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Thread: ability to destroy firearms

  1. #11
    I would much rather have more soldiers. Frankly i think there are slliiiightly more important things. I personally dont give a **** about weapons breaking in a firefight especially the enemys.

    Quote Originally Posted by [b
    Quote[/b] ]It would be cool if you were a sniper and saw an RPG soldier with the RPG up and ready to fire on a Hummer comign down the road. You snipe the rocket, the rocket blows up
    A sniper would just shoot the soldier rather than waste time aiming at the rpg. Like the guy said the RPG wouldnt blow up just like fuel tanks dont blow up when shot either.

    Quote Originally Posted by [b
    Quote[/b] ]You could also make hostage missions where some lone maniac has taken several hostages and you can snipe his gun and arrest him instead of killing him
    Id rather keep OFP as a military game. Also all snipers shoot to kill. there are exceptions but you would never risk that kind of stuff with hostages around. Just as there is no such thing as shoot to wound
    Who Dares Wins

  2. #12
    ok baron.. i suggested an idea.
    i hope u got knowledge how it would work.. with all the coding and stuff .. since u say its almost impossible..
    so that your not just saying "i think it is"... cause your not.
    u are certain that it is.

    plz say that u are familiar with ofp coding and almost a bis coder . cause u do sound like it.. with all the knowledge.

  3. #13
    Quote Originally Posted by (InqWiper @ July 16 2004,21:37)
    First you say the rocket wouldnt blow up, then you say the rest of the squad wouldnt be close enough to be damaged by the rocket that doesnt blow up?

    Its funny how you say it would lagg as hell. I just created 300 AI soldiers in the game and I still had 60 FPS, except when I looked at them, then I had like 12 or something. If you can have 60 FPS with 300 soldiers I think you can have 60 FPS with 100 soldiers carrying 3 weapons each even if the weapons can be hit.

    -Edit
    1000 soldiers, still 60 FPS.
    I thought it was pretty simple.
    1) the RPG would not blow up
    2) IF it did, which it wouldn't, it still wouldn't kill 3 other guys in the squad.

    I didn't say it would 'lagg like hell' (sic) I said it was too much work for the engine. Then I suggested you learn a little about how collision detection works in games, which you obviously have not done. GO AND LEARN NOW, before you post more nonsense.

    Let me make this clear:
    It COULD be done. It WOULD put a lot more strain on the engine, having to do loads of extra collision detection, which is the MOST intensive thing in the engine in terms of CPU time.
    And I've yet to see a decent reason for wanting it in; something that will add much to the game.
    It would be nice.... but it's not needed, and it 'costs' too much.



    Banned.

  4. #14
    Master Gunnery Sergeant
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    If the RPG has a kill radius like in AA it might take out a few guys (maybe the RPG wouldnt explode, maybe it would if you shot it with explosive ammunition ). How can 50 soldiers with weapons that can be shot put more "strain on the engine" than 1000 soldiers that can be hit? With 1000 soldiers I still have max FPS.

    Just for fun I will no go into the editor and create 10 000 soldiers or more at the nogova airport.
    "Cibit, come in my number two." - Terox

    Want someone to JIP into your squad? Choose your words carefully.

  5. #15
    There's about a 1 in a million chance the bullet would hit the right area at the right time to blow up the RPG.

  6. #16
    Quote Originally Posted by (InqWiper @ July 17 2004,06:29)
    Just for fun I will no go into the editor and create 10 000 soldiers or more at the nogova airport.
    Thats completely impossible, but go create 3024 soldiers (756 per side, thats the max) and tell me if it lags

  7. #17
    Quote Originally Posted by (InqWiper @ July 17 2004,06:29)
    If the RPG has a kill radius like in AA it might take out a few guys (maybe the RPG wouldnt explode, maybe it would if you shot it with explosive ammunition ). How can 50 soldiers with weapons that can be shot put more "strain on the engine" than 1000 soldiers that can be hit? With 1000 soldiers I still have max FPS.

    Just for fun I will no go into the editor and create 10 000 soldiers or more at the nogova airport.
    Would you PLEASE go and find out how collision detection works?
    Create your 1000 soldiers THEN GET THEM ALL TO FIRE, and see what happens.

  8. #18
    Master Gunnery Sergeant
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    Quote Originally Posted by (Korax @ July 17 2004,08:35)
    Quote Originally Posted by (InqWiper @ July 17 2004,06:29)
    Just for fun I will no go into the editor and create 10 000 soldiers or more at the nogova airport.
    Thats completely impossible, but go create 3024 soldiers (756 per side, thats the max) and tell me if it lags ***
    I dont createunit the soldiers because I dont want AI to cause lagg. I createvehicle so I only get the brainless modelles.

    Quote Originally Posted by [b
    Quote[/b] ]Would you PLEASE go and find out how collision detection works?
    Create your 1000 soldiers THEN GET THEM ALL TO FIRE, and see what happens.
    I created soldiers at 10 000 meters instead. I think falling soldiers would simulate moving soldiers better than 1000 shooting soldiers would because everyone is never shooting at the same time when you have so many people on the map.
    With 400 falling soldiers I still have 60 FPS, with 1000 falling soldiers I have 30 FPS.
    So if we have 200 soldiers with 3 weapons each that should be almost like 400 falling soldiers, unless they fire (if the weapons that can be shot are 3 more areas to be hit on the soldier that from the start had 4?)? If some of them fire the FPS might go down to 50?
    I created 10 soldiers/sec and when 1000 soldiers were in the air and the first ones started landing the FPS didnt move.

    You rarely play maps with 200 soldiers and if you did it probably wouldnt lagg. If it would lagg it would still be nice to have the option to turn it on.

    Instead of telling me to go read about collision detection, why dont you go read about it and PROVE me wrong.

  9. #19
    Quote Originally Posted by (InqWiper @ July 17 2004,18:25)
    I dont createunit the soldiers because I dont want AI to cause lagg. I createvehicle so I only get the brainless modelles.
    Great test. Try not using createvehicle and see if it lags then.

    Quote Originally Posted by [b
    Quote[/b] ]Would you PLEASE go and find out how collision detection works?
    Create your 1000 soldiers THEN GET THEM ALL TO FIRE, and see what happens.
    Quote Originally Posted by [b
    Quote[/b] ]
    I created soldiers at 10 000 meters instead. I think falling soldiers would simulate moving soldiers better than 1000 shooting soldiers would because everyone is never shooting at the same time when you have so many people on the map.
    Thats because YOU DO NOT UNDERSTAND FUCK ALL ABOUT COLLISION DETECTION. GO AND LEARN.

    Quote Originally Posted by [b
    Quote[/b] ]
    Instead of telling me to go read about collision detection, why dont you go read about it and PROVE me wrong.
    No. You're the one who knows nothing about it, YOU go learn.




  10. #20
    I dont know sh*t about colision det. either but i know the OPF engine and i know that ingame if you shoot a soldiers gun twice he will take injury and die or that the game has poor damage values/coding. I agree that weapons could be destroyed/become disfunctional due to an explosion but more than that would be a waste of precious developing time and cpu resources, and we are talking about big style OPF engine. It will take much work to make this game with all the units and features we expect, also keep in mind that if OPF2 comes with all better modeling, texturing, colision detection, lightning efects, a.i. behaviour, ballistics, etc small and unecessary things like those can make a diference in performance too not to mention BIS already have their hands full of features to implement in the game and i dont see the ability to destry firearms has a priority or even why it would be worth the extra work or what it would add to the game.
    That is my opinion on the subject .

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