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- S-Guy
- Sith Apprentice
- Offline
- From: The Attic
- Registered: 2007-11-12
- Posts: 745
Topic: Walk-Around AT-AT
Well, I was thinking about GC again, and back on the subject of walking around inside vehicles. Now, before TY2D2 hunts me down for this, I know that this isn't GC, but I was hoping that we could at least manage to get the AT-AT so we could walk around inside. We went over the ships already, and made it clear that we couldn't walk around in them because they would be pitching and rolling and whatnot, but AT-ATs are always right side up, at least until they die, in which case everyone inside is screwed anyway. So, since they won't be doing loop-de-loops in outer space, would it be possible to have a seat in the AT-AT where when you get out, you can walk around inside? Speaking of certain seats, I'd just like to throw this out there while we're on the topic: If we could walk around inside the AT-AT, could we make a seat similar to the hatch seat on the GC AT-AT, (for those who remember) where you could control the side hatch, and use it as a firing point? This is my main reason for hoping to be able to walk around inside, because I always loved being able to open the hatch and use it to shoot at enemies. Now, if the engine can't handle it, (which is the first answer I'm expecting. *sigh*) then that's fine, but if Its possible, I'd love to know.
Curses, foiled again! 
- From: Finland
- Registered: 2008-03-26
- Posts: 276
Re: Walk-Around AT-AT
If you just knew... But hey, there are lots of secrets in FS, and you can find most of them in editor. I advice you to go look at some models of ships. And there is an hidden UAV in there too. 
- From: Aberdeen, Scotland
- Registered: 2008-06-24
- Posts: 1,926
Re: Walk-Around AT-AT
S-Guy wrote:We went over the ships already, and made it clear that we couldn't walk around in them because they would be pitching and rolling and whatnot, but AT-ATs are always right side up, at least until they die, in which case everyone inside is screwed anyway. 
Oh?
BlackIntel Game Leader DUKE815: Teamwork's complicated. I've found that ramming a Lambda with a Y-wing at full boost is most effective.
- From: Montréal, Canada
- Registered: 2006-03-23
- Posts: 1,184
Re: Walk-Around AT-AT
Actually, the reason ships can't have people walking around inside them isn't that they pitch and roll around in space. If you recall, GC had capital ships that moved and stayed level with the main axis of the space battle, and had interiors you could walk around in. FS could restrict Corellian Corvette-size cap ships to moving like submarines as well, but the real reason is the 2142 engine, and the BF2 engine for that matter, are pretty crap at handling a bunch of collission detection calculations for players standing on a moving vehicle or inside of it, but not in a "seat" in the vehicle. If you remember from Vanilla 2142, on a medium server on Titan mode, things would go pretty wonky when you had a boarding party on a Titan and it began to move....I think EA even made the Titans stationary to fix this problem. The sad truth is, although it didn't do a super-great job at it (quite a bit of movement lag for players), the 1942 engine was the best equipped to handle players walking around on or inside moving vehicles because it had the sea warfare aspect to it. The BF2 and 2142 engines are so much less capable in this respect.....has anyone tried not being in a seat in a moving Lambda? You know what I mean, then.
Check out my blog about how wonderful the internet is, called The Wonderful Internet. http://thewonderfulinternet.com/

- S-Guy
- Sith Apprentice
- Offline
- From: The Attic
- Registered: 2007-11-12
- Posts: 745
Re: Walk-Around AT-AT
Yeah, one of the things I thought of in this respect was that AT-ATs are very slow moving, but come to think of it, so are titans. The thing that honestly throws me off about the 2142 engine is the fact that EA was designing the game to have the titan aspect, and it was more hyped than the original conquest, and yet they didn't add that part of the engine. Scary. Normally, I would just throw something out about maybe having the team modifying the engine, but I know how much of a pain in the pie that would be, and it would probably involve way too much coding and re-coding of the mod. *sigh.* I miss the 1942 engine. If only EA could have just taken that and built upon it. Those were the days. 
Curses, foiled again! 
- From: U.S IL
- Registered: 2008-04-04
- Posts: 859
- From: Melbourne, Australia
- Registered: 2006-01-02
- Posts: 1,930
Re: Walk-Around AT-AT
S-Guy wrote:Normally, I would just throw something out about maybe having the team modifying the engine...
We can't modify the engine because: a) We don't have the source code b) It belongs to EA and editing it would be an infringement of copyright c) No one on the team too my knowledge is a good enough 'C' programmer/physicist to rewrite BF2(142)'s physics engine.
General Un-Co, Signing off 
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