Clear, Secure, Control.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Clear, Secure, Control.

Post by Pronck »

C'mon DEVs react! Don't be scared :p
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Clear, Secure, Control.

Post by Pronck »

Bump! Would like to hear opinions from the DEVs about this suggestion.
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BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Post by BloodyDeed »

We have simply no resources left to implement something like that at the moment.
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Clear, Secure, Control.

Post by Pronck »

But is it possible to make game mode like this or is it too difficult or hardcoded?
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BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: Clear, Secure, Control.

Post by BloodyDeed »

Don't see a reason why this shouldn't be possible.
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SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: Clear, Secure, Control.

Post by SShadowFox »

So is possible to have dynamic CP radius?
piepieonline
Retired PR Developer
Posts: 433
Joined: 2009-07-22 00:41

Re: Clear, Secure, Control.

Post by piepieonline »

It should be...
Hopefully just "host.rcon_invoke('objecttemplate.radius ' + radius)", otherwise you could just delete the control point and create a new one...
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Clear, Secure, Control.

Post by Pronck »

Seems like we have something over here for either PR2 or v1.1 :D
We are staying up!
cryst113
Posts: 20
Joined: 2011-01-14 01:07

Re: Clear, Secure, Control.

Post by cryst113 »

Nice suggestion OP, I really like it!
I hope this could get implemented, would make the ins maps more interesting :mrgreen:
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Clear, Secure, Control.

Post by waldov »

I hope we can see this in 1.1 would be awesome and amazing!
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