Improved Deployable Object Placement System
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Peeta
- Posts: 1204
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Improved Deployable Object Placement System
I would like to see an improved deployable object placement system, not unlike the Sandbox object placement. Like when you try to place something, it would be highlighted in red or in green depending on if the placement would work.... Or just any kind of signal to the SL that the placement would work or not. Thanks!
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Ace42
- Posts: 600
- Joined: 2007-07-26 23:12
Re: Improved Deployable Object Placement System
Even just a "nuhuh, it'll splat you" message would be nice. The number of times I've seen people go down just because the deployment area is MARGINALLY too small for a FB, and there's so much other stuff between that zone and the SL / squad members that it appears meters and meters away from where the SL TRIED to place it...Fighter wrote:I would like to see an improved deployable object placement system, not unlike the Sandbox object placement. Like when you try to place something, it would be highlighted in red or in green depending on if the placement would work.... Or just any kind of signal to the SL that the placement would work or not. Thanks!
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LithiumFox
- Posts: 2334
- Joined: 2007-07-08 18:25
Re: Improved Deployable Object Placement System
I think maybe more of a confirmation sign is more to what you would be wanting ?
Like a green "glow" is applied to where it would appear? That would be better..
Sandbox style would = bad
XD People would be killed by floating things of death
Now if we could get that but have it be similar to the "transparency" of dead people (meaning it's a static that you can walk through, like trees and such) and then it loads the ACTUAL static, that would be kinda nice... =)
Like a green "glow" is applied to where it would appear? That would be better..
Sandbox style would = bad
XD People would be killed by floating things of death
Now if we could get that but have it be similar to the "transparency" of dead people (meaning it's a static that you can walk through, like trees and such) and then it loads the ACTUAL static, that would be kinda nice... =)
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Peeta
- Posts: 1204
- Joined: 2008-11-28 02:05
Re: Improved Deployable Object Placement System
That's exactly what I meant!LithiumFox wrote:I think maybe more of a confirmation sign is more to what you would be wanting ?
Like a green "glow" is applied to where it would appear? That would be better..
Sandbox style would = bad
XD People would be killed by floating things of death
Now if we could get that but have it be similar to the "transparency" of dead people (meaning it's a static that you can walk through, like trees and such) and then it loads the ACTUAL static, that would be kinda nice... =)
EDIT: Bolded items....
Last edited by Peeta on 2009-05-19 01:09, edited 1 time in total.
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Improved Deployable Object Placement System
The only way a sandbox thing would be bad is when using assets to block off entrances, but I don't think that would be extremely exploitable.
AS to people using them to kill you, you have some serious problems if you get kill by someone 5 meters from you with a big floating asset that screams "shoot me"
AS to people using them to kill you, you have some serious problems if you get kill by someone 5 meters from you with a big floating asset that screams "shoot me"



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Spuz36
- Posts: 533
- Joined: 2007-08-11 11:52
Re: Improved Deployable Object Placement System
I don't know, I played the new version of Sandbox and noticed some PR models (vehicles I think) in it for deployables, so maybe a 'trade' of some sort happened and maybe something is in the works. But, thats just a silly theory of mine and am probably jumping to conclusions too quick.
Yea and to build off McLuv, don't have them waving around as a personal shield
Also, if someone could lift someone on a building or something as an exploit, but now that hooks are so abundant it would probably be ok'ish. I'm sure limits can be put on it to prevent that, but a Sandbox 'way' would be useful, to actually see the object before placement.
Yea and to build off McLuv, don't have them waving around as a personal shield
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TimeMasheen
- Posts: 40
- Joined: 2008-12-12 02:01
Re: Improved Deployable Object Placement System
when i squad lead, i kill about 1/500 troops, i just know how each stuff is placed, and i ALWAYS tell my squadies to stay "BEHIND" me and you wont die
I do agree, it could use some work but i dont know if bf2 engine supports it (not my subject)
I do agree, it could use some work but i dont know if bf2 engine supports it (not my subject)
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LithiumFox
- Posts: 2334
- Joined: 2007-07-08 18:25
Re: Improved Deployable Object Placement System
well at least the glowing ring of "STAY OUT OF THIS AREA DAMN YOU" maybe?
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Mary.au
- Posts: 131
- Joined: 2009-02-05 23:30
Re: Improved Deployable Object Placement System
Dont you just love it when you explicitly state, "Stay behind me", and half your squad runs ahead and is killed by your new firebase.
A system that can prevent that would be awesome
A system that can prevent that would be awesome
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Durkie
- Posts: 264
- Joined: 2009-01-12 08:10
Re: Improved Deployable Object Placement System
Some sort of glowing circle on the ground where it will come would be nice
You can see where your firebase will come and you squad members will hopefully stay out of the circle
You can see where your firebase will come and you squad members will hopefully stay out of the circle
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K3V1N=US=
- Posts: 29
- Joined: 2009-01-02 16:00
Re: Improved Deployable Object Placement System
Its good the way it is IMO.
The only problem that can occur with the current system is the stupidity of fellow squaddies, if i place something and give them a warning like. Watch out im placing a fob over VOIP and they run forward and get killed i can only laugh at their stupidity, no feeling sorry.
The only problem that can occur with the current system is the stupidity of fellow squaddies, if i place something and give them a warning like. Watch out im placing a fob over VOIP and they run forward and get killed i can only laugh at their stupidity, no feeling sorry.
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: Improved Deployable Object Placement System
Resuggestion. not sure what came out of the first one. If this cant be done because of hard-code issues do this:
Observer marker where you want to place: walk back 5 meters for small placements and 10 for the firebase. Works like a charm! It drops 5 or 10 meters (depends what you chose) right in a front line. So keep that in mind when looking around.
Observer marker where you want to place: walk back 5 meters for small placements and 10 for the firebase. Works like a charm! It drops 5 or 10 meters (depends what you chose) right in a front line. So keep that in mind when looking around.
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Peeta
- Posts: 1204
- Joined: 2008-11-28 02:05
Re: Improved Deployable Object Placement System
Yes, but I signal to you that the placement will work. I'm tired of getting try again in a better location everytime I try to place something and then end up running out of a build order and/or blowing up the crates because it went down in some wild horrid place.
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smee
- Posts: 516
- Joined: 2007-11-15 10:43
Re: Improved Deployable Object Placement System
I would settle with not getting killed or killing someone.


