Deployable gate/Bridgehead

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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Deployable gate/Bridgehead

Post by Cassius »

Is it possible to make some kind of deployable asset you can use to secure a bridge, or base entrance like a setup of Sandbags with a gate that can be open or closed by friendlies and maybe gun emplacements? It would be ideal if it is possible to code it the way, that it can only be deployed within a demplate, like at either side of the bridge at Qwai river, or at the british base in Operation Archer.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Deployable gate/Bridgehead

Post by CodeRedFox »

I dont think a placeable object (i.e. sandbags) can have a dynamic object (gate with switch). Switches are mapper placed and take a bit of code to implement. If someone could figure out how to attach this to a deployable that would be sweet.
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"apcs, like dogs can't look up" - Dr2B Rudd
Thermis
Retired PR Developer
Posts: 1537
Joined: 2008-01-27 15:05

Re: Deployable gate/Bridgehead

Post by Thermis »

That would be pretty cool if you could make it work. Seems plausible, I wish i knew how to code/map to try and make that work.
Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: Deployable gate/Bridgehead

Post by Hitman.2.5 »

Cassius wrote: or at the british base in Operation Archer.
u mean Canadian base XD
Derpist
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Deployable gate/Bridgehead

Post by killonsight95 »

i guess if at every bridge there was buildble, on request of commander/SL a gate/defence
eg. i guess you could use the same code as the deployable bridges? but already have a code that/trigger that works there but only has a collistion/veiwable once built/requested and built?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Deployable gate/Bridgehead

Post by Rudd »

doing this in the forum of triggerables would be best imo, this is something for the mappers to take on board, I hadn't thought of doign this myself, so thanks for the idea :)

Though I would imagine if it was done as a deployable you'd just have a rotation bundle? you enter it like a weapon, move your mouse and the thing moves.
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Deployable gate/Bridgehead

Post by killonsight95 »

yeah i guess Rudd's idea is better than mine, if this is done then maybe be done with arrow keys isnted or W and S so its constant and looks better rather than it jerking about due to different sencativities.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Deployable gate/Bridgehead

Post by snooggums »

Although not exactly what you are looking for you can place tank traps to block, and use incendiaries to damage it to the base so vehicles can pass and then build it back up again, or you can make a funnel, place mines in the gap and then use the wrench as a door opener.

Same results, but I would also prefer some kind of physical structure.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Deployable gate/Bridgehead

Post by killonsight95 »

yeah but then snoogems you always need someone there to take those out when a driver could just hop out and open it then close it agian once he's done.
Exterior
Posts: 105
Joined: 2009-12-09 00:48

Re: Deployable gate/Bridgehead

Post by Exterior »

good idea, make it a little easier to hold the bridge on qwai
____Casualties many; percentage of dead not known; combat efficiency: we are winning!
— Col David M. Shoup, USMC on Tarawa, 23 Nov. 1943, in a radio message to MajGen Julian Smith, CG, 2dMarDiv, aboard USS Maryland (BB-46)
____Goddamn it, you’ll never get a Purple Heart hiding in a foxhole! Follow me!
— Capt Henry P. “Jim” Crowe, Guadalcanal, 13 Jan. 1943.

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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Deployable gate/Bridgehead

Post by killonsight95 »

this should also maybe be team locked/ or need FOB nearby
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Deployable gate/Bridgehead

Post by ytman »

Why could these not just be 'vehicles'? I remember FH1 (I know its a different engine) had an Aircraft Carrier (Enterprise) and that one position in it was the elevator. Said elevator gave you the ability to taxi a bomber to the elevator and have it on deck.

Why not be rid of dynamic switches and make them all vehicles. This would also allow them to be destructable too.
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