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Weapon drop

Posted: 2005-02-05 13:00
by Fubar
In the new BF2 video the weapons and equipment of the dead guy gathers in a nice little spot just underneath the killed man, like in BF1942. That is not wery realistic. The guy that gets shot should drop his weapon like in CS and games like that. Something for PR to work on.

Posted: 2005-02-05 13:20
by sjogren
If I understand you correctly here, you are saying that the guy who die, that his weapon shall fall out of his hands to the ground.
Maybe it's possible, don't know anything about that really. But you can make specific "after death" models for every class for example: when you kill a US assault-class , his weapon (M16A2) is lying next to him on the ground. Maybe some custom animations would do the trick. :)

Posted: 2005-02-05 13:44
by Fubar
You got me right. I'm not that good at English, sry.

Posted: 2005-02-05 14:46
by ArchEnemy
sjogren wrote:Maybe some custom animations would do the trick.
Bingo, that is correct :)

Posted: 2005-02-05 18:51
by Tacamo
The weapons being in close proximity isn't too unrealistic. That depends on what kind of sling was used with the weapon in question since it could be attached to the soldier in at least one area.

Posted: 2005-02-05 18:55
by Tacamo
True but at the same time it shouldn't fly all over the place like in CS:S.

Posted: 2005-02-05 20:56
by marto
Well is BF2 going to be ragdoll? Because if it is then the gun could fall out of hands without animations. You could probably just make it detach from the person when they die.

Posted: 2005-02-05 21:06
by marto
Well yeah I have, but some games only have kinda ragdoll like rainbow six 3 where you do see the exact animations when you hit people in certain places.

Posted: 2005-02-05 21:25
by Fubar
HL2 uses Havoc, not Ragdoll. Ragdoll physics are great, they make weary realistic deaths, but not so good at enviroments.
Havoc is more an allrounder, but best in enviroments.(Sorry for anything spelt wrong)

Posted: 2005-02-05 22:00
by m0ldym1lk
Ragdoll physics (BF2 is using a modified version of Havok if I'm not mistaken), can be quite interesting. But from watching the BF2 videos, they really over exaggerated the physics. This can be seen when someone is killed by an explosion-- the bodies fling around and fly like 50 to 100 feet into the air, which I think looks like complete and utter ****. Again, another thing PR could work on -- tweaking the physics to make them much more believable

Posted: 2005-02-05 23:29
by JS.Fortnight.A
Of course, I also saw what you are talking about, its like they bounce (like they're made of rubber) when they get hit by a shock wave/heavy round. We will definatley tone this down, and make them 'heavier' so that instead of flying all over the place, they are 'grounded' :wink:

Posted: 2005-02-06 01:08
by starwarsfan11
wepons shoulkd go in the direction people fall like in halo

Posted: 2005-02-06 01:24
by TR
I think relaistically it would depend on how one is killed... if someone puts a 40mm shell at your feet than who knows where your weapons will end up (or even if they would work)... if you get shot with a pistol or subgun it might fall from your grasp but be nearby, etc. I agree, a weapon just lying right next to the departed for you to latch onto and take is kind of bland and all too common in games.

Posted: 2005-02-07 04:32
by snipurs
yea its like the dude got shot and he turned into super man the rog doll dude..

but if a dude gets hit in the foot he's legs should kick out from under him and he's guns,some gear.helmet,nades, gun flies foward, if he gets hit from the shoulder he should not do a back flip but get nocked back making the gun fly back, but it should also be determined if hes looking down the iron sight cause hes to he's shoulder.. or thats to much ? :twisted:

Posted: 2005-02-07 17:27
by CHIKEN
The main thing it seems that has to be done to the bodies is reduce the explosion power of the explosives and stiffen the body parts.

They you got yourself some hl2 qualiy physics :p

Well obviously not hl2...but maybe atleast RedOrchestra quality.