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Cap.Miller January 24th, 2005 01:12 PM

Trees and stuff
 
Ok you guys already know that i'm not good at english but i try to explain what i mean...:smokin:

Normally when a Tank drives against a Tree he won't stop by the tree he would simply overdrive it.
It would be very realistic if you could code it that the trees are overdriveable with tanks. And if you shoot at a tree or at a house it should also get damage (destroy walls with a tankshot).
I don't know if it is codeable but i think it would make the mod much better than it is now!:nodding:

USMA2010 January 24th, 2005 01:15 PM

Re: Trees and stuff
 
It has been suggested before, and God knows I agree with you. It is, unfortunatly, undoable. Damn DiCE bastards... :nono:

Cap.Miller January 24th, 2005 01:21 PM

Re: Trees and stuff
 
Hm... sad :(

BF2 will have such effects and when FH comes out for BF2 we might see FH more realistic than now.:rolleyes:

[SYN] hydraSlav January 24th, 2005 01:33 PM

Re: Trees and stuff
 
Great, give the tanks all the advantages they had in RL, but don't give them any of the disadvantages they had in RL. Way to go to make something uber unrealistic :rolleyes:

silian January 24th, 2005 02:51 PM

Re: Trees and stuff
 
It is possible to destroy trees....

While making a map for RtR, quite while back, i was quite annoyed that i couldn't put RtR trees on the map, so i came up with a crazy idea.... What i did was to have them spawn. I just created an object spawn, but instead of spawning a vehicle or stationary weapon, i made it spawn a tree. When it tested the map, i crashed a Kubelwagen into one of these spawning trees, the resulting impact not only destroyed the Kubelwagen, but it took out the tree too. After this i thought it looked pretty crap (the tree just dissapeared), so i removed all the spawning trees from the map. But i'm sure a well placed tank shell would be able destroy them, maybe ramming them with a tank would destroy it too, but it would be damaged.

I think a similar thing is in a Bf:V mod, possibly BushWar.

Cap.Miller January 24th, 2005 02:56 PM

Re: Trees and stuff
 
lol
of course you have to code all that stuff that it will be realistic, and not when you drive a jeep into a tree, both the jeep and the tree explodes LOL
trees should just fall down

Abearikishiswisscheese January 24th, 2005 03:29 PM

Re: Trees and stuff
 
All that you would have to do is make a destruction animation that incorporates all of the different ways the tree could be destroyed (the tree could be shot be a cannon or run over). Possibly have it fall over, break into two or more parts, and have debris fly all over. This would of course be awesome. (and the same kind of thing can be done to walls (sort of like what we have for some bridges now))
Problems I foresee:
Though the coding wouldn't be all that complicated, I've heard that adding a lot of spawnable (and therefore destroyable) objects causes lag that goes up exponentially with the number of objects...
On that same note, Mappers are limited in the number of spawnable objects in a map (or maybe it is just all objects, I'm not sure.) If the latter is the case, then this isn't a problem any more than having trees is in the first place (would still be a problem if you code mutiple destructible walls into a building though)
Finally, we'd need someone to make these animations. They would probably be incredibly difficult (as all BF animations are) and from what I've heard, the animators for FH are swamped as it is.

McGibs January 24th, 2005 04:09 PM

Re: Trees and stuff
 
cant do this with without making every tree a destrucible object, which would make your computer implode on itself. litterally.

lets hope BF2 has half decent destroyable object code.

Abearikishiswisscheese January 24th, 2005 04:19 PM

Re: Trees and stuff
 
Yay! I got it right!
I feel special! *asks McGibs if he (hmm...third person...weird) can have a cookie*

McGibs likely response: :fistpunch:

Anlushac11 January 24th, 2005 05:52 PM

Re: Trees and stuff
 
The funny part would be the knocked over tree laying on the ground swaying back and forth in its arborial death throes.


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