More Realistic Character Movement

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Samee3
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Projects :: BF2 Refresh Mod
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More Realistic Character Movement

Post by Samee3 »

My first post ever.

This is an attempt to make BF2 a bit more realistic.


Let our map name be data_XXX.

First thing you want to do is find com_inf_default in data_XXX\Common\odf
Copy this file to data_XXX\Sides\Common\odf
Now, for some strange reason the changes will not take effect unless you rename com_inf_default to say, com_inf_default1, and then make sure the default soldiers for your sides (ex. imp_inf_default or rep_inf_default) are using this modified default infantry file, instead of the unmodified one.
So, if your side is imp, you would change this line in imp_inf_default:

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ClassParent = "com_inf_default"
To this:

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ClassParent = "com_inf_default1"
Next, open up com_inf_default1 (or what ever you renamed yours to) and change this line:

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Acceleration = 70.0
To this line:

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Acceleration = 24.0
And this line:

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SprintAccelerateTime    = 0.35
To this line:

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SprintAccelerateTime    = 0.6
If you want, you can also change this line:

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JumpHeight              = 1.78
To this line:

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JumpHeight              = 1.2
These modifications make the characters move a bit more 'naturally' while making it extremely difficult for the AI to do that extremely annoying :x zig-zag pattern. (you know what I mean right?)

For those curious:
Acceleration = 70.0 (70m/s^2) with MaxSpeed = 7.0 (7m/s) makes the character reach full speed in about 0.1 second (says this in the comment). If I could do that, I'd be in the Olympics.
However, Acceleration = 24.0 (24m/s^2) and MaxSpeed = 7.0 (7m/s) makes the character reach full speed in just under 0.3 seconds. Much more realistic.

Thanks, and good luck,
Sam
RevanSithLord
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Re: More Realistic Character Movement

Post by RevanSithLord »

I'll give this a try. I was looking for a way to defeat the annoying zig-zag movement they do. I mean, I understand in some cases where "serpentine" maneuvers can help, but it just looks silly in-game. This will help me with my current project, I think. Thanks!
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