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Old 12-02-2009, 07:44 PM   #31
WelshManDan

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Default Re: [Spawn System] Para-troopers

Quote:
Originally Posted by Salmonella View Post
of course we will not use jets for this role, this video was shot months ago when the idea was born, I just use it as placeholder

we will use the C130 at 300km/h and 600 meters high, like the second video but above the clouds.
Well then, I have a sort of Idea. How about make the commander set it - then you are placed in the seat in the rear of the plane, to jump you need to exit your seat and run to the rear and get out - otherwise somebody may spawn accidentally by pressing enter and end up falling off the moving plane, but if you spawn in a seat then -solution-
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Old 12-02-2009, 07:59 PM   #32
[R-CON]Salmonella
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Default Re: [Spawn System] Para-troopers

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Originally Posted by dan_thomas453 View Post
then you are placed in the seat in the rear of the plane, to jump you need to exit your seat and run to the rear and get out - otherwise somebody may spawn accidentally by pressing enter and end up falling off the moving plane, but if you spawn in a seat then -solution-
even you accidentaly spawn you won't fall, if you take a closer look on video 2 theres a invisible barrier that must be jumped in order to leave the plane.

the problem in making the spawn into a fixed the positions its that only 8 passenger are allowed per vehicle.
if its became full no more spawn until someone bail out.
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Old 12-03-2009, 01:45 PM   #33
Redamare

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Default Re: [Spawn System] Para-troopers

Try to make it so when you deploy your parachute... players do not have their main weapon up.. make it so their arms are above their head like they are controling the chute... that would be nice..

Transport plane that is flown by a person will deffinatly have a problem with noobs and it will take a while for the pilots who fly the jets to get used to the new asset... plus you will need to incoorporate alot of flares onboard the transport plane due to AA's. and that would just be a waste if the plane just gets blown up after 3 minutes of being deployed... i am in favor of option 1 and 2 lolol .... auto polot seems to be the way to go.. and since its not being flown by a player it shouldnt have a heat signature for the AA to lock onto. which in my eyes is a good thing


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Old 12-03-2009, 01:54 PM   #34
Cpt.Darling[BG]

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Default Re: [Spawn System] Para-troopers

mmmmmmmm coool paratroopers


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Old 12-03-2009, 02:40 PM   #35
=(DK)=stoffen_tacticalsup

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Default Re: [Spawn System] Para-troopers

Im guessing you dont want the option with a commanderset spawn in midair, ie, spawn directly into the jump?

I think for the sake of replayability, something commander set would be preferable.

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Old 12-03-2009, 05:17 PM   #36
[R-CON]Salmonella
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Default Re: [Spawn System] Para-troopers

RHINO, do you read yours PM? We really need know the status of what you said that is in development, and our degree of freedom to add such modification to our faction.
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Old 12-03-2009, 07:40 PM   #37
ma21212
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Default Re: [Spawn System] Para-troopers

you have a point. Also why not have the plane land in an airfield to "resupply". when a number of ppl spwan on the plane (lets say a max of 50 ppl) then after that it would not be spwanable untill the plane lands at airfield to get new troops?


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Old 12-03-2009, 08:00 PM   #38
LoopBrasil
Default Re: [Spawn System] Para-troopers

Quote:
Originally Posted by ma21212 View Post
you have a point. Also why not have the plane land in an airfield to "resupply". when a number of ppl spwan on the plane (lets say a max of 50 ppl) then after that it would not be spwanable untill the plane lands at airfield to get new troops?
I agree, i really would like to see that asset having a player as pilot
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Old 12-03-2009, 09:36 PM   #39
HAAN4
Default Re: [Spawn System] Para-troopers

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Last edited by HAAN4; 12-03-2009 at 09:41 PM.. Reason: It's of stoping sugesting and work
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Old 12-04-2009, 06:44 AM   #40
cagumelo
Default Re: [Spawn System] Para-troopers

I think it shouldn't have pilot. I think we would never get a pilot in the other way
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