i hope you understand what i mean, the "unbuilt" asset would be the razor wire only, and the "built" asset would be the wire with the tank traps like on the pic at the 1st post
![Smile :)](./images/smilies/icon_e_smile.gif)
As it is now, you just have to use a .50 cal to destroy undesired wire.Maniac302 wrote:I'm still waiting for that SL tool to remove wire and things that don't appear where you are looking.
(Your teams assets only, of course. Makes up for game flaws)
Yes it would be a good idea, because sometimes letting just the inf to an area is a good thing, right to the sights of HMG. Too bad the isn't enough space in the comrose. Maybe you could replace repair/or move from the comrose since you can place it in the map screen.'=[PS wrote:=Ihrocks;881771']I must say id like it better if it was a left click razor wire / right click tank trap but this is still pretty... pretty badass
I meant that the idea of tanktraps is to let the Infantry pass, but stop vehicles. I would place where vehicles cant go to destroy them. Maybe the engy car could drop these individual tanktraps from the back, or deployable by SL allowing more creativity in building fortifications. No just an instant block-it-all-wall like this one. And if vehicles going through wire is too weird for you, add few iron bars on it and make it destruct if vehicle rams it on high speed.Spec_Operator wrote:Just the inf? Inf cant get through either without engineer.
It will in gameReapersWarrior wrote:is a tank trap really going to stop a Challanger 2 or Abrams?
Yeah you are right, you can always leave a small space or place it sideways if you want to let infantry in. More simple this way.[R-DEV]CodeRedFox wrote: These are uses as a overall denial asset. No need to break them up.
Off topic -I imagine they can be destroyed...how though, I haven't the slightest idea.
I still see squad leaders misplace the current razor wire. I usually refer them to this awesome video by CharityCase over at WeGame.
Project Reality razorwire tutorial