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Re: Deploying deployables

Posted: 2011-02-26 06:02
by Redamare
they should come up from the ground THAT way you will get moved out of the way first and then it will show up . . . OR have a Cone lift up about 3 feet wider than the deployable object so it moves you first as the object falls from the sky . . . Again it will move you away and if your against a wall simply lift you up over the Deployable

Re: Deploying deployables

Posted: 2011-02-26 08:26
by lukeyu2005
Just another note there is another exploit with the current system.
Being a insurgent don't have incendiaries to destroy a unoccupied vehicle just drop a hideout on it.
Done Boom.

Re: Deploying deployables

Posted: 2011-02-26 13:00
by saXoni
Inca_Killa, you have no idea how much i laughed.

Re: Deploying deployables

Posted: 2011-02-26 16:09
by goguapsy
iwillkillyouhun wrote:what???? are you talking about falling form the sky ?? i dont get it !
It's because the assets, instead of "spawning" in the ground, they fall (super-fast!) from the sky... :D
ShockUnitBlack wrote:Bumping with suggestion - would it be possible to have a smoke grenade pop up wherever the game decides to dump a deployable and then have the deployable appear X seconds later? I'm pretty sure crushing casualties would hit zero with this set up - if possible - and if somebody did get crushed, it'd almost certainly be their own fault.

Having read the FOB progress bar thread, I do understand how deployables "construction" works, and I don't think this would be impossible to code.
If that, then it would be required like a 10 seconds delay between smoke and FOB (so people have time to run away ;) ).

Re: Deploying deployables

Posted: 2011-02-26 20:28
by chainsaw.exe
so is it not possible to make them come out of the ground then and stop moving upwards when it stops detecting the ground or something? You could even make it slowly emerge then it would look like the sand is piling up.