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Hedgerow Hell - hedgerows discussion

Posted: 2017-09-23 11:31
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.
Image
Image
Image
Image

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-23 12:13
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.

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-23 12:19
by FlyingR
QuickLoad wrote: Image
What an incredible picture!

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-25 22:34
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

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-25 23:00
by AlonTavor
Its possible and easy, but the engine is simply not optimized for it. The limit isn't high.

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-25 23:29
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.

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-26 11:41
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?
Image

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-26 11:55
by agus92
'[R-DEV wrote:Rhino;2174060']Image
so hedgy

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-27 09:33
by shahram
A simple PRWW2 can't be released and you are talking about destructible barriers. I like your sense of humer.

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-27 10:52
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.

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-27 11:00
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.

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-27 12:03
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 :) .

Re: Hedgerow Hell - hedgerows discussion

Posted: 2017-09-27 23:43
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.