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		<title><![CDATA[First Strike Forums — Snipers:  A Pilot's Worst Enemy?]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=457</link>
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		<description><![CDATA[The most recent posts in Snipers:  A Pilot's Worst Enemy?.]]></description>
		<lastBuildDate>Fri, 27 Jan 2006 22:06:32 +0000</lastBuildDate>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5716#p5716</link>
			<description><![CDATA[<p>let see how far the coders can go with the engine</p><p>Greetz</p><p>Dragunov</p>]]></description>
			<author><![CDATA[null@example.com (Dragunov)]]></author>
			<pubDate>Fri, 27 Jan 2006 22:06:32 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5716#p5716</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5713#p5713</link>
			<description><![CDATA[<p>It sound difficult to code merely because the concept sounds so different thatn anything currently done. But in truth the only thing I see that needs to be done is place in a object that is permeable and has a &#039;skybox&#039; effect painted on it. It can be done. In theory this could make maps with ground and space portions, but that would cause monster lag. But since tis bubble is so small (only having a few starfighters in it) this would not happen here.</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Fri, 27 Jan 2006 21:36:15 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5713#p5713</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5607#p5607</link>
			<description><![CDATA[<p>this are frontiers, not done yet with the engine</p><p>I hope it is possible</p><p>Greetz</p><p>Dragunov</p>]]></description>
			<author><![CDATA[null@example.com (Dragunov)]]></author>
			<pubDate>Fri, 27 Jan 2006 17:36:33 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5607#p5607</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5427#p5427</link>
			<description><![CDATA[<p>Yeah, I think that would work pretty well, but you could always just look on the map to see where the hyperspace spawn is.&nbsp; That&#039;s why I think it should spanw a little way out of bounds.&nbsp; Not too much, just enough so that if you try to fly from inside the bounds to the bubble, and then try to turn around and come back to the in-bounds portion, you wouldn&#039;t have enough time to make the full round trip.&nbsp; But it would be close enough to in-bounds that you would have time to make it from the bubble to the in-bounds portion without draining any health.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Fri, 27 Jan 2006 02:33:48 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5427#p5427</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5399#p5399</link>
			<description><![CDATA[<p>O...thats a good idea. I didn&#039;t think people would try to fly back into the bubble...I think your idea should be coupled with a really really good exterior space &#039;skybox&#039; so its very hard for people to tell where the hyper space bubble they just came from, is.</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Fri, 27 Jan 2006 01:52:53 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5399#p5399</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5394#p5394</link>
			<description><![CDATA[<p>I like your hyperspace idea Arc, I hope it can be implemented into the DS II map, that would be awesome.&nbsp; You could have people spawn on the cruisers (already in normal space) and some people could spawn directly into fighters still in hyperspace.&nbsp; One thing that I would reccomend would be that the hyperspace tunnel spawn be out of bounds so that you would want to exit hyperspace quickly (instead of just flying around in the bubble) and also to prevent people from flying back into the bubble.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Fri, 27 Jan 2006 01:33:56 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5394#p5394</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5362#p5362</link>
			<description><![CDATA[<p>Lol you know I was gunna mention the spawning part I guess I forgot. But your idea is exactly the one i had in mind. I have no doubt that the devs can make individual fighters into spawn pionts. So the match starts, you join the rebels, then you choose a class (hopefully for the death star map all the classes would be changed to pilots. also a little idea i thought might be cool is that on maps like this where all your gunna do is fly, the classes can broken down into pilot type. So for instance instead of assualt, spec ops, etc. you&#039;d have x wing pilot [with xwing flight suit], a wing pilot [with a wing flight suit], y wing pilot [with y wing flight suit] etc. Cause I&#039;m sure you all remember the funky differnt helmets the reb fighters had inthe movie. Might bring some nice variety. Of course this would only be specialty maps.)<br />After you choose your class your spawn map shows each fighter (which is floating in the hyper space bubble) as a spawn piont. Once one is entered the spawn piont disapeares. This aviods that crudy GC platform.</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Fri, 27 Jan 2006 00:51:00 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5362#p5362</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5360#p5360</link>
			<description><![CDATA[<p>Wow.&nbsp; I mean, shite.&nbsp; That&#039;s so AWESOME!&nbsp; Although they didn&#039;t use hyper for the first Death Star, this could be implemented for the second one.</p><p>I&#039;ve also figured out how to stop the Imperials from stealing the Rebel fighters:</p><p>When you spawn on a squad leader who is in a vehicle, you sit in the first vacant seat in the vehicle.&nbsp; I&#039;m sure a coder would be able to butcher that code so you spawn in the ship.</p>]]></description>
			<author><![CDATA[null@example.com (Andrew_Kirk_25)]]></author>
			<pubDate>Fri, 27 Jan 2006 00:43:06 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5360#p5360</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5355#p5355</link>
			<description><![CDATA[<p>Guess who has an idea to implement hyperspace...? <br />OKay heres how it works. I want you to picture the death star trench run as a space map very similar to the GC one, but no fog, just pure black space and the deathstar. And stars. Now on the fringes of the map (and pretty high up in altitude as well) there are the those red stripes that symbolize out of bounds territory. Now picture a little bubble of space in that territory on the very edge that is allowed territory. So basically a bubble of in bounds territory in the out of bounds space. Now inside of this little bubble will be another bubble (a actual 3d bubble) that is a very thin film (an actual ingame object that is permeable allowing objects to pass through it unhindered). Now this film is like a miniture sky box. When your inside of the bubble you see hyperspace, with all the neat lightspeed lines and that stuff. Its dynamic too so you see the lines all swirly and animated. One the out side the bubble is the same way, except its space themed (black wit stars). SO if your outside and are looking at it your cant tell it apart from outside space (a skilled skinner would have to do this to make sure the optical illusion is convincing) and if your inside it you think your in hyper space. That was the first part of my idea, if you didn&#039;t quite grasp it stop and read that part agian.<br />Okay. Now do you know how in battlefield 2 some kinds of ground make you walk slower when on them? Like how you go faster with a viechle when your actually on a real road versus dirt? Well the space inside the bubble is like this. Okay now in your mind take that &#039;bubble&#039; and divide it in two, with one part compromising of a thin &#039;semi circle&#039; area on the edge of the circle (1), and the other part consisting of the rest of the bubble (2). Now the (2) area is the biggest by far. The space inside this area is very restrictive slowing down a ship moving threw it alot, maybe 70%, despite the ship bieng at full throttle. So to pilot of the ship it takes him maybe 30 seconds to move through the relitively small area of the bubble, but thanks to the hyperspace skybox on the inside of the circle it appears to him he&#039;s moving at light speed. Now after these 30 seconds the pilot should be &#039;break&#039; out of the (2) area of the bubble and come into the thin semi circle (1) area. The space in this area does not have the speed restrictions of the other part of the bubble, if possible it could be a &#039;slick&#039; space allowing the ship to go through it faster than normal (tho its okay if that cant happen). So as soon as the pilot breaks through the slower area and into the normal/faster area he will surge foward suddently giving a slight bump to the plane. He will pass through this area very quickly (like under a second) and break out of the bubble, effectively exiting hyper space and arriving right on teh death star ready to enter the fray. Not that this is similar to my other &#039;True Planetary Engagment&#039; thread but on a <em>far</em> smaller scale (with this bubble taking up a very very small section of the map. So this should aviod any lag. So...what do u think?</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Fri, 27 Jan 2006 00:33:03 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5355#p5355</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5259#p5259</link>
			<description><![CDATA[<p>Yeah, but they took about 15 minutes to make the journey, so there has to be something else.</p>]]></description>
			<author><![CDATA[null@example.com (Andrew_Kirk_25)]]></author>
			<pubDate>Thu, 26 Jan 2006 21:30:41 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5259#p5259</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5241#p5241</link>
			<description><![CDATA[<p>yeah, and can we use hyperspace effect, so they spawn in hyperspace</p><p>for yavin this is impossible I guess, cause they came from planet</p><p>but maybe for Endor</p><p>Greetz</p><p>Dragunov</p>]]></description>
			<author><![CDATA[null@example.com (Dragunov)]]></author>
			<pubDate>Thu, 26 Jan 2006 20:10:33 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5241#p5241</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=5240#p5240</link>
			<description><![CDATA[<p>The bouncing betty&#039;s from BFV didn&#039;t have their own code in any way. The actual object didn&#039;t jump, and the explosion still took place on the ground. They were just a smoke effect, a clone of the actual mine that moved upward, and a sound...coupled with a standard explosion.</p>]]></description>
			<author><![CDATA[null@example.com ([EoD]Ninjo)]]></author>
			<pubDate>Thu, 26 Jan 2006 19:53:45 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=5240#p5240</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4841#p4841</link>
			<description><![CDATA[<p>Well yeah of course.&nbsp; They would have to spawn on a static object no matter what, and they&#039;re invincible by default.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Wed, 25 Jan 2006 09:56:40 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4841#p4841</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4833#p4833</link>
			<description><![CDATA[<p>Yeah, that&#039;d be good, but whatever they spawn from would have to be invincible, otherwise TIEs would come up from below and shoot until it was destroyed.</p>]]></description>
			<author><![CDATA[null@example.com (Andrew_Kirk_25)]]></author>
			<pubDate>Wed, 25 Jan 2006 09:22:55 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4833#p4833</guid>
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			<title><![CDATA[Re: Snipers:  A Pilot's Worst Enemy?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4811#p4811</link>
			<description><![CDATA[<p>an Imp could fly down to the surface of what?&nbsp; Yavin IV?&nbsp; it took the rebels a long time to get to the DS from there, and the Imps thought that they were gonna destroy the place anyway.&nbsp; Not even an idiotic stormtrooper would want to venture out in front of the DS&#039;s super laser.&nbsp; And as for where the rebels spawn, I hope they do it like GC, where the rebels spawn just above the flight ceiling for all of the fighters.&nbsp; That way there wouldn&#039;t be any ways for the Imps to reach the rebel fighters while they are sitting ready to go.&nbsp; Since I don&#039;t think there is a way to let the rebels spawn inside their ships, maybe the X-Wings and Y-Wings could sit on an invisible surface high above the DS.&nbsp; I think that would simulate them flying to the DS from Yavin IV better.</p><p>Back on topic.</p><p>&quot;Almost there...Almost there...&quot;</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Wed, 25 Jan 2006 08:28:41 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4811#p4811</guid>
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