Baron Hurlothrumbo IIX 0 Posted September 5, 2003 Its not super important, but in OFP2 it would be great if the alarm noise was actually connected to a building, and, most importantly, that building could be destroyed to stop the frigging UUUOOOOOEEEE UUUUOOOOOOOOEEEEEE UUUUUUUUUOOOOOOEEEEE that can be heard over huge distances ;) Share this post Link to post Share on other sites
=MH=FritzDaKat 0 Posted September 5, 2003 Or at least mabey a switch to turn the bugger off (I somehow figure blowing one building with an alarm would more than likely cause another to be triggered elswhere) Of course, mabey there ARE switches in OPF now, the map's have just too big to really find them. Share this post Link to post Share on other sites
CopyCon 1 Posted September 5, 2003 It would also be good to have a button or something that the enemies have to press before the alarm begins. So you can shoot them before they wake the whole company. Share this post Link to post Share on other sites
acidcrash 0 Posted September 5, 2003 indeed! that last idea is good, and to expand further a similar situation with patrols... ie radioing into their officer and so forth up the command hierachy Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted September 6, 2003 Yes. Since its 'old school' - 60s/ 70s/ - the radioman would be visible: shoot him before his 'using the radio' animation is finished and the enemy doesn't know where to reinforce/ reinforcements are delayed. Perhaps if he is shot the rest of his section could try to get to the radio too. Note that radios usually have a rupert phone on the back, so it should be able to be used from the dead body its still attached to. OPTIONAL! Of course! Share this post Link to post Share on other sites