone who got fcked while in a sherman many times).

So, this isn't important at all, in the whole list of 'things for wwii' it's probably on the bottom, but....

What if there was a mechanic(like the wooden fences and razorwire, destructible walls and jersey barriers, etc) where 'Rhino' shermans could cut through hedgegrows?

I'm quite uneducated on the limits of the engine so I don't know if it'd work like:
A. if the hedgegrows have destructible parts then anything can destroy it, tank shells, tnt, any tank and heavy vehicle etc.
(current)B. if the hedegrows are undestructible then obviously nothing will get through.
C. if a specific vehicle is used such as a modified 'Rhino' sherman, then the hedgegrow may be removed.

I'm assuming the options are either A, or B. C is of course the dream, however I doubt the engine could do that. I do think that A woudl work fine as an option though, an armor squad could request help from nearby infantry to blow open a hole, that sounds great! doesn't it?!

Anyways, it's just a bit of discussion.(of hedgerows in general)
I'll throw some pics below aaaand heres some history:

Hedgerow Hell isn't a term invented by me, infact i don't know who invented it, but it was used, so we think.
The Allies had trouble around the Cotenin Peninsula(normandy) where there were many Hedgerows. They blew them up to get past them but it gave their position away and seemed pretty ineffective(cough cough, option A). Noticing the stuff around them, they realized that there were leftover tank traps everywhere and some genius decided to unweld the tank traps and weld the individual pieces to the glacius of the sherman hull in order to cut through the hedgerow. This was nicknamed 'Rhino' and only used for M4A1 from what i've found.


and of course, being an unofficial modification/kit it came in many forms, some were mounted below the hull, some to the front of the hull, some were even made of wood.
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AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: Hedgerow Hell - hedgerows discussion

Post by AfterDune »

Not all hedgerows can be turned into destroyables, as each destroyable object adds to the list of networkable objects. In short, basically everything that's destroyable or able to move is a networkable; soldiers, vehicles, weapons, bullets, etc. If you go over the max amount of networkables, the game crashes.

But for now, let's say one could place destroyable hedges here and there, which you could recognize somehow. I think then it comes down to materials. Material 1 being able to destroy material 2. I'm not a material guru at all, but it *might* be possible that the "teeth" on the front of the Sherman are made of material 1, where the hedges are material 2 - and material 1 would destroy material 2 when they make contact.

Again, I'm not sure if that would actually work, but if it does, that's the way to go I suppose.

If someone can confirm that would work, another someone could possibly model some teeth, which we could mount on a Sherman. And then it's a matter of setting up materials and place the destroyable hedges on maps.
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FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: Hedgerow Hell - hedgerows discussion

Post by FlyingR »

QuickLoad wrote: Image
What an incredible picture!
QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: Hedgerow Hell - hedgerows discussion

Post by QuickLoad »

[quote=""'[R-DEV"]AfterDune;2173922']Not all hedgerows can be turned into destroyables, as each destroyable object adds to the list of networkable objects. In short, basically everything that's destroyable or able to move is a networkable; soldiers, vehicles, weapons, bullets, etc. If you go over the max amount of networkables, the game crashes.

But for now, let's say one could place destroyable hedges here and there, which you could recognize somehow. I think then it comes down to materials. Material 1 being able to destroy material 2. I'm not a material guru at all, but it *might* be possible that the "teeth" on the front of the Sherman are made of material 1, where the hedges are material 2 - and material 1 would destroy material 2 when they make contact.

Again, I'm not sure if that would actually work, but if it does, that's the way to go I suppose.

If someone can confirm that would work, another someone could possibly model some teeth, which we could mount on a Sherman. And then it's a matter of setting up materials and place the destroyable hedges on maps.[/quote]
Wow! that's interesting how complex that can be, I hope it's possible
[quote="FlyingR""]What an incredible picture![/quote]

For sure :D
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Hedgerow Hell - hedgerows discussion

Post by AlonTavor »

Its possible and easy, but the engine is simply not optimized for it. The limit isn't high.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Hedgerow Hell - hedgerows discussion

Post by Heavy Death »

If one makes a hedgerow based map, there should be some desctructable ones (visible, but not retardedly obvious), tht could be opened up with C4, to make options for flanks and whatnot. I wanted to make a city map years ago, where by blowing up some walls, new areas would open up.

Destroying dynamic objects with vehicles shouldnt be a problem indeed.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Hedgerow Hell - hedgerows discussion

Post by Rhino »

QuickLoad wrote:What if there was a mechanic(like the wooden fences and razorwire, destructible walls and jersey barriers, etc) where 'Rhino' shermans could cut through hedgegrows?
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agus92
Posts: 280
Joined: 2016-01-03 11:11

Re: Hedgerow Hell - hedgerows discussion

Post by agus92 »

'[R-DEV wrote:Rhino;2174060']Image
so hedgy
shahram
Posts: 175
Joined: 2013-03-18 07:41

Re: Hedgerow Hell - hedgerows discussion

Post by shahram »

A simple PRWW2 can't be released and you are talking about destructible barriers. I like your sense of humer.
camo
PR:BF2 Developer
Posts: 3159
Joined: 2013-01-26 09:00

Re: Hedgerow Hell - hedgerows discussion

Post by camo »

Shahram Afterdune has been very patient with you. He's explained multiple times and he even made a sticky thread but it seems it just isn't getting through to you.

Please fix your attitude.
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1978
Joined: 2011-07-20 10:02

Re: Hedgerow Hell - hedgerows discussion

Post by rPoXoTauJIo »

shahram wrote:A simple PRWW2 can't be released
Release it :p
After all, prww2 is just a bunch of content files, pretty sure anyone could include it in pr and make it work.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: Hedgerow Hell - hedgerows discussion

Post by AfterDune »

Discussion about what this engine could possibly do is fine. Nobody was saying we were actually working on destroyable hedgerows - and we aren't. But if someone is willing to do the work, go for it! I'm sure it will have its place somewhere :) .
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shahram
Posts: 175
Joined: 2013-03-18 07:41

Re: Hedgerow Hell - hedgerows discussion

Post by shahram »

Don't get me wrong but give me a right to see it as a sense of humor. AfterDune has said I have if not thousands but hundreds things to do just to release a simple PRWW2 and I am happy afterdune don't want to take this idea serious ( if he wants we must wait till 2020 ). after PRWW2 is released we can discuss adding something like tressfx hair for soldiers but please in this time don't introduce something.
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