Mortar... Deployable -1 reply

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Lobo

All your base are belong to FH

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27th April 2003

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#31 10 years ago

Boys, we have coded some kits with deployable guns, but the deployable weapon is remed out in the kit code (no weapon ingame) because the deployable code was not finished, in 2.15 we are developing this




Wilhelm

FH2 betatester

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27th September 2004

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#32 10 years ago

Admiral Donutz;4466096Am I?! :cry:

Unless I'm truely crazy beyond erm something, I assure you I once held a deployable mortar in my hand. Might have been during the initial bug testing (pre 2.0 release!) though and removed before then, never having seen a puvblic release. I really can not recall,an I can't be bothered to go and look for the damn thing either... =p

It probably was in one of the earlier internals. :D




Anonymous_Gamer

Computer Games Rule

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25th July 2008

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#33 10 years ago
Lobo;4466163Boys, we have coded some kits with deployable guns, but the deployable weapon is remed out in the kit code (no weapon ingame) because the deployable code was not finished, in 2.15 we are developing this

Oh ok, thanks for clearing that up




hockeywarrior2

A superior 5-digit number

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27th June 2004

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#34 10 years ago

SWEET! My dreams of deployable weapons like in FH1 are coming true before my eyes. The next question is if you can pick up the deployables again after you've deployed them, like in FH1.

I can't wait to use deployable mortars in future versions of FH2! Personally, I think alot of the mortars currently in-game as static weapons are kind of useless. Usually they're not worth repairing right away since they always get blown up in the same place (thinking of Tobruk's frontline mortars here).

The true beauty of a mortar is its mobility, so I really hope we can enjoy this in harmony with FH2's far superior artillery spotting system.




[FtN|GT] Die Happy

FH2 Betatester

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19th February 2007

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#35 10 years ago

right now your vickers Mg kit gets one 'shot' so you can deploy 1 mg but whe you are sitting in the MG your ammo slowly gets filled up again so you can deploy it later again, cause when you leave the MG you pick it up again(and if the ammo was not regenerated it is lost and no way to restock but wait for a new kit to spawn) because if you could reload the kit at an ammo box you could spam dozen of vikers all over the map ;)




Qazitory

The forums staffers think I'm Cool

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4th October 2003

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#36 10 years ago

Let me get this straight: the MG you deploy is a sort of "vehicle" like the current moveable guns, right? This means, that you could in theory move the deployed MG around. I assume, however, that it's not possible to adjust the aiming height? As in, deploy an MG with the tripod and make it higher or lower? Since multiple "weapons" can use the same "ammo", you could deploy a prone MG, use it and pick it up, then deploy it as higher tripod MG? This would technically mean you could have MGs in windows by just positioning the tripod correctly?




[FtN|GT] Die Happy

FH2 Betatester

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19th February 2007

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#37 10 years ago

i m not following you there all the time so here it how it is right now you have pickup kit with knife, revolver, and the deploable heavy MG, which is essentially the same gun mounted on top of the chewy truck or the static ones you got on crete alot, you got the same animations, same gun, same ammo etc after deploying the gun anyone can enter it but when they leave the gun it disappears when the kit owner enters the gun he gets ammo for deploying a new MG after a short while. if you leave the gun to early you dont get that ammo and cant redeploy the gun as it disappears when you leave it.

so you have to make sure you dont die in seconds after deploying or you wont be able to deploy again with this kit

as stated before when placing this gun on statics(like buildings) they get very shaky making it almost impossible to operate them properly, i believe ctz is trying to work on that. so yes it could be possible to have these guns deploy inside buildings and shoot trhough windows, BUT i guess this could take some time until thiss works propperly if it is possible to stop the shaking.




Qazitory

The forums staffers think I'm Cool

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4th October 2003

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#38 10 years ago

I'm not talking about any specific MG or anything, just the concept. What I mean is that technically it should be possible to deploy a MG e.g. in a kit like this: 1. knife 2. pistol 3. MG in prone position 4. MG on a tripod at height x cm 5. MG on a tripod at height x+y cm

Once you "fire" weapon #3, you deploy the MG so that once you enter, you'll be prone, on the ground. To be able to fire #4 and enter the MG on a tripod, you'll have to wait until you get back the ammo from firing #3. So you can't deploy 3 MG's even though you have 3 MG weapons. The same gun is still the same, albeit the model is different (due to tripod height or lack of tripod etc). 3 guns, 1 ammo. Did I manage to confuse you even more? :p

I'm aware of the shakiness with statics, but there are still plenty of other places where setting the height would be desired (windows of destroyed buildings with no floors, walls, sandbags). What I meant with "adjusting the aiming height" was that I'm assuming it's not possible to move the point from which the bullets come from in a vertical direction. As in, you can't make the tripod lower or higher while sitting in it.




[FtN|GT] Die Happy

FH2 Betatester

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19th February 2007

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#39 10 years ago

ok i got you interesting idea




[79th]Sgt-D

Netdahe

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6th May 2006

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#40 10 years ago

Oh yeah I get it too now. Very smart idea!