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Old 12-04-2008, 03:25 PM   #11
CodeRedFox
Retired PR Developer

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Default Re: Floating sandbag exploit on Ramiel

Quote:
Originally Posted by [R-COM]Outlawz View Post
Is it possible to make it so when you deploy something, a ghost version appears in front of you and you can rotate it around until you're happy with the placement, then you sort of 'drop' it down like in the Sandbox mod?
Of course the rotation should have some limits unless we'll see people deploying upside down bunkers
Not yet, maybe in the future.



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Old 12-04-2008, 05:50 PM   #12
PlaynCool

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Default Re: Floating sandbag exploit on Ramiel

Can we atleast be able to destroy what we placed, so we can set it up again the way we wanted it?
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Old 12-04-2008, 07:56 PM   #13
McBumLuv

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Default Re: Floating sandbag exploit on Ramiel

^well, if you're really patient, you can wait the five minutes for it to disappear, or I believe the commander can delete, iirc. Though I would support having a "delete" function.

One problem I've been having is that I try to get my assets right where I want them, by place a marker on the deployment site and backing up 5m. Of coure, I find I'm often getting the Try again in a new location. While experienced with FOB construction and emplacement, I also find that these Assets seem to "slide" down the hill.

I don't beleive that this is going off topic, right? We've discussed the a problem with asset emplacement, and we can either try and find a solution to the reported problem (as we are now), we can try and debate on whether this is a dictionary defined "exploit", or we could let the thread die.


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Old 12-05-2008, 11:06 PM   #14
PlaynCool

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Default Re: Floating sandbag exploit on Ramiel

The commander destroy order will destroy the forward outpost-aswell, and im not sure but i think it only destroys the forward-outpost.
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Old 12-06-2008, 03:55 AM   #15
Solid Knight
Default Re: Floating sandbag exploit on Ramiel

I wonder if you could have it similar to the sandbox mod but instead of rotating the actual object you rotate and object that doesn't have a collision mesh then when you place it the object with the collision mesh gets placed.
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