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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting.

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Old 11-02-2009, 07:15 PM   #11
Lemon
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Default Re: Real Deployable Machine Gun

That's really good! How does the player look while using it? If it's put in an weird height it look like the player's clipping through the ground or through a wall... know what I mean?
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Old 11-02-2009, 07:15 PM   #12
waldo_ii
Default Re: Real Deployable Machine Gun

Can it be picked back up? I would be in complete support of this addition, if it can be picked back up.

Here are some noob ideas of how to do it, if it isn't implemented:

Give the player an unlimited number of these MGs, but allow only one on the battlefield at a time per kit. If the kit disappears, so does the MG.

Give the player the deployable weapon, and then a new item called "pick up MG." It would act similar to the wrench and how it picks up mines. You wrench it for a few seconds, and you get it back. I'm not sure how well this would work out, and it might be exploited in that you could lay one down, reload off of a crate, and put another down. This might be fixed by allowing only one MG on the field per kit at a time, although if this is possible, the first option would be better.

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Old 11-02-2009, 07:26 PM   #13
Salmonella
Default Re: Real Deployable Machine Gun

Quote:
Originally Posted by Lemon View Post
That's really good! How does the player look while using it? If it's put in an weird height it look like the player's clipping through the ground or through a wall... know what I mean?
you got a point, the MG, works as a vehicle, so the animation system is fixed, i can't figure a way to change the animation for each deploy height...

Quote:
Originally Posted by waldo_ii View Post
Can it be picked back up? Give the player the deployable weapon, and then a new item called "pick up MG."
like a said before, the game understand the MG, not as a weapon, but as a vehicle, so it can't be "picked up", like mines or c4.
what I can do, its add a especifid "tool" to "dismount", the weapon, its not shown on the video, but actually the knife can "dismount" the weapon.
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Old 11-02-2009, 07:32 PM   #14
Wilkinson

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Default Re: Real Deployable Machine Gun

Quote:
Originally Posted by Salmonella View Post
you got a point, the MG, works as a vehicle, so the animation system is fixed, i can't figure a way to change the animation for each deploy height...



like a said before, the game understand the MG, not as a weapon, but as a vehicle, so it can't be "picked up", like mines or c4.
what I can do, its add a especifid "tool" to "dismount", the weapon, its not shown on the video, but actually the knife can "dismount" the weapon.
What you need to do is actually look at the FH2 Mortar Coding. They can be dropped and picked up.


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Old 11-02-2009, 07:42 PM   #15
McBumLuv

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Default Re: Real Deployable Machine Gun

Quote:
Originally Posted by Salmonella View Post
you got a point, the MG, works as a vehicle, so the animation system is fixed, i can't figure a way to change the animation for each deploy height...



like a said before, the game understand the MG, not as a weapon, but as a vehicle, so it can't be "picked up", like mines or c4.
what I can do, its add a especifid "tool" to "dismount", the weapon, its not shown on the video, but actually the knife can "dismount" the weapon.
Incorrect on the last one, it is entirely possible to pic it up (think of both FH2 and AIX's portable mortars).

The problem I see is more along the lines of ammunition, because picking it back up wouldn't pic up the qeapon/vehicle "as is", it would pick up an ammo unit which reloads the infantry's ability to deploy a fully loaded MG.

I like this idea alot, though, but here are some other things that can be done with it:

1) Only allow the LMG kit to use it (otherwise he/she could potentially deploy it and still have the undeployed rifle).
2) Ammo link the deployed and undeployed MG to each ammo magazine.
3) Allow only one MG weapon deployed per person deployed (duh).
4) To have ammunition "values", make it so that the deployed weapon (the vehicle) only has the one box of ammunition, and to reload it you would have to redeploy it, detracting from your ammo box count and getting rid of the last one.
5) Make it so that you can only pick up deployed mgs that haven't fired any shots (to allow for repositioning of it if it's badly placed), but if any shots are fired it would have to disappear after getting off of it.

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Old 11-02-2009, 07:50 PM   #16
Salmonella
Default Re: Real Deployable Machine Gun

Quote:
Originally Posted by Wilkinson View Post
What you need to do is actually look at the FH2 Mortar Coding. They can be dropped and picked up.
humn, i don't have fh2 installed, i'll download it , install, then look for the code...
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Old 11-02-2009, 07:57 PM   #17
Bringerof_D
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Default Re: Real Deployable Machine Gun

why not just make it so the deployed mode does not stabilize accuracy unless you are prone, or x distance to an object of a certain height? then again that probably isnt possible on this engine. so given that this seems really good, i remember something exactly like this back in Forgotten Hope 1942 where the machine guns had to be dropped like so, but in that you could pick it up again with the "pickup kit" button (default G).
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Old 11-02-2009, 08:05 PM   #18
=Romagnolo=

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Default Re: Real Deployable Machine Gun

OOOOOW ! Im stuned ! Great work there. I see its WIP but still a great job ! Keep it up mate !

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Old 11-02-2009, 08:05 PM   #19
Jordanb716

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Default Re: Real Deployable Machine Gun

One thing I'm worried about is sometimes I've seen mapper placed MGs and AA emplacements that are badly placed and wont let you back out when your done is that going to be a problem? also I'm seeing potential for exploits like seeing through walls or sticking it to the roof or something.

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Old 11-02-2009, 08:09 PM   #20
DankE_SPB
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Default Re: Real Deployable Machine Gun

Quote:
Originally Posted by Bringerof_D View Post
why not just make it so the deployed mode does not stabilize accuracy unless you are prone
this was introduced in pr in 0.8 iirc, then it was changed to current system, scopes were added
Quote:
or x distance to an object of a certain height?
huh? so your accuracy depending on target? you have your cone of fire, which gets wider at range and bullet drop, what else you need?


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