#Adding a motorcycle to br.
1 messages · Page 1 of 1 (latest)
Except 4v4
- one person veichle
- you are able to shoot from bike but only with secondaries or smgs (vek vss smg)
- the bike has 200 hp
- there will be glass on the front of the bike and if shot will break dealing 10hp to the driver (this is because you are going so fast it flys into your face)
- it has 3/4 the gass tank of a car.
- max speed 1.5x the max speed of an apc
- acceleration of 1.5x the car’s acceleration ( if car has 10m/sec bike would have 15m/sec
- there is another thread to discuss this idea but it is that you have a gas tank object that replenishes some of the tank. (Learn more in the thread)
- is found in stadium, del gato and reactor
- when turning the bike leans over
- the player is kicked off from the bike when the bike explodes and is sent tumbling (maybe given the effects of a flash bang)
- when bike hits wall it explodes
- if the bike suffers an impact from a grenade (normal grenade or nade launcher) it instantly explodes ( as a nade hitting a gas tank would destroy a bike instantly irl) dealing the player 50-75 damage
- im NOT sure if this is possible… but maybe have the tires as seperate hitboxes so if some hits a tire with a sniper gun (sniper hr 50. Cal or auto sniper) the wheel flattens and the bikes max speed is reduced by 1/4
I am not done. Will think of some more and add them. Also i will get a vet to attach a pic of an idea for the bike later
I would love to do this but it would require a new physics simulation for the motorcycle as well as a new method for us to render players on vehicles.
ah i see
the mighty JoJa15 has spoken.
oh, i would love to help test it out ||if that's what you mean
||
could you explain how the physics would need changing pls?
Motorcycles behave differently then cars. Motorcycles have two wheels a car has four. The physics equations to simulate the motion of a motorcycle are different then the physics equations to simulate the motion of a car.
ah ok yeah
so would that just have to be the whole game's physics changed? or just make a new rule for that specific thing
so adding the player model as a cosmetic
to the bike?
so that player model would be a cosmetic to the bike?
yeah
does the current BR car and the APC have a kill block in front of them Offy?
@cyan bridge you had some interesting ideas, care to share them here?
but idk if the idea of having a material bullet that scans for p block or b block to hit bike or player
not sure, that's a question for Joja
prob eould work
br car insta kills
would the bike instantly kill a player if it runs over someone?
maybe
these are some things you could mention in your suggestion
that i made
this
you can edit your suggestions
and add that
to which part
It wasnt accepted
for physics problems
i can make another list for train
I think secondaries would be too OP. You can have any weapon in your secondary. I think it should only be the pistols.
200 HP is quite low, lower than a players health
APC is actually quite fast. 1.5x speed of APC would be too fast?
train working:
- kill block in front like br car to prevent from running over ppl like the tank does
- would be able to physically attach but the system could change to being like the tank where player crouches on top and train is just programmed to follow track itself
- etc
yeah. Secondaries is pistols
apc speed should be less then bike. Can be changed to 1.2
This bike is going really fast it hard to aim
the thread is not about train. Maybe you should create a new suggestion so that both the discussions are separate
also this wasnt accepted as the physics would have to be completely changed as bike is diferent from car
still quite low hp I think
Ok
can up it to 375
but would my idea of deceting blocks work for dmg?
detecting
Sure. As far as I can understand, the issue with adding vehicles where the player is visible, is that the vehicle model just replaces the player model. I wonder if something like this could work:
• Vehicle model still replaces player model.
• Player models (and their cosmetics) are handled just like vehicle customizations, added in a fixed position relative to the main model.
• Damage to the fake player model would be calculated separately from damage to the vehicle by adding an invisible default guest (no skin/cosmetic customization) model over the fake player as a hit logger. Damage would be displayed in a second healthbar, and any damage received prior to climbing on would be factored into it.
• Physics would be the same as for the other vehicles, except for the addition of tilt when turning at higher speeds.
Here's an example of how this would work:
I find a motorcycle somewhere in BR/DEC and decide to test my luck and go for a joyride. "Entering" the vehicle (same method as with others) does a few things at once –
- My player model is deleted and replaced by the motorcycle model.
- My current player cosmetics are logged and a fake model is generated with the same customization (so it looks like me from the side/3rd person). This is fixed in relation to the motorcycle.
- An invisible damage logging hitbox is added in the shape of the default player model (without any customization/cosmetics), and takes note of any damage that hits it.
- A second healthbar is added.
Let's say I take some hits from a trigger-happy bot. Those bullets that hit the vehicle get counted against the vehicle's total hp, same with those that hit the player. Damage remains the same against a player, regardless of whether they're on a vehicle or not (i.e. if someone got a headshot on me with a Sniper Rifle while I was riding without armor, I would be dead).
Certain things like available weapons, impact damage, etc. can be fine-tuned for balancing.
this wouldbe awesome
It sure would be.
look at the top of suggestions
what's more exciting is that if this works, we very well may see open-côckpit/cabin aircraft in the near future
shoot
yeah that
sr, some bot deleted my message
I thinks its because I said c o c k pit
like in a heli
YES!
@terse galleon What is the feasibility of something like this? At least as a workaround until it gets a revamp.
(not the original suggestion itself, just the framework in my message)
It is possible. Would have to see what is more effort, doing it so players can ride on vehicles or doing it as you suggested.
Cool!
im guessing any new vehicles where the player is visable can't b added functionally? like the boat, this motorccle e.t.c.
Not right now but it could happen if we add functionality for it in the game.
more features should come first tho right? flesh out maps, guns e.t.c. then worry about completely recoding vehicles seems like the most optimal route, we don't rly have any maps "desighned" for vehicles? or rather, WB vehicles either
The main concern here was if such a system is even viable at all. The fact that it is possible simply implies that this might pop up somewhere down the road.
hopefully it will?