Landepaukku
Finnish bush-man
+23|7300|Finland
Well anyway i was playing with my clan just last night and was having some fun with my knife. But then something wierd happened...
https://img428.imageshack.us/img428/8611/screen0459ez.th.jpg
Here we see the victim, who is sniping.
https://img428.imageshack.us/img428/1139/screen0467sd.th.jpg
Here i just stab him for kicks, dunno why.
https://img428.imageshack.us/img428/9080/screen0473gt.th.jpg
And here we see that he died! I knifed him through the wall! Omg hax2max!

Midgetspys special forces contest entry becomes reality!

Last edited by Landepaukku (2006-04-05 05:01:08)

4lter_3go
Member
+1|7210|Leighton Barracks, Germany
i wonder if that works with the shock paddles?
DUFFKING
Insert witty comment here
+3|7221|Brixham, UK
Exactly what I was thinking
Wisher1981
Member
+1|7218|SWEDEN
hehe i did that yesterday.. got expert knife with that kill....
only did it once though... but u can shoot people to... have done that to
Sgt.Gh0st
Pump-Action Pimp
+16|7246|The Hague, Holland
I used to shoot some sirious boot with mah sniper rifle ^^. I guess knifing works to .
Lestat<CoN>
Didnt Do it
+9|7168
Its funny doing that as most of the time when they face towards the only way in and out tucked into a corner they never figure out what happened
Inhis
Member
+-1|7066

Landepaukku wrote:

I knifed him through the wall! Omg hax2max!
Its just natural game physics, in some FPS games they had made so that you cant go too near the wall but its horrible for the mobility. Of course the legs will be on the other side of the thin fence if there is no restrictions. I think you can get killed by anything through anything if you dont keep your legs safe. Every time I see a pair of legs through a wall my knife goes swing. This is the reason I never lie towards a wall that may be too thin to cover my legs.
Kontrolfreq
Member
+50|7068|Cambridge UK
"Natural game physics"? Why can't they just code it so you DON'T go through the wall in the first place??

It's only happened to me once, I was shot from outside the building i was in, i had a trap all set, claymores at both doors... then <click> "ooh thats a nice light fitting..."
lord_tyler_486
Member
+54|7215|Upper Franconia
I know this is possible and I do this at least once every day.

So, never go prone when your near a thin wall
Inhis
Member
+-1|7066

Kontrolfreq wrote:

"Natural game physics"? Why can't they just code it so you DON'T go through the wall in the first place??

It's only happened to me once, I was shot from outside the building i was in, i had a trap all set, claymores at both doors... then <click> "ooh thats a nice light fitting..."
Yes natural game physics, just think of it, there is no easy solution to this problem. If you make a restriction that you cant get near wall while proning it feels like you get stuck all the time. If you want to make the legs that go through the wall invincible or invisible it sounds like a way to new bugs and exploits (immortality and invisibility). Also it sounds like a pretty hard thing to code, there are so many possibilites you have to take a notice of. I dont think its really that necessary to do such a change, just be careful around walls.
bullit
Tank Troll
+71|7153|London, UK
[img=http://screenshot.xfire.com/screenshots/bruceg87/ss_file-ca944c26ae2469bc190a1be761fac72290bc9b7f.png]

Last edited by bullit (2006-04-05 00:11:41)

Landepaukku
Finnish bush-man
+23|7300|Finland
Updated the pics, somehow the code was fucked up.
topal63
. . .
+533|7182

Inhis wrote:

Kontrolfreq wrote:

"Natural game physics"? Why can't they just code it so you DON'T go through the wall in the first place??

It's only happened to me once, I was shot from outside the building i was in, i had a trap all set, claymores at both doors... then <click> "ooh thats a nice light fitting..."
Yes natural game physics, just think of it, there is no easy solution to this problem. If you make a restriction that you cant get near wall while proning it feels like you get stuck all the time. If you want to make the legs that go through the wall invincible or invisible it sounds like a way to new bugs and exploits (immortality and invisibility). Also it sounds like a pretty hard thing to code, there are so many possibilites you have to take a notice of. I dont think its really that necessary to do such a change, just be careful around walls.
It's not natural - it is a mistake.

The problem is simplicity.

They are trying NOT to make unnecessary complications in coding & animations. The problem is the prone animation - they are trying to avoid any taxing complications; no restrictions near edges, no clipping of the animation.

But this unrestricted movement and no-clipping of the animation (meaning your prone-legs DO NOT APPEAR outside the clip edge-boundary) is still a mistake.

The mistake is in the map design. The solution to keep things simple would have been to design the maps knowing the prone animations HAVE NO CLIPPING. A simple solution for all buildings and concrete walls would have been to make them either THICK ENOUGH to prevent the prone body extensions from ever protruding through; OR; to place additional map elements at a height equal to the prone positions; things such as low-level planters; planter walls; barrels; trees; etc & anything could have worked. For tin-fences the solution would probably have been; double thick fences (2 separated by about a foot or two) in conjunction with the low-level (prone-level) map elements.

It all works together the code; the animations; the simulation of physical elements; etc. As a program the game will run smoother without weird complicated code - but this has to be taken into account somewhere else then - it wasn’t.

The error is in the map design.
Dr.Battlefield
Got milk?
+150|7215
I've been using this tactic for a long time now. It works well even with shockpaddles. Has someone tried to kill through the wall with a grenade?
Inhis
Member
+-1|7066

topal63 wrote:

They are trying NOT to make unnecessary complications in coding & animations.
Yes and that is good.

topal63 wrote:

The error is in the map design.
Thats just making things too complicated. I think you shouldnt design maps thinking about the fact some customers are idiots and doesnt understand a simple "mistake". Its a lot easier to avoid those fences and when you get knifed through wall a couple of times you will learn. I guess it removes some of the camping too. It really doesnt require l33t skills to identify a dangerous wall.

Here is a mistake: Tear Gas disables your ability to run even if you have gas mask, this can continue even after you die and dont even have to be too near of the gas.

In other words its called a bug. It bothers everybody more than the fact you can prone near wall without restrictions. Everything doesnt need to be perfect, it has to be playable. Its a "mistake" that everybody should be able to live with.
I dont think they should waste their time designing maps for idiots. Think about houses...the door would be looking ridiclious after you make it thick enough to cover the legs. Even if you can call it a mistake, its better to make playability the priority number 1.
elmer1082
To The Front
+4|7219|Columbus, Indiana

Landepaukku wrote:

Well anyway i was playing with my clan just last night and was having some fun with my knife. But then something wierd happened...
http://img428.imageshack.us/img428/8611 … 9ez.th.jpg
Here we see the victim, who is sniping.
http://img428.imageshack.us/img428/1139 … 7sd.th.jpg
Here i just stab him for kicks, dunno why.
http://img428.imageshack.us/img428/9080 … 3gt.th.jpg
And here we see that he died! I knifed him through the wall! Omg hax2max!

Midgetspys special forces contest entry becomes reality!
DOH !!!!! Thats why the guy told me to get away from the wall. I was in the MEC Airbase office on Kubra Dam a while back. I was like what the crap is he telling me that for. DOH, DOH, Double DOH!!!!!!
Turtle
Member
+7|7221|Boulder, CO

Dr.Battlefield wrote:

I've been using this tactic for a long time now. It works well even with shockpaddles. Has someone tried to kill through the wall with a grenade?
Yes. Anything that causes damage will damage, including nades and artillery. That is a leg ready to be mauled in any fashion availiable.

The only thing I'm not sure of is where the hit box is for crushing damage. You might even be able to parachute down on top of the leg and get a kill, although I think that you have to land on their shoulders for that, I dunno.
-=S8M=-Phoenix
Member
+45|7257|South Cybertown, Texas
I love shanking snipers! In the last couple of days I have been able to get two kills at a time. On two occasions they were snipping right next to each other, once there was a two man squad trying to turn a flag.

I already have my expert knife (250+ total knife kills) and I only need 109 more pistol kills to qualify for my expert pistol. However, I seem to always wipe out my knife first, than think, wait, I need pistol kills! O-well, screw it! SHANK’EN !!!!!!!!

I love the teargas thing, LOL! 1,552 deployments!

P.S. This knifing through walls has been around since BF 1942!

Last edited by -=S8M=-Phoenix (2006-04-05 17:00:56)

topal63
. . .
+533|7182

Inhis wrote:

topal63 wrote:

They are trying NOT to make unnecessary complications in coding & animations.
Yes and that is good.

topal63 wrote:

The error is in the map design.
Thats just making things too complicated. I think you shouldnt design maps thinking about the fact some customers are idiots and doesnt understand a simple "mistake". Its a lot easier to avoid those fences and when you get knifed through wall a couple of times you will learn. I guess it removes some of the camping too. It really doesnt require l33t skills to identify a dangerous wall.

Here is a mistake: Tear Gas disables your ability to run even if you have gas mask, this can continue even after you die and dont even have to be too near of the gas.

In other words its called a bug. It bothers everybody more than the fact you can prone near wall without restrictions. Everything doesnt need to be perfect, it has to be playable. Its a "mistake" that everybody should be able to live with.
I dont think they should waste their time designing maps for idiots. Think about houses...the door would be looking ridiclious after you make it thick enough to cover the legs. Even if you can call it a mistake, its better to make playability the priority number 1.
It is a mistake in design - the error is in the MAP(s) design - end of story

The prone extension could have EASILY been accounted for in the map design.

The prone extensions and other body parts protruding through MAP elements could have easily been eliminated -  it is NOT a BUG. The code works correctly the animation and hit-able body parts match up correctly with-out any complicated unnecessary CODE. A map is a collection of elements, it is not CODE (per se), but rather a collection of coordinates - thus wire-frames - thus a model - a mesh with a bitmap applied to it. There would be no degradation in performance if the MAP(s) had proper thickness or map elements that made access to extended body parts impossible.

It is not a bug - it is a design choice (the code) that was not accounted for in the MAP design.
UON
Junglist Massive
+223|7117
Eventually everything will be ragdollified and the keyframed animations (like walking and crawling) will be blended in to what the body can physically do.  You ever noticed the way that bodies can hang from ladders by their legs when you shoot someone halfway up?  That's because they aren't constrained by keyframed animation and interact with whatever objects are nearby.  Blending keyframe to ragdoll before that point would require a set of transforms for the keyframe, then a set of collision detection for the separate limbs - for every single frame at the server side.  Since the keyframing is done client side this is simply not possible, hence bounding boxes or spheres are used.  Eventually it may become possible, but would also require significantly more bandwidth, which is one of the reason the engine has been so simplified compared to the 16 player max gorefest of F.E.A.R.  I think.
VeNg3nCe^
¦Tactics Øver Principles¦
+314|7169|Antarctica
OMG ITS AMAZING!!!! I can't believe this has been around since release!!!!!11!111!one!!11!

BF2s, give him a medal for this great detective work11!11!!11!
Defiance
Member
+438|7134

-=S8M=-Phoenix wrote:

I love shanking snipers! In the last couple of days I have been able to get two kills at a time. On two occasions they were snipping right next to each other, once there was a two man squad trying to turn a flag.

I already have my expert knife (250+ total knife kills) and I only need 109 more pistol kills to qualify for my expert pistol. However, I seem to always wipe out my knife first, than think, wait, I need pistol kills! O-well, screw it! SHANK’EN !!!!!!!
I've got 255 knife kills, my expert, and I've got 12 more pistol kills before 500.

So I'm going for my expert tonight.

I've got plenty of knife kills through walls. I've also been kicked for "hacking" because of it.

Last edited by Defiance (2006-04-06 16:53:43)

Inhis
Member
+-1|7066

topal63 wrote:

The prone extension could have EASILY been accounted for in the map design.

The prone extensions and other body parts protruding through MAP elements could have easily been eliminated -  it is NOT a BUG. The code works correctly the animation and hit-able body parts match up correctly with-out any complicated unnecessary CODE. A map is a collection of elements, it is not CODE (per se), but rather a collection of coordinates - thus wire-frames - thus a model - a mesh with a bitmap applied to it. There would be no degradation in performance if the MAP(s) had proper thickness or map elements that made access to extended body parts impossible.

It is not a bug - it is a design choice (the code) that was not accounted for in the MAP design.
With the bug I was referring to the tear gas thing, read carefully. Even if you design maps this way there would be always places where legs could be seen through something, if its not a wall its a corner and it can be enough and is that a mistake too? I just dont think its such a big deal and this is not a piece of art where objective is to make everything perfect (we have seen that alright). I still dont get it how are you going to make everything thick enough, it would look like "A THICK WORLD" where everything looks absurdily thick. In SF there are opened doors and you can easily put your legs through it, so should this door be looking like some bank safe door that can be opened with only raw power? Or do you have some greater experience in the map design and know how to make the door looking like the same but in reality it is thick. So even if the door doesnt look thick the feet wouldnt be seen on the other side?

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