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#41 | |
![]() Join Date: Nov 2007
Posts: 376
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#42 |
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Lead Forum Moderator
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Masaq, still got that link to that FBI document?
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-MOD]Jigsaw]I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#43 | |
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PR:BF2 Contributor
![]() Join Date: May 2006
Location: Perth
Posts: 1,467
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...back on topic
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#3 "one shot every 2 second per minute" should read one shot every 2 seconds for 20 seconds (ie time it will take to expend a 10 round magazine). As already stated, this is the effective rate of fire. This means the time to settle from recoil, readjust aim, steady breathing and fire. It has nothing to do with the cyclic rate of fire (except must be less than or even to the cyclic). To achieve this, maybe the "ObjectTemplate.deviation.setFireDev" needs to have values of, "X/Y/60X"(where "X" is the random deviation added you want added, "Y" is the random deviation added per shot you want added and "60X" is the amount reduced every sever frame (once every 1/30 second)). This would make steady time, for random deviation due to shooting, 2 seconds. #4 There are a few problems with the grenade system. One of which is the fuse time. The main one is the fact that you can "cook-off" indefinitely by holding your alternate fire key. I don't think the grenade can be made to go off in your hand as it doesn't exist exist as a projectile in while being "cooked off". I don't think it's possible to have it act as a stationary projectile which exists as soon as you press your alternate fire key and then flies off with the required velocity once the key is released. To overcome this I think there needs to be a new animation which has the grenade being pulled back slowly with both hands, while holding the secondary fire button. Once released the other hand would pull the pin out while hand grasping the grenade would commence the throwing animation. Back to the fuse's delay. There are three components to the grenade throw. The "ObjectTemplate.fire.pullBackTime", which determines how long it takes the grenade to be pulled back (animations must be matched accordingly). Secondly there is "ObjectTemplate.fire.fireLaunchDelay", which determines how long it takes before the throwing part of the movement is complete (again must be matched to the animations). Finally there is "ObjectTemplate.timeToLive". This one determines the time, once the grenade has been launched, until the grenade detonates. This one is special since the ''Continuous Random Distribution'' (CRD) functions can be used with it. Currently it is set with no random distribution at 2.8 seconds. One may set it to follow a uniform, exponential or normal distribution with a range of values. You could use this to model the slight inaccuracies in the fuse's time. Strictly speaking the fuse time is the "ObjectTemplate.fire.fireLaunchDelay" time plus the "ObjectTemplate.timeToLive" time and plus part of the "ObjectTemplate.fire.pullBackTime" for the primary fire. For the secondary fire it would be the same but also would include the time being held. If my idea was followed through then they both could be almost the same. If we took the M67 which has these properties currently: Code:
rem ---BeginComp:ThrownFireComp --- ObjectTemplate.createComponent ThrownFireComp ObjectTemplate.fire.fireLaunchDelay 0.39 ObjectTemplate.fire.altFireInput PIAltFire ObjectTemplate.fire.addFireRate 0 ObjectTemplate.fire.projectileStartPosition 0/0/0.2 ObjectTemplate.fire.fireLaunchDelaySoft 0.8 ObjectTemplate.fire.showWeaponAfterReloadDelay 0.1 ObjectTemplate.fire.pullBackTime 0.9 rem ---EndComp --- ... ObjectTemplate.timeToLive CRD_NONE/2.8/0/0 ObjectTemplate.fire.pullBackTime 0.9 ObjectTemplate.fire.fireLaunchDelay 0.39 ObjectTemplate.timeToLive CRD_UNIFORM/4.01/3.01/0 This assumes that the when the grenade pulls back, it takes .3 of a second to pull the pin out and the remaining 0.6 of a second to bring the grenade fully back. Also it assume that the chances of the grenade exploding at any point within (and including) 4 to 5 seconds is equal to any another. | |
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Last edited by [R-CON]nedlands1; 02-19-2008 at 12:06 PM..
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#44 | |
![]() Join Date: Oct 2007
Location: Göteborg, Sweden
Posts: 1,490
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i dont really understand the argument about the helmet stopping a 9mm or not... it will most certanly stop a 9mm and even 7.62 in some cases
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Last edited by markonymous; 02-19-2008 at 01:39 PM..
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#45 | |
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PR2 Manager
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But sure, I have a more reputable source if you want one Sure^2. PATRICK, U.W. (1989) Handgun Wounding: Factors and Effectiveness. Virginia: Federal Bureau of Investigation. Available Online: http://www.firearmstactical.com/pdf/fbi-hwfe.pdf and in html: The Gun Zone -- FBI Handgun Wounding Factors and Effectiveness Wish more people on these forums would read it; it's a VERY good explaination of what happens when somebody is shot by a handgun, and also mentions wounding by high-velocity bullets in comparision. | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS "Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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Last edited by [R-DEV]Masaq; 02-19-2008 at 04:01 PM..
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#46 | |
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Registered User
![]() Join Date: Nov 2007
Location: The Snowy Northeast
Posts: 7,406
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Quote:
Anyhow, I think it's pretty obvious that the grenades need some fixing, but if you pay attention to the animation you'll see that the spoon is not released. So when you're holding the grenade after using secondary fire, the pin is pulled but the fuse is not activated. So the only thing needed modified is the fuse time itself, which is easily done by changing 2 numbers. This thread is a haven for falsities of all sorts, but I have to go to practice, so I'll leave them for later. But the FBI report is a good place to learn about the ACTUAL wounding characteristics of handguns. | |
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[R-CON]creepin - "because on the internet 0=1" |
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#47 |
![]() Join Date: Jun 2007
Posts: 1,835
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#48 |
![]() Join Date: Jul 2007
Location: london
Posts: 1,169
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can i just say i am not a soldier but it has been stated by many i know they would rather not get shot by any kind of round in the head with helmet on as it may not kill them but will definatly give them a much worse fate of having some sort of brain damage.
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