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| Dutch Forces Mod : Discussion pertaining to the PR Dutch Forces Mod. |
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#1 |
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PR Art Team
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[Static Model] Tank Trap
Since we aren't allowed to use mines in combat, we came up with the idea of tank traps. Well, it's actually a road block, to prevent vehicles accessing a certain area (or forcing them to take another route). And I guess it can also be used as infantry defense.
I'm now using a static model called 'dragons_teeth_v1', if I'm correct. But that's a pretty big thing, hehe. I'll try to spawn a low wall instead, see how that looks. If it looks bad, we need to model a road block ourselves. Shouldn't be too much trouble, since it's a pretty easy model, I think. We have to model anyways, because of course, the engineer is not going to hold a road block in his hands all the time. So if we have like a "small concrete cube", it should do. Once he places the item on the ground, it becomes the "full grown" tank trap. So: - "Hand"-model for the tank trap - Possible full grown model, depending on the looks of a spawnable low wall I know it's odd a small cube changes into something bigger, but hey, commander assets spawn out of nowhere as well |
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#2 |
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Forum Moderator
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It should be a commander asset. I dont see infantry dropping the barbed wire by hand ingame, or anything else like that. Why would it make sense to deviate from the dev's already well done system?
These are the dragons teeth you are referring to correct? I dont know what they are like ingame, but if they need to be modelled, thats a peice of cake. |
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#3 | |
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PR Art Team
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Quote:
I think, as long as the road block it's not too big (which it is right now) and doesn't change gameplay too much, it's fine? Of course, it needs testing, see how we could use the thing. If it's getting spammed all over the place, or used wrong most of the times, it might need changing. Yeah, those are dragons teeth. Current model is too big for my liking, so I'll first try out a small, low wall, to see how that looks. If that's too big as well, we'll model our own block (which is easy indeed). | |
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#4 |
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Yeah those dragon teeth gotta go, need something like a small wall like Afterdune suggests, reason why we can use the landmine is the Netherlands signed a international treaty banning the use of mines, therefor we need to replace it with something else.
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#5 |
![]() Join Date: Dec 2007
Posts: 697
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What about giving the engineer possebility to make a litle foxhole? or a trensh?
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#6 |
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PR Art Team
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As much as I like the idea, we can't dig in BF2, engine limitations.
And since we want to have something the replaces the mine, an anti-vehicle thing, a tank trap (or road block, whatever you call it) is pretty obvious. But if anyone has a better idea of something to stop vehicles.. please post |
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#7 |
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I dont think digging a trench would be possible within the bf2engine, the best thing is like the pyramid shaped dragon teeth displayed above would be a good option.
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#8 |
![]() Join Date: Mar 2008
NetherlandsLocation: Bergen op Zoom
Posts: 177
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And shouldn't they be able to be blown up with some C4, because the mine can be removed so, the tank trap has to be also.
Maybe code it like that? |
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#9 |
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PR Art Team
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I've used the code for the AT mine, so you can remove it with a wrench now..
But it's all still very WIP, working on making it better. |
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#10 |
![]() Join Date: Feb 2008
Location: Jamaica/ Canada
Posts: 646
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Yay dragon teeth.
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| model, static, tank, trap |
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