Re: Snipers: A Pilot's Worst Enemy?

Well yeah of course.  They would have to spawn on a static object no matter what, and they're invincible by default.

http://i8.photobucket.com/albums/a24/RidgeRebel999/Star%20Wars%20Pics/RedMonkey999-TrialSig.jpg

Re: Snipers: A Pilot's Worst Enemy?

The bouncing betty's from BFV didn't have their own code in any way. The actual object didn'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.

Re: Snipers: A Pilot's Worst Enemy?

yeah, and can we use hyperspace effect, so they spawn in hyperspace

for yavin this is impossible I guess, cause they came from planet

but maybe for Endor

Greetz

Dragunov

http://www.fsmod.com/img/drag_sig.jpg

Re: Snipers: A Pilot's Worst Enemy?

Yeah, but they took about 15 minutes to make the journey, so there has to be something else.

"Happiness is a belt-fed weapon."

Re: Snipers: A Pilot's Worst Enemy?

Guess who has an idea to implement hyperspace...?
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't quite grasp it stop and read that part agian.
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 'bubble' and divide it in two, with one part compromising of a thin 'semi circle' 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's moving at light speed. Now after these 30 seconds the pilot should be 'break' 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 'slick' 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 'True Planetary Engagment' thread but on a far 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?

http://i31.photobucket.com/albums/c387/ArcAngel227/FirstStrike.jpg
Futurama: You Can't Prove it Won't Happen

Re: Snipers: A Pilot's Worst Enemy?

Wow.  I mean, shite.  That's so AWESOME!  Although they didn't use hyper for the first Death Star, this could be implemented for the second one.

I've also figured out how to stop the Imperials from stealing the Rebel fighters:

When you spawn on a squad leader who is in a vehicle, you sit in the first vacant seat in the vehicle.  I'm sure a coder would be able to butcher that code so you spawn in the ship.

"Happiness is a belt-fed weapon."

Re: Snipers: A Pilot's Worst Enemy?

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'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'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.)
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.

http://i31.photobucket.com/albums/c387/ArcAngel227/FirstStrike.jpg
Futurama: You Can't Prove it Won't Happen