Unforunately this is a BF2 limitation. Currently there is no way to get an animation to play AFTER a weapon has been switched with the bf2 animation system.HEAVY AT
Is it possible after a H-AT rocket has been fired, the operator throw the disposable rocket on the ground (just like in vBF2), I think it adds the realism of the single shot H-AT that has been put into PR 0.8.
If this was possible, than a whole new slew of options would be avaliable to us. we could animate a player safetying and slinging his rifle each time he switches from his rifle to some other item. We could could have complex medic animations, etc. The reason the SRAW/Eryx reloads works in vbf2 and not in PR is because in vbf2 your using a reload animation with multiple "mags", in PR as soon as you fire the weapon is force switched so your not carrying around an empty tube. The reason for the force switch is it would be confusing for the players whether their HAT has "ammo" or not because regardless of ammo count the deploy animation would always be played, suggesting that the weapon is ready to fire but when actually there is no ammo for it, even though the tube is physically present on the model.
This is already implemented with the shotgun for the engineers. Best used on Korengal as its the test bed for breachable doors, expect this to be implemented in future maps. We may eventually switch the shotgun to a more realistic breaching tool but thats further down the road.DOOR BREACHER
I believe a door breacher would be good for clearing out rooms, without bringing down the whole building down (using SLAMS, C4). It should have a really small blast radius but still enough strength to bring down the doors. Perhaps only engineers on Insurgency maps.
I cant comment on this as its not my expertise, PM CAS117 about this issue if he does not reply here.BETTER GUN ROTATION FOR APACHE/COBRA
I find the rotation ridiculous right now on gunship's 20/30mm gun. AFAIK, the Apache can not aim its gun straight down which it can do IRL, this seriously affects CAS missions and gets really annoying when you have to fall back 100s of metres to engage the target.
Agreed. More unique sounds is always a good thing, its all about priorities though. PM jaymz with your thoughts about this as well as any potential sources you have for said helicopter sounds.DIFFERENT SOUNDS FOR EACH GUNSHIP
I understand that all the gunships have 4-bladed rotors which gives it a distinct sound, but wouldn't the engine also give it a different sound? It seems its sometimes hard to tell if the helicopter hovering above you is enemy or foe (without getting out the map) because they all have the same sound which is rather strange.
The chinook will NOT be in v0.85 and may not make it into v0.9. A US Chinook is not out of the question, however its being implemented as a british asset first, mainly because it will have a very specific use on the new 4km Afghanistan map "Sangin" being developed by Dr Rank.0.85 SUGGESTION: CHINOOK FOR USA
I was reading in the DEV Journal that the Chinook will be only used by the British in PR, why so? I believe that the Chinook is also used by the US which makes it a little unfair as the US factions already lacks a large sized helicopter (British have the Merlin, which is still quite a large transport helicopter). I have seen plenty of videos/images of Chinooks in Iraq and Afghanistan and here are a few.






