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| View Poll Results: What 'skin' should a civilian have? | |||
| Bright Green to identify him clearly |
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24 | 12.31% |
| Bright White to identify him clearly |
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16 | 8.21% |
| Normal street clothes like the rest of the insurgents |
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144 | 73.85% |
| Other option - please explain clearly in your post. |
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11 | 5.64% |
| Voters: 195. You may not vote on this poll | |||
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#21 |
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PR Developer
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Im all for looking almost exactly like insurgents with only a slight difference. I dont know/care what, but just something to help out at distances. Up close you should be able to tell by rendered weapon, etc. But we could use a little help for distance, I guess.
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#22 |
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PR Beta Testing Team Member
![]() Join Date: Jan 2008
IrelandPosts: 803
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Dont use obvious colours. Use typical attire for the location, like for women:big black veils.
Civilians can be anything from, women and children to foriegners and tourists, allthough in a war there wouldnt be much of each. So, in short, IMO give them ragged gentlemen's suits rarely, and some white baggy t-shirts and shorts other times, and jeans sandals and vests other times, so thee models that can be an okay mixture. |
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#23 |
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Oh dear god, lets not dig up that old thread.
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Respect the R-Staff, they are pretty...pretty badass
so, if you don't like PR, get a refund
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#24 | |
![]() Join Date: Nov 2007
Location: NJ USA
Posts: 2,406
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Quote:
I agree that there should be some way of telling at range, but one that still requires some actual attention to who your firing at. The green shirts is a foolish one, as mentioned above that would simply mean the insurgents are effectively in uniform. Since weapons cannot be made to render at range, something subtle but noticeable should be added. Some small design change in the shirt, maybe a stripe or two on the arms or something, although I do believe the civilian still is the only class with red nikes? | |
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#25 |
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PR Developer
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Mosquill - feel free, share what you discover with everyone please
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#26 |
![]() ![]() Join Date: Feb 2007
Location: Norge
Posts: 668
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Normal street clothes like the rest of the insurgents
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#27 | |
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PR Lead Coder
![]() ![]() Join Date: Jun 2006
BrazilLocation: Campinas, SP
Posts: 4,221
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Quote:
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#28 |
![]() Join Date: Dec 2007
Posts: 342
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#29 | |
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PR Beta Testing Team Member
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Quote:
![]() Something deep down inside of me tells me that the DEVs know what they're talking about... Call it a hunch | |
![]() PR NA Test Team: Breaking the DEV's Hard Work, One Build at a Time. [R-DEV]dbzao: I'm Oscar Mike, OSCAR MIKE!!!! |
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#30 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 981
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add ObjectTemplate.cullRadiusScale 15 to a gun, it makes everything else draw at greater distances to i dont see why it would be diffrent for a gun.
add it like this rem *** Generated with Bf2Editor.exe [created: 2005/2/14 17:21] GeometryTemplate.setMaterialReflectionScale 0 0 0 0.25 GeometryTemplate.setSpecularStaticGloss 0 0 0 0.15 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe GenericFireArm usrif_m4 ObjectTemplate.creator TLO-1:tlo ObjectTemplate.modifiedByUser jsa ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.castsDynamicShadow 1 ObjectTemplate.cullRadiusScale 15 rem ---BeginComp:WeaponHud --- ObjectTemplate.createComponent WeaponHud ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\USRIF_M4.tga ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\USRIF_M4_mini.tga ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\USRIF_M4.tga ObjectTemplate.weaponHud.hudName "killed" |
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