Another Idea from Kaine (realistically doable mods)

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  • kaine904

    #1

    Another Idea from Kaine (realistically doable mods)

    Well, i saw some of the posts from my last post, and was somewhat disapointed. To be honest with you guys, i was a big member in the Homeworld 2 community, and there still going, google Tanis Shipyards, the Point Defense Mod. I was part of that for a good long time. You know why they were succesful? Because even without an SDK, they were dedicated, realistic, professional, and worked incrementaly. I see such a huge problem with so many mods, or idea, is that thats all they are. Ideas. No planning is given for them, no realistic values to be modified. Nothing concrete. They might as well be some kids sitting around a lunch table at school thinking... wow... thats a great idea... and then moving on. You all have a real oppertunity to make a difference. You all remember counterstrike? Way way back in the day when it was small, corny, and buggy. That sucker was a incremental mod. Slowly it built up to something that in all honesty is probably the most succesful multiplayer game in recent history, with some exceptions of course, which i dont really know enough about to make a good point.

    Haha, a rant is what i made... crazy. But hopefully you can take away a lil more from this post than post two sentence ones.
    Now believe it or not i have a small idea, that would be doable, and would have a large effect on gameplay.
    Advanced Location Based Vehicular Damage

    Let me start out with an example of a situation and some results, and then go on in more detail about how it would be made and work, limitations, advantages, disadvantages, ect.

    Blackhawk is flying over an enemy base, and a stinger rocket impacts the rear prop. Normal situation? Blackhawk gets repaired by engeniers inside of the craft. Forgive my spelling btw. But the way i see it, with A.L.B.V.D. the damage would not do any damage to the craft in a "health bar" style way. The impact would disable an actual component of the blackhawk. So, the rear roter stops working, pilot looses all rudder control, and the chopper goes into a spin. Depending on how bad the damage, the pilot, if he is good, might be able to compensate for it. But a rear roter on a helo being disabled is a critical impact, and while it would not kill the chopper then and there, it would most likely not be able to be effective in combat at all.

    Instead of "healthbars" for vehicles, the vehicles would instead have actual damage based on components being disabled. Now i know that right away that might sound difficult, so i think for a start the component damage might work well enough. More or less it would work by automatically "filtering" controls. By adding an influence, in a disabled roter it would add a severe push on the right rudder, as if the pilot was holding it down, but the pilot is not. If you can understand what i mean, i hope this makes sense. If a rocket hits the main engine, then the throttle control of the aircraft is influenced to a lower point. The engine capacity, i.e. maximum torque and throttle, would be severely reduced. So if a rocket hit the engine, engine capacity might be hit by a 75% drop in efficiency. This would force the Helo to go down. A good pilot would still be able to "crash land" the chopper, but the chopper would be a dead bird.

    So, A.L.B.V.D. would work by "filtering" controls. An undamaged aircraft would have unfiltered controls, but when an aircraft is damaged, depending on the location of the damage, certail variables might be added. If you hit the left engine of a plane, it would still fly, because the capacity of the other engine would allow it to, but it would list, artificially turn, and operate with severely reduced manuverability. If you have ever flown with a joystick that hasn't been calibrated, and you have had to fly with it really off, it would be JUST like that.

    It would not change the game itself, it would change the player input artificially based on location based damage.

    to sum up:

    Changes player input artificially (i.e. imagine if you were flying with a joystick, and suddelny in the middle of the game it came uncalibrated and you had to hold it left two inches of the center to fly straight)

    Does this make sense? Thoughts, comments, what i really want is this: IS IT POSSIBLE IN THE WAY THAT I HAVE OUTLINED?

    IF it isn't, sudgest another way. IF you know this way wont work, you obviously know enough about the code to know of another better way.

    Constructive Criticism is Appreciated!
    Derogatory Comments are really rude, i spent a good half hour on this entry, at least give me the benifit of 5 minutes at least of your time.

    thanks again!
    -Kaine
    ingame: Erich904
    you can usually find me on Tactical gamers #1
  • imported_Fusion

    #2
    Re: Another Idea from Kaine (realistically doable mods)

    Good idea but impossible. Basicly.

    Think of a good moddable engine, then think of a poor one with no SDK. That's BF2.

    Comment

    • kaine904

      #3
      Re: Another Idea from Kaine (realistically doable mods)

      Please elaborate

      Comment

      • Wazz Pants

        #4
        Re: Another Idea from Kaine (realistically doable mods)

        well with the BF games you need player input to control an engine, unless you want it running all of the time...

        you could probably mess around with spawners and try spawning engines attached to the part damaged to compensate for the damage, but there's no way to effectively trigger the spawning of those engines.

        so not easily possible... if at all.

        one thing that i've wanted to do is mess around with having multiple "objects" on one vehicle, but i think the whole vehicle blows up when one of them dies... and i've been too ADD to mess around with BF2.

        so in conclusion this idea would be fun, but better suited to lets say HL2 or some other game that gives you actual control over the engine.

        Comment

        • Requiem

          #5
          Re: Another Idea from Kaine (realistically doable mods)

          I was told EoD did this in BF42 (the component part that is).

          Comment

          • grolsche

            #6
            Re: Another Idea from Kaine (realistically doable mods)

            Component destruction is technically feasible but the idea of engines losing efficiency and the like is not so possible. You could easily have a rotor as a seperate component to the helo which if hit would cause the helo to spin wildly out of control through making it a seperate object with its own damage level and effects much like any other vehicle.

            Comment

            • Tres

              #7
              Re: Another Idea from Kaine (realistically doable mods)

              Originally posted by requiem
              I was told EoD did this in BF42 (the component part that is).
              I think you're talking about the tail rotors blowing out on the Huey and the spin right? That just happened if the vehicle got below a certain amount of health. It wasn't true location based damage. For instance, you could dip a huey in a river until it dropped down to 25% health or whatever, the tail rotor would blow out and it would begin spinning, even though it had taken no damage to it's tail rotor at all.

              It was very cool though, added quite a bit of atmosphere I think.

              The true location based damage that Kaine is talking about is impossible in BF2 as far as I know, although it would be very cool. It would be too overwhelming for the net code anyway, even if it could be done.

              Comment

              • PBAsydney

                #8
                Re: Another Idea from Kaine (realistically doable mods)

                I would imagine the helicopter having multiple damage objects, rotor, tailrotor, rudder, engines, etc. And each of them loses damage independantly, so if it takes only fire at tail, it will lose control over the rudder, but it won't blow up in any way unless the fuselage is hit.

                Comment

                • [LG]Cataclysm

                  #9
                  Re: Another Idea from Kaine (realistically doable mods)

                  Originally posted by kaine904
                  Well, i saw some of the posts from my last post, and was somewhat disapointed. To be honest with you guys, i was a big member in the Homeworld 2 community, and there still going, google Tanis Shipyards, the Point Defense Mod. I was part of that for a good long time. You know why they were succesful? Because even without an SDK, they were dedicated, realistic, professional, and worked incrementaly. I see such a huge problem with so many mods, or idea, is that thats all they are. Ideas. No planning is given for them, no realistic values to be modified. Nothing concrete. They might as well be some kids sitting around a lunch table at school thinking... wow... thats a great idea... and then moving on. You all have a real oppertunity to make a difference. You all remember counterstrike? Way way back in the day when it was small, corny, and buggy. That sucker was a incremental mod. Slowly it built up to something that in all honesty is probably the most succesful multiplayer game in recent history, with some exceptions of course, which i dont really know enough about to make a good point.

                  Haha, a rant is what i made... crazy. But hopefully you can take away a lil more from this post than post two sentence ones.
                  Now believe it or not i have a small idea, that would be doable, and would have a large effect on gameplay.
                  Advanced Location Based Vehicular Damage

                  Let me start out with an example of a situation and some results, and then go on in more detail about how it would be made and work, limitations, advantages, disadvantages, ect.

                  Blackhawk is flying over an enemy base, and a stinger rocket impacts the rear prop. Normal situation? Blackhawk gets repaired by engeniers inside of the craft. Forgive my spelling btw. But the way i see it, with A.L.B.V.D. the damage would not do any damage to the craft in a "health bar" style way. The impact would disable an actual component of the blackhawk. So, the rear roter stops working, pilot looses all rudder control, and the chopper goes into a spin. Depending on how bad the damage, the pilot, if he is good, might be able to compensate for it. But a rear roter on a helo being disabled is a critical impact, and while it would not kill the chopper then and there, it would most likely not be able to be effective in combat at all.

                  Instead of "healthbars" for vehicles, the vehicles would instead have actual damage based on components being disabled. Now i know that right away that might sound difficult, so i think for a start the component damage might work well enough. More or less it would work by automatically "filtering" controls. By adding an influence, in a disabled roter it would add a severe push on the right rudder, as if the pilot was holding it down, but the pilot is not. If you can understand what i mean, i hope this makes sense. If a rocket hits the main engine, then the throttle control of the aircraft is influenced to a lower point. The engine capacity, i.e. maximum torque and throttle, would be severely reduced. So if a rocket hit the engine, engine capacity might be hit by a 75% drop in efficiency. This would force the Helo to go down. A good pilot would still be able to "crash land" the chopper, but the chopper would be a dead bird.

                  So, A.L.B.V.D. would work by "filtering" controls. An undamaged aircraft would have unfiltered controls, but when an aircraft is damaged, depending on the location of the damage, certail variables might be added. If you hit the left engine of a plane, it would still fly, because the capacity of the other engine would allow it to, but it would list, artificially turn, and operate with severely reduced manuverability. If you have ever flown with a joystick that hasn't been calibrated, and you have had to fly with it really off, it would be JUST like that.

                  It would not change the game itself, it would change the player input artificially based on location based damage.

                  to sum up:

                  Changes player input artificially (i.e. imagine if you were flying with a joystick, and suddelny in the middle of the game it came uncalibrated and you had to hold it left two inches of the center to fly straight)

                  Does this make sense? Thoughts, comments, what i really want is this: IS IT POSSIBLE IN THE WAY THAT I HAVE OUTLINED?

                  IF it isn't, sudgest another way. IF you know this way wont work, you obviously know enough about the code to know of another better way.

                  Constructive Criticism is Appreciated!
                  Derogatory Comments are really rude, i spent a good half hour on this entry, at least give me the benifit of 5 minutes at least of your time.

                  thanks again!
                  -Kaine
                  ingame: Erich904
                  you can usually find me on Tactical gamers #1
                  Like Mechwarrior? In MW4, if your arm gets shot off, you lose all weapons on that arm. If you lose a leg, your speed is -50%... Pretty cool, that old game!

                  Comment

                  • kaine904

                    #10
                    Re: Another Idea from Kaine (realistically doable mods)

                    The location based damage i am talking is used in the engine right now, in the form of tanks and apc's front vs rear damage. The system i am talking about is a more refined, precise version of this. Also attached to each object would be a script that modifies the entire aircrafts behaviour.

                    something like
                    if(areaB)
                    damage > 50
                    run VehicleManuverabilityModifiedScript

                    Obviously i dont know much about coding, but you get the idea.
                    Just as a tank takes more damage when it is hit in the rear, an engine hit would do the same on an aircraft, but in addition to an increased damage variable, a script that changes how the aircraft handles is tacked on.

                    Would this work better?

                    Comment

                    • grolsche

                      #11
                      Re: Another Idea from Kaine (realistically doable mods)

                      Originally posted by kaine904
                      something like
                      if(areaB)
                      damage > 50
                      run VehicleManuverabilityModifiedScript
                      It might be possible but BF2 con scripting works in a totally different way to this. Its not happy without a ObjectTemplate or the such in front of it.

                      Comment

                      • kaine904

                        #12
                        Re: Another Idea from Kaine (realistically doable mods)

                        Maybe if you could show me how the script works now i could figure something out. How is damage applied to a vehicle in different places, how is it detected, and how can it be changed, modified, or added to.

                        How bout this, how do we get a variable that tells us where a hit has occured?
                        Is that any more possible?

                        Comment

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