Floating sandbag exploit on Ramiel
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Scandicci
- Posts: 297
- Joined: 2008-04-18 13:39
Floating sandbag exploit on Ramiel
Not sure if images will come through. This should be a pick of a sandbag deployed next to the railing of a large water tower about 40 feet in the air. It makes for a pretty good shooting platform on Ramiel but is also a favorite for insurgent RPGs.
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If it's worth shooting once, shoot it again.
If it's worth shooting once, shoot it again.
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NiGHTWoLF
- Posts: 880
- Joined: 2006-03-12 16:41
Re: Floating sandbag exploit on Ramiel
Thats a deployable sandbag, due to the nature of the whole deploying system this sort thing is a regular occurance. With out any true way to accurately place an object sometimes they will appear in the strangest places.

You're most probably a noob
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Psyko
- Posts: 4466
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Re: Floating sandbag exploit on Ramiel
were they able to jump from the tower to the building using it?
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McBumLuv
- Posts: 3563
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Re: Floating sandbag exploit on Ramiel
No advantage to it either, you can shoot up it, but they can't shoot down it. (similar to wall-glitch)



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Solid Knight
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Re: Floating sandbag exploit on Ramiel
No, but I've seen ones that let you crawl under them then stand up and shoot out of it without anyone being able to shoot back at you.
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CodeRedFox
- Retired PR Developer
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Re: Floating sandbag exploit on Ramiel
Fully known about, were always working on the code and hopefully it can be fixed in the future. We know it sucks sometimes :-\

"apcs, like dogs can't look up" - Dr2B Rudd
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McBumLuv
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Re: Floating sandbag exploit on Ramiel
^ Well, that's true, but the system is way too unpredictable in placement to ever get that when you want it and where you want it.



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Scandicci
- Posts: 297
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Re: Floating sandbag exploit on Ramiel
It was inside a compound that the insurgents could not enter without a vehicle or a grappling hook and therefore there was zero risk of being shot from below. It was an exploit in this case.Psykogundam wrote:were they able to jump from the tower to the building using it?
There was no way to jump from the floating sandbag to the building below without taking fatal damage. And, one could easily access the top of that building by using the stairs anyway.
It appears from R-DEV comment that it is a known problem.
___________________________________________________________________
If it's worth shooting once, shoot it again.
If it's worth shooting once, shoot it again.
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CodeRedFox
- Retired PR Developer
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Re: Floating sandbag exploit on Ramiel
LOL, yeah I couldn't get one to sit on flat piece of Korengal for a few minutesMcLuv wrote:^ Well, that's true, but the system is way too unpredictable in placement to ever get that when you want it and where you want it.
Just one of those things

"apcs, like dogs can't look up" - Dr2B Rudd
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Outlawz7
- Retired PR Developer
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Re: Floating sandbag exploit on Ramiel
Is it possible to make it so when you deploy something, a ghost version appears in front of you and you can rotate it around until you're happy with the placement, then you sort of 'drop' it down like in the Sandbox mod?
Of course the rotation should have some limits unless we'll see people deploying upside down bunkers
Of course the rotation should have some limits unless we'll see people deploying upside down bunkers

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CodeRedFox
- Retired PR Developer
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Re: Floating sandbag exploit on Ramiel
Not yet, maybe in the future.[R-COM]Outlawz wrote:Is it possible to make it so when you deploy something, a ghost version appears in front of you and you can rotate it around until you're happy with the placement, then you sort of 'drop' it down like in the Sandbox mod?
Of course the rotation should have some limits unless we'll see people deploying upside down bunkers![]()

"apcs, like dogs can't look up" - Dr2B Rudd
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PlaynCool
- Posts: 711
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Re: Floating sandbag exploit on Ramiel
Can we atleast be able to destroy what we placed, so we can set it up again the way we wanted it?
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McBumLuv
- Posts: 3563
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Re: Floating sandbag exploit on Ramiel
^well, if you're really patient, you can wait the five minutes for it to disappear, or I believe the commander can delete, iirc. Though I would support having a "delete" function.
One problem I've been having is that I try to get my assets right where I want them, by place a marker on the deployment site and backing up 5m. Of coure, I find I'm often getting the Try again in a new location. While experienced with FOB construction and emplacement, I also find that these Assets seem to "slide" down the hill.
I don't beleive that this is going off topic, right? We've discussed the a problem with asset emplacement, and we can either try and find a solution to the reported problem (as we are now), we can try and debate on whether this is a dictionary defined "exploit", or we could let the thread die.
One problem I've been having is that I try to get my assets right where I want them, by place a marker on the deployment site and backing up 5m. Of coure, I find I'm often getting the Try again in a new location. While experienced with FOB construction and emplacement, I also find that these Assets seem to "slide" down the hill.
I don't beleive that this is going off topic, right? We've discussed the a problem with asset emplacement, and we can either try and find a solution to the reported problem (as we are now), we can try and debate on whether this is a dictionary defined "exploit", or we could let the thread die.



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PlaynCool
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Re: Floating sandbag exploit on Ramiel
The commander destroy order will destroy the forward outpost-aswell, and im not sure but i think it only destroys the forward-outpost.
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Solid Knight
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Re: Floating sandbag exploit on Ramiel
I wonder if you could have it similar to the sandbox mod but instead of rotating the actual object you rotate and object that doesn't have a collision mesh then when you place it the object with the collision mesh gets placed.
