MOVEMENTS AND MANUAL

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PR.IT Stek_WAR
Posts: 61
Joined: 2008-10-15 23:47

MOVEMENTS AND MANUAL

Post by PR.IT Stek_WAR »

hello I'm Italian and I have two simple proposals from you (sorry if there may be some errors):

1 - movements (and I wish much as I think many other players)

should ensure that the head of the characters moving independently from their bodies ....
namely that while using the mouse you can control your head, with the directional buttons you can control your body.
So, for example, you can see in one direction but can move to another (similar to the game Arma)
So I have a mod more realistic and can finally implement well formations (a column, a wedge, etc.).


2 - manual pr in Italian (we are watching how the team PR.IT!!!)



I thank you in advance for the answers :razz:
Last edited by PR.IT Stek_WAR on 2008-10-16 00:18, edited 1 time in total.
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: MOVEMENTS AND MANUAL

Post by Smegburt_funkledink »

Hi Stek, welcome to the forums.
PR.IT Stek_WAR wrote:should ensure that the head of the characters moving independently from their body .... namely that with the mouse controls the head, while the directional buttons you can control your body ....
So, for example, you can see in one direction but can move to another (similar to the game Arma)
As fas as I know, it's not possible to have "similar to the game Arma" viewing/aiming style, due to engine limitations. Plus, this would probably mean we'd need a crosshair. It's been suggested before and is either hardcoded or would require a hell of a lot of animation and coding skills.

"you can see in one direction but can move to another" already in game, hold 'a' or 'd'. :p
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
PR.IT Stek_WAR
Posts: 61
Joined: 2008-10-15 23:47

Re: MOVEMENTS AND MANUAL

Post by PR.IT Stek_WAR »

really do not think we want an effort so high .... But the fact remains that both formations that visibility was limited.
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