deployable on objects for LMGS
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Yasin22
- Posts: 188
- Joined: 2008-05-17 11:10
deployable on objects for LMGS
i was wondering if it can be dont on objects say on the egde of the window or on a rock on any thing basicly like ummm day of defeat style
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: deployable on objects for LMGS
Not really. The code work a little differently. Hence the reason its hard to deploy things some time.
Sorry if I sound vague. But the short term answer is no.
Sorry if I sound vague. But the short term answer is no.

"apcs, like dogs can't look up" - Dr2B Rudd
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: deployable on objects for LMGS
if we could in a easy and effective manor, we would have done it ages ago.
the fact is there is no easy way to do this, the only possible way of doing anything like this is to basically make a PCO object, much like the MG stands that are on walls etc that you press "e" to get into then you can use the MG, but instead of a MG fixed there, there would be nothing and you would just enter and be able to use the weapons in your kit with a very low deviation.
the HUGE problem with this is that they need to be predefined by the mapper, some one basically needs to go around the map and set these up everywhere, then you need to go ingame and test each one to make sure you can "enter and exit" each one without getting stuck (yes it happens on badly placed MGs). This obviously would take a sh*t load of time to do it for one map, let alone all of them even on PR's smallest maps. Then the fact that they are predefined means that lots could get missed, and you can not deploy your weapon just as you would like. Then the biggest issue is of all, each one of these stands would count as a networkable, which there is a max of 1024 of these in a map, which on most maps we are very close to that limit already, once that limit is reached the server simply crashes.
All in all, that idea takes far too much time, is not that user friendly and even if we did spend all that time and energy on it, servers would be crashing all the time.
the fact is there is no easy way to do this, the only possible way of doing anything like this is to basically make a PCO object, much like the MG stands that are on walls etc that you press "e" to get into then you can use the MG, but instead of a MG fixed there, there would be nothing and you would just enter and be able to use the weapons in your kit with a very low deviation.
the HUGE problem with this is that they need to be predefined by the mapper, some one basically needs to go around the map and set these up everywhere, then you need to go ingame and test each one to make sure you can "enter and exit" each one without getting stuck (yes it happens on badly placed MGs). This obviously would take a sh*t load of time to do it for one map, let alone all of them even on PR's smallest maps. Then the fact that they are predefined means that lots could get missed, and you can not deploy your weapon just as you would like. Then the biggest issue is of all, each one of these stands would count as a networkable, which there is a max of 1024 of these in a map, which on most maps we are very close to that limit already, once that limit is reached the server simply crashes.
All in all, that idea takes far too much time, is not that user friendly and even if we did spend all that time and energy on it, servers would be crashing all the time.
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Thermis
- Retired PR Developer
- Posts: 1537
- Joined: 2008-01-27 15:05
Re: deployable on objects for LMGS
Here and idea that may not be possible but I'm just trying to think outside the box here. Could have it that just being next to a wall or car ect lowered the deviation. I know in combat if you have something you can support your weapon on lmg or other wise your nine times out of then going to use it. Just a thought.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: deployable on objects for LMGS
there is no way to trigger deviation changes from being in close proximity to a wall, let alone a wall that is at the right height for you to rest your weapon on...
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Thermis
- Retired PR Developer
- Posts: 1537
- Joined: 2008-01-27 15:05
Re: deployable on objects for LMGS
Dang, well I tried to think outside the box. Thanks Rhino.
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Yasin22
- Posts: 188
- Joined: 2008-05-17 11:10
Re: deployable on objects for LMGS
just an idea fought i might try thats all not a coder expert but what about just right click deploy or something

