Well first the questions. Could the BF42 engine allow for locational damage on a tank? Now I dont mean to the extent of the model changing, but say getting hit in the treads/running over a mine slows it down? Im guessing this has been suggested before, was just curious as to if its even possible (say mines have an object which puts the tanks movement to 0 ?) but since movement rates can change based on terrain, Im guessing its dynamic. If this is possible, would a terrain effect also be possible? Such as Tigers (hehe heavier than a baby whale) driving through mud getting stuck? By atmosphere Im refering to the animations and sounds on some of the maps. Stalingrad has really good background noise, but seems to be the only one. Are there any plans to add simmilar sound effects to Omaha and other invasion type maps? Adding effects like landing artillery arounds and additional MG fire (both just for show) could certainly add some more intensity to the maps. Another idea that may have already been brought up, making some of the maps require flags to be taken in a certain order? Or all the flags on this side of the river must be taken before getting those on the other? Im sure some people will argue flanking is a perfectly resonable tactic, but when its just a pilot paraing in to grab a flag on the other side of the map is not only annoying, but far from realistic. So instead of ordered capturing, could a requirement of say 4-5 troops to capture a flag be doable? Or perhaps even which ever side has the greater number of troops in the flags radius? Well just my two-cents, feel free to toss in your own (and say if these ideas are even possible with the BF42 engine).
Vehicles have locational damage but this just means that when they get in a certain spot it does x damage and another spot does y damage.
Well just mean since there is code which does differentiate locations on the tank, then perhaps other code could be added into there such as (this is not real code, just simple representation); if loc="treads" then; dmgMltply=1.7; else...... dmgDone = totalDamage(dmgMltply); spec = specialEffect(dmgDone, loc); if spec = "treads destroyed" then; tankStats.movement(0); else if spec = "turret destroyed"..... etc. damn its been a while since Ive coded :p
Why don't you code it then..I am sure it would be appreciated by basically everyone.
woah, you lost me at else.... hehe man there is some talented people in the FH community, devs sshould think about accepting outsiders work - atleast for evaluation
Yeh definetley, like mappers and codes, it could speed everything up.
It's all theoretical if it would work, but if you are up to it, please do try.
Yes,please try. We would all love someone to do something innovating. Give it a shot!
Yeh, if you have any progress tell us!