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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting.

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Old 2009-11-03, 03:11   #31
Hoboknighter
Default Re: Real Deployable Machine Gun

Also, with the time it takes to get the undeployed gun ready to fire, wouldn't just linking the gun to only be used by the AR guy simulate just picking the gun up from undeployed mode? That, and for number 1, just give the new gun however many mags the current gunner has minus one, so that each time its swapped the guy loses a mag to prevent spamminess.
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Old 2009-11-03, 03:16   #32
McBumLuv
Default Re: Real Deployable Machine Gun

Quote:
Originally Posted by Tofurkeymeister View Post
For 4, isn't the ammo linked? Couldn't you just make deployment take up all the ammo boxes or something similar. Sure, there is still the whole visual thing, but its a start.
I believe that you can only mag link weapons if they have the same mag count? So it'd be possible if you deployed the gun for each mag, as I suggested last page, but I don't know to what extent you could code the rest of the ammo sharing through Python.

Though it's also possible to make the model invisible when deployed and no one is in it.
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Old 2009-11-03, 06:12   #33
samogon100500
Default Re: Real Deployable Machine Gun

Nice idea!!!
Mb take this idea from instaling tow launchers on battlefield!
Take the VERY HEAVY AT kit,limited as 1 on the map,tow has not rearm on supply,only pick up in old position!!!
Take this kit only for big maps(4x4)
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Old 2009-11-03, 10:03   #34
GeneralNorth

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Default Re: Real Deployable Machine Gun




I like the idea, and considering that this guy pulled it off himself decently, what couldn't the devs to improve this idea?
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Old 2009-11-03, 14:01   #35
rampo
Default Re: Real Deployable Machine Gun

VERY cool, would be moar wonderous if u could mount it whitout throwing it like that but its still EPIC
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Old 2009-11-03, 14:12   #36
mat552
Default Re: Real Deployable Machine Gun

The only glaring flaw I can spot in this otherwise shining example of work is that so long as the deployed mg is treated as a "vehicle" by the engine, that means that if killed on it, you cannot be revived.

Still it is astounding work!
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Old 2009-11-03, 14:42   #37
Arnoldio
Banned
Default Re: Real Deployable Machine Gun

Thats almost too good to work in game as Jamyz said, there is a lot to overcome.

But its a very good starting point!
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Old 2009-11-03, 15:31   #38
Tarantula

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Default Re: Real Deployable Machine Gun

i say this should be good reason to bring in the big guns like gpmg's and m60's, with this addon a Heavy Machine gun class would be great, i know its a ressugesstion but this idea seems perfect for it.
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Old 2009-11-03, 16:39   #39
akatabrask
Default Re: Real Deployable Machine Gun

Uhm, if this has the same "stick-physics" as a c4, doesn't that mean that it could be exploited as in sticking it to a vehicle?

Other than that: Great concept, looks like it could have a lot of potential.
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Old 2009-11-03, 16:41   #40
Liam[EEF]
Default Re: Real Deployable Machine Gun

Looks good, the only thing I would see my self do is accidentaly throw it off the roof when trying to deploy.
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