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Old 09-17-2009, 08:17 PM   #31
Hunt3r
Default Re: 'Unguided' Hellfire Missiles

Quote:
Originally Posted by chrisweb89 View Post
The CA way of guiding missles should definetly be implemented. You can fire and hit moving targets like you can in PR or you could dive down at a target and only change the missles direction when you want, so if the helicopter does a big turn the missle won't follow unless you click down.
Or just a lock system would be fine...

And when I mean use the Black Shark as an example, I mean it's ability to track a target you designate, and the helicopter will simply lase the target if you fire a hellfire.

Maybe just right click on a tank or something and it will instantly track it unless you move too far off.

And by the way, I think "unguided" Hellfires are really just TOWs...
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Last edited by Hunt3r; 09-17-2009 at 08:33 PM..
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Old 09-18-2009, 12:37 AM   #32
Solid Knight
Default Re: 'Unguided' Hellfire Missiles

This is all you can do with a missile in BF2:

Laser-guided/Heat-seeking*:
Lock on a target and have the missile seek said target
Fire a missile that is unlocked and have it seek the closest target even if said target is friendly**

Wireguided:
Fire a missile that goes where the center of the camera is pointing.

TV guided:
Fire a missile where the cursor is clicked (primary fire only).

There is no method to disconnect target acquisition from seeking thus you cannot set a target with one button and fire with another. I spent a long time trying to make it so wire-guidance/tv-guidance/laser-guidance only occurred when you held down the primary or secondary fire button but as it turns out there is no working code that accomplishes that task. I suspected the unused targetInput method would allow this but that method appears to be disabled by the engine or is incomplete and thus not functioning.

*Laser guided and heat seeking work exactly the same the only difference is the target object type/template.

**Technically the missile acquires a lock for itself at launch which is why you'll occasionally have your missile seek a target that you didn't lock. The way they coded it is a bit retarded; even though you have a lock the missile will seek the closest target that it can detect. This is typically why missiles that have a wide lock angle will seek targets that the player hasn't selected. It's a crappy situation because if you narrow the lock angle of the missile it won't detect any targets but if you widen it you're more likely to hit something other than what you've locked. Piss poor design is what this is.
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Old 09-18-2009, 02:18 AM   #33
Hunt3r
Default Re: 'Unguided' Hellfire Missiles

Quote:
Originally Posted by Solid Knight View Post
This is all you can do with a missile in BF2:

Laser-guided/Heat-seeking*:
Lock on a target and have the missile seek said target
Fire a missile that is unlocked and have it seek the closest target even if said target is friendly**

Wireguided:
Fire a missile that goes where the center of the camera is pointing.

TV guided:
Fire a missile where the cursor is clicked (primary fire only).

There is no method to disconnect target acquisition from seeking thus you cannot set a target with one button and fire with another. I spent a long time trying to make it so wire-guidance/tv-guidance/laser-guidance only occurred when you held down the primary or secondary fire button but as it turns out there is no working code that accomplishes that task. I suspected the unused targetInput method would allow this but that method appears to be disabled by the engine or is incomplete and thus not functioning.

*Laser guided and heat seeking work exactly the same the only difference is the target object type/template.

**Technically the missile acquires a lock for itself at launch which is why you'll occasionally have your missile seek a target that you didn't lock. The way they coded it is a bit retarded; even though you have a lock the missile will seek the closest target that it can detect. This is typically why missiles that have a wide lock angle will seek targets that the player hasn't selected. It's a crappy situation because if you narrow the lock angle of the missile it won't detect any targets but if you widen it you're more likely to hit something other than what you've locked. Piss poor design is what this is.
Then despite the most likely annoying bugs with BF2's lock system, we should go with heat seeking. And also TV guided mode, but without the camera on the missile. Use up the weapon slots for the gunner!

And having both TV and heat seeking mode would be a huge improvement compared to the current system anyhow.
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Last edited by Hunt3r; 09-18-2009 at 02:46 AM..
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Old 09-18-2009, 02:49 AM   #34
CAS_117
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Default Re: 'Unguided' Hellfire Missiles

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Originally Posted by Solid Knight View Post
It's a crappy situation because if you narrow the lock angle of the missile it won't detect any targets but if you widen it you're more likely to hit something other than what you've locked. Piss poor design is what this is.
Lol... well one solution is to make AGMs firecameradof 1. Add a 1 degree lock angle and a 1 degree track angle and the missile will be able to pick out grandpa tank at a tank family reunion. We're trying it in CA and its working pretty good so far (wipe that look off your face ). Yes I am very much aware that the missile is flying out the center of the screen but it beats team killing a column of Tunguskas because they were between you and a hostile supply truck...
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Old 09-18-2009, 03:32 AM   #35
Hunt3r
Default Re: 'Unguided' Hellfire Missiles

Quote:
Originally Posted by CAS_117 View Post
Lol... well one solution is to make AGMs firecameradof 1. Add a 1 degree lock angle and a 1 degree track angle and the missile will be able to pick out grandpa tank at a tank family reunion. We're trying it in CA and its working pretty good so far (wipe that look off your face ). Yes I am very much aware that the missile is flying out the center of the screen but it beats team killing a column of Tunguskas because they were between you and a hostile supply truck...
Well does it work, assuming the pilot is bucking around as best he can?

For now, PR is not about what is technically realistic, it's about whether or not it plays realistically.

That's my take. PR2 is what needs to be made for the weird BF2 limitations to be taken off.
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Old 09-18-2009, 03:37 AM   #36
CAS_117
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Default Re: 'Unguided' Hellfire Missiles

Yeah it works pretty good assuming you are experienced with a mouse. Just that up till recently the missiles weren't seeing the targets and just going dumb. Had to compare some of our tank code to it and voila.
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Last edited by CAS_117; 09-18-2009 at 04:08 AM..
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Old 09-18-2009, 06:21 AM   #37
Celestial1
Default Re: 'Unguided' Hellfire Missiles

Quote:
Vikhr vs Hellfire etc etc
Ignore me, I am failing and spreading inconsistent and untrue information.

:F
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Old 09-18-2009, 09:04 AM   #38
Punkbuster

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Default Re: 'Unguided' Hellfire Missiles

I agree with you so much!!
This can be an awesome add on!

In-game name: =[BF]= Rudy_PR


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Old 09-18-2009, 11:06 AM   #39
Hunt3r
Default Re: 'Unguided' Hellfire Missiles

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Originally Posted by CAS_117 View Post
Yeah it works pretty good assuming you are experienced with a mouse. Just that up till recently the missiles weren't seeing the targets and just going dumb. Had to compare some of our tank code to it and voila.
Awesome.

So let's try to lobby the devs into at least giving us the tv-missile style ATGM mode and possibly the lock system too.
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Old 09-18-2009, 11:38 AM   #40
CAS_117
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Default Re: 'Unguided' Hellfire Missiles

I'm glad you approve. Show your support by being at the test on the 25th.
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