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View Full Version : Cave, tunnel, and underground tunnel.



CuteQA
May 4 2003, 23:18
Those been done in Delta force's game engine.  Are those possible for ofp2 engine?  http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif
they are useful for mission design http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif

I forgot to mention digging foxhole. (i think this is onw of the most important thing in the real life!!!&#33http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif

VXR
May 4 2003, 23:26
would be cool to have some VC tunnels http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif

deathguy
May 5 2003, 00:34
would be fun to have tunnel period http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif

for foxhole : what about a "Trow yourshelf in foxhole" option/animation? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif

Heatseeker
May 6 2003, 17:46
Great idea! but maybe not DF style, perhaps an abandoned mine in the mountains, or a cave behind a waterfall hidden by the vegetation http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif , if BIS could improve on the current clipping probs that would be so sweet http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif , untill we get inside and a bear bites ya in the head that is http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/crazy.gif ...

Goeth
May 6 2003, 17:52
Dunno about the tunnel shite but the foxhole option would be more than welcome, and even more welcome if there is going to be artillery involved.

Eviscerator
May 6 2003, 19:47
its already possible in ofp1, you just make the hill a 3d model and model the caves in it, also for a foxhole you just slowly mound the earth up around it (in like a 25mx25m area) so when you do 'dig down' it looks like its being dug, instead of being on top of the actual land, although, i hope they allow us to somehow be able to 'cut through' the wrp 'ground', but i cant see it happening to be honest...

CuteQA
May 6 2003, 21:22
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">you just make the hill a 3d model and model the caves in it[/QUOTE]<span id='postcolor'>
there is big a problem after destoryed it http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
I hope Bis will include those thing in the ofp2 http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif

Baron Hurlothrumbo IIX
May 6 2003, 21:46
It has been done in an addon for OFP but it was a little dodgy because of collision detection etc.

I mean having structures below ground level. Been done. Search for bunkers +OFP +Addon on google or whatever.

SpeedyDonkey
May 7 2003, 08:33
Yes but Baron, those bunkers are above ground, right?

Eviscerator
May 7 2003, 09:15
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CuteQA @<hidden> 06 May 2003,23:22)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">you just make the hill a 3d model and model the caves in it[/QUOTE]<span id='postcolor'>
there is big a problem after destoryed it  http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
I hope Bis will include those thing in the ofp2 http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif[/QUOTE]<span id='postcolor'>
you can make placed objects indestructible, look at rocks, they should crumble when you shoot them/blow them up.

Baron Hurlothrumbo IIX
May 8 2003, 09:37
No, they were below ground level.

MattXR
Feb 5 2005, 09:45
What About Underground Bunkers, where you dont have to lift the ground up... say u just place a underground bunker on the map and then its underground or something... http://forums.bistudio.com/oldsmileys/tounge_o.gif

Fork122
Feb 5 2005, 15:15
It&#39;d be pretty cool if in the equipment slot that LAWs and RPGs go in if you could put a shovel into that slot. Then you could dig stuff with shovels, but being able to dig ingame would probably take alot of the processor power and RAM. It&#39;s probably not worth the sacrifice.

Phleep
Feb 6 2005, 00:33
It&#39;d be pretty cool if in the equipment slot that LAWs and RPGs go in if you could put a shovel into that slot.  Then you could dig stuff with shovels, but being able to dig ingame would probably take alot of the processor power and RAM.  It&#39;s probably not worth the sacrifice.
Depends how it is done. If it is done the way Red Faction attempted then it will be a pointless waste of processing power. It could be done in segments where you select what type of hole you are digging or want AI to dig and then take the allotted amount of time to dig it.

The types could be:
- shallow foxhole;
- deep foxhole;
- trench segment;
- tunnel entrance;
- downwards tunnel segment;
- horizontal tunnel segment;
- cavern.

These would mostly be inpractical to be completed during gameplay but could be constructed in the map editor if used for permanent island features or in the mission editor for prebuilt tunnels for certain missions.

Easier said than done but it would be a significant feature of the terrain building side of the engine.

gandalf the white
Feb 6 2005, 01:24
Being able to create holes in the ground, depending on the explosive would be cool.

I saw a "two man foxhole kit" , basicly it was an explosive drilled in the ground, and detonated to create a hole about the size for two men to stand in.

That would be an option, no? imagine it usable like FDF&#39;s static Mguns... just... diffrent&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

MattXR
Feb 6 2005, 09:19
would be cool http://forums.bistudio.com/oldsmileys/tounge_o.gif

Metalmalte
Feb 6 2005, 17:56
you should be able to dig holes with machines or your shovel http://forums.bistudio.com/oldsmileys/biggrin_o.gif

HuNtA
Feb 9 2005, 20:12
lol, Glad, I shown U that over MSN


I think it should use lifesize editor icons and should be editor or map-placed, so you can plan exactly where it all goes.


*imagines 10 minute wait as OFP2 re-renders the tunneled island*

May 20 2005, 13:04
Foxholes/trenches and ability to dig them in-game would be awesome improvements (over OFP). Realistic tactical elements never hurts. I always thought infantry missions we&#39;re the best in OFP1. Maybe shovels to dig foxholes and excavators for trenches. I&#39;d really like to see that in OFP2 http://forums.bistudio.com/oldsmileys/smile_o.gif

WindWalker
May 20 2005, 23:38
using PC_Commandocave.pbo the simulated cave is a reality in OFP now. In A Mission using the Research Complex adding a teleport trigger very close to the underground complex door I transport the player to the top of 3wx&#39;s grain elevator (triggered for exit at the doors to the room so player goes back to same point in research complex.) The point is once in the underground entrance room the player has 33meters of ladder to climb down into the cave area. Except for the teleport it plays like a real underground complex. With a lil ingenuiety you could make a car traveling a long way underground also. THE MOST IMPORTANT ASPECT FOR ME IN ArmedAasslt OR OFP2 IS COLLISION DECTION WHERE THE AI WHEN HITTING AN OBSTICAL DOESNT SPEND 30MIN. BUMPING IT. AND AI NOT FIRING THRU WALLS. BTW does digging a hole in Armed Assault make it a armedasshole ? http://forums.bistudio.com/oldsmileys/tounge_o.gif