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Kit Pickup Solution

Posted: 2010-10-30 16:22
by Bluedrake42
Is it possible to just make enemy kits completely invisible and unpickupable for the enemy team? cause I'd really prefer that to this half and half situation. I kindof like insurgents having to focus on their own weapons now, but at the same time, I'm not enjoying the execution.

Re: Kit Pickup Solution

Posted: 2010-10-30 16:28
by Johncro
Bluedrake42 wrote:Is it possible to just make enemy kits completely invisible and unpickupable for the enemy team? cause I'd really prefer that to this half and half situation. I kindof like insurgents having to focus on their own weapons now, but at the same time, I'm not enjoying the execution.

Well lets see,
1) Resuggestion
2) You would think that the DEV's would have implemented this if they had teh chance, its hardcoded

Re: Kit Pickup Solution

Posted: 2010-10-30 16:45
by Cossack
+ and if you need field dressing?

Re: Kit Pickup Solution

Posted: 2010-10-30 17:57
by Celestial1
The reason you can pick up some of them for a few seconds is so that you can scavenge ammo/dressings off of fallen enemies (iirc, you're supposed to actually use any field dressings available before your own).

Once the kits are all set up, you'll be able to tell what kit it is just by looking at the weapons/gear on the ground, rather than having to pick it up and check it's weapons, so it won't be half as irritating to pick up a kit and have to drop it back down.

Re: Kit Pickup Solution

Posted: 2010-10-31 02:03
by Bluedrake42
hopefully if thats the case then kits like medic, squad leader, grenadier and the sort will be available to use, cause I have a feeling those will be difficult to tell the difference between even with kit drop models

Re: Kit Pickup Solution

Posted: 2010-10-31 03:12
by Acecombatzer0
Is it in any way possible for certain equipment in kits not usable by whoever picks it up. For example, an Insurgent kills an American w/ a HAT kit. The insurgent can use his Carbine, but not the actual HAT launcher. I also don't understand why medic kits are not able to be picked up, wouldn't the MEC's medical tools be similar or the same as a Marine's medical kit?

Re: Kit Pickup Solution

Posted: 2010-10-31 03:58
by goguapsy
Johncro wrote:2) You would think that the DEV's would have implemented this if they had teh chance, its hardcoded
Actually no. The invisibility is, AFAIK, just an invisible kit geometry. BUT you can only assign one kit-life time AFAIK - as in, all kits will be on the World for 5 minutes after they have been dropped.

Acecombatzer0 wrote:Is it in any way possible for certain equipment in kits not usable by whoever picks it up. For example, an Insurgent kills an American w/ a HAT kit. The insurgent can use his Carbine, but not the actual HAT launcher. I also don't understand why medic kits are not able to be picked up, wouldn't the MEC's medical tools be similar or the same as a Marine's medical kit?
It is hardcoded to block "half the kit".

Also, the scissors and Band-Aids are all in different languages, so I don't think a MEC guy could use an american med kit... XD


Bluedrake42 wrote:hopefully if thats the case then kits like medic, squad leader, grenadier and the sort will be available to use, cause I have a feeling those will be difficult to tell the difference between even with kit drop models
Big red + sign, big radio and big grenade belt might work on distinguishing one another I believe.