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#11 |
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Retired PR Developer
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Hey Cinders,
Those are some fantastic concepts Not sure if you are a BF coder / hacker .. but one thing that gets *really* trying with BF modding is the amount of time you can spend on things that end up in a dead end. It gets a lil frustrating and can tend to burn folks out. So er.. we're always lookin' fer fresh meat with some hacking skills if yer game |
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Cheers!
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#12 | |
![]() Join Date: Aug 2005
Posts: 815
Location: Florida
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Quote:
Its no longer coding a game, its hacking the sh*t out of it. | |
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#13 | |
![]() Join Date: Aug 2006
Posts: 1,293
Location: United States
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#14 |
![]() Join Date: Oct 2006
Posts: 31
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One thing I haven't checked on is if BF2 has the LCU attachment code still intact. That alone can do quite a bit. Worked quite well to add an invisible object to the back of a projectile. Projectile impacts and terminates and the object falls to the ground, where you can have it have a time out and upon reaching < 10% health, spawns another object. An effect can be slapped in to mask and voila! Whatever you can think of!
Basically, an illusion to create a realistic effect The disabling would probably be the favorite and semi-easy to do. Laser designators are also fairly easy with automated artillery. Both have been done on a BF1 beta, though I openly admit haven't tried with BF2, but the code looks the same for those two. Fuel systems, my baby, is probably not worth the time since you guys are working on other ideas. It'd be a lot of testing, math and adjusting. I always thought it'd be cool to take a jet and at low health do a reverse engine of 95% power spawn, so the pilot would not have enough power to stay up and would have to angle downwards to stay moving forward, so would actually have to emergency land somewhere close by. Anyway, if you guys want to try any ideas like these, you can probably figure out the code logic or I can spell it out if it speeds up the process. My buddy is a pretty good BF coder, maybe you guys need another one, I'll talk to him. He's pretty good with sounds, too. |
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#15 | |
![]() Join Date: Oct 2006
Posts: 31
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Yes. HL1 and HL2 = coding. BF1 was built ONLY to do vanilla BF. All corners were shortcutted to make do. Nothing was coded out to allow variables, things were meant for only one specific purpose. BF2 is a modified BF1 to do EXACTLY BF2 and little else again. No room for options. If they didn't need it right then, then it's trashed. It's like having a straw, toothpicks, glue and some glitter and someone wanting you to make a useful object out of it. | |
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#16 |
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Retired PR Developer
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Well Cinders that all sounds fantastic
If you or your buddy are interested we can always use creative coders to help out with PR. Shoot me a PM if yer interested. |
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Cheers!
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#17 | |
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Retired PR Developer
![]() Join Date: Jan 2006
Posts: 2,353
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Quote:
BTW, if you know how to get laser designation to work, player controlled (not automated artillery) then please send me a PM. | |
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Ruthless Executioner of 280 SpamBots
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Retired Lead Coder for Project Reality - 0.25 through 0.4 |
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#18 |
![]() Join Date: Oct 2006
Posts: 31
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Hey, send me a email or something to pass on to my friend, he's interested in helping out. You guys can do the handshaking stuff
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#19 |
![]() Join Date: Oct 2006
Posts: 31
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PM me if you don't want it public, of course
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#20 |
![]() Join Date: Jun 2006
Posts: 414
Location: Norway
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Holy crap !!!
Much of the things you write about Cinders is awesome.... I sincerely hope you guys could work out some of thus ideas, and that this is not another example of "lots off big words and nothing else". |
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| Tags |
| designators, disables, fuel, laser, systems, tank |
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