[Deployable Asset] Foxhole updates

Kirq
Posts: 70
Joined: 2007-07-28 12:44

Re: Deployable Foxhole updates

Post by Kirq »

I like those very much. I'm also aware of some engine limitations, but still it's a bit frustrating that foxhole doesn't protect You at all from one direction. I'll live with that though ;) Good job!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Deployable Foxhole updates

Post by Rudd »

What I'd really like is if it had better colouring for the Sandbags in relevant areas, desert = yellowish and woodland = brown or something.

But looks awesome none-the less.
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CodeRedFox
Retired PR Developer
Posts: 5919
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Re: Deployable Foxhole updates

Post by CodeRedFox »

Maybe at one point we will redo the textures. But for now I need to make sure all the deployables look the same :-P
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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Deployable Foxhole updates

Post by Dev1200 »

Great job on the foxholes :)


I wish the old wire could be put in, and have steel hedgehogs seperate.. =)
CodeRedFox
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Re: Deployable Foxhole updates

Post by CodeRedFox »

Those are being worked on as well.
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"apcs, like dogs can't look up" - Dr2B Rudd
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Deployable Foxhole updates

Post by DesmoLocke »

Dev1200 wrote:I wish the old wire could be put in, and have steel hedgehogs seperate.. =)
[R-DEV]CodeRedFox wrote:Those are being worked on as well.
That is great news. Personally, I always liked the old wire. It was easy to place due to what I suppose is it's smaller footprint. It is great for blocking off points where only infantry can enter and the new wire is perfect for vehicles with the included tank traps.

The new sandbags look good so far. Keep the updates/improvements coming!
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DeadSmile187
Posts: 172
Joined: 2007-12-17 16:24

Re: Deployable Foxhole updates

Post by DeadSmile187 »

kewl but i have an question still have the issue with the roof of the Foxhole ?
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JDMT
Posts: 322
Joined: 2008-11-25 22:45

Re: Deployable Foxhole updates

Post by JDMT »

Coderedfox for R-GOD.
smart_boy00
Posts: 153
Joined: 2009-08-05 17:47

Re: Deployable Foxhole updates

Post by smart_boy00 »

Looks great!
KingLorre
Posts: 1893
Joined: 2006-10-21 14:01

Re: Deployable Foxhole updates

Post by KingLorre »

no more Jakuzi? :(

so are we getting a minibar in this sweet thing then?

nice work btw!
Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: Deployable Foxhole updates

Post by Rangu »

Looks ace!
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: Deployable Foxhole updates

Post by bloodthirsty_viking »

i wtill think it would be good to keep the old one, but add the new one, like leftclick right click=P

that way if you want more defence, and tour more in the open, you can have a full closed one, but one ment for one direction, that would be better=)

edit: i only need 5 posts to catch up with tomato!=)
Last edited by bloodthirsty_viking on 2009-08-27 00:14, edited 1 time in total.
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: Deployable Foxhole updates

Post by Tomato-Rifle »

Great! i never liked foxholes before because going into them was a lot of the time a deathtrap, because you couldn't get out without getting shot, when enemy's were near. Now you can be sneaky and crawl out!
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jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: Deployable Foxhole updates

Post by jbgeezer »

Nice, hope this will juice up the use of foxholes!
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EnermaX
Posts: 146
Joined: 2009-04-08 19:06

Re: Deployable Foxhole updates

Post by EnermaX »

One word:

Perfect.
berny
Posts: 5
Joined: 2009-05-06 18:01

Re: Deployable Foxhole updates

Post by berny »

looks very good
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Deployable Foxhole updates

Post by Dev1200 »

[R-DEV]CodeRedFox wrote:Those are being worked on as well.
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Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Deployable Foxhole updates

Post by Mad-Mike »

looking alot better mate. good work!
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