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	<title type="html"><![CDATA[First Strike Forums — Armor]]></title>
	<link rel="self" href="https://forums.fsmod.com/extern.php?action=feed&amp;tid=113&amp;type=atom" />
	<updated>2006-01-09T16:32:33Z</updated>
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	<id>https://forums.fsmod.com/viewtopic.php?id=113</id>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1192#p1192" />
			<content type="html"><![CDATA[<p>we hope so</p>]]></content>
			<author>
				<name><![CDATA[FSDev| AQUILA]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=26</uri>
			</author>
			<updated>2006-01-09T16:32:33Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1192#p1192</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1190#p1190" />
			<content type="html"><![CDATA[<p>so there is a possibility for elevators?</p><p>Greetz</p><p>Dragunov</p>]]></content>
			<author>
				<name><![CDATA[Dragunov]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=40</uri>
			</author>
			<updated>2006-01-09T16:30:18Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1190#p1190</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1180#p1180" />
			<content type="html"><![CDATA[<p>endor is possible on this engine, especially using the under/overgrowth tools that the editor has, guna help alot. the traps thing would have to be looked into. the landing pad is possible, with the use of movers.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| AQUILA]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=26</uri>
			</author>
			<updated>2006-01-09T14:46:00Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1180#p1180</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1171#p1171" />
			<content type="html"><![CDATA[<p>I think endor can be made, the engine allows woods (I guess)</p><p>don&#039;t know about elevators (Endor Landing Pad)</p><p>The Ewok village can be build</p><p>there was a map for GC who had the ewok village, the landing pad, ...</p><p>Greetz</p><p>Dragunov</p>]]></content>
			<author>
				<name><![CDATA[Dragunov]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=40</uri>
			</author>
			<updated>2006-01-09T12:42:10Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1171#p1171</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1117#p1117" />
			<content type="html"><![CDATA[<p>In BF&#039;Nam the Vietcong had log traps that you shot the stake out and the logs slide down the hill, slaughtering everything in their way. If this coding is still hidden in the engine somewhere, it could be usefull, for making edor traps.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| General Un-Co]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=34</uri>
			</author>
			<updated>2006-01-08T22:17:10Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1117#p1117</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1092#p1092" />
			<content type="html"><![CDATA[<p>I&#039;m just a messenger, don&#039;t know what the bf2-engine is up too <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>maybe it can be done, maybe not, time will tell</p><p>Greetz</p><p>Dragunov</p>]]></content>
			<author>
				<name><![CDATA[Dragunov]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=40</uri>
			</author>
			<updated>2006-01-08T21:03:42Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1092#p1092</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1091#p1091" />
			<content type="html"><![CDATA[<p>Now things like that I would imagne be damn hard to code....the BF2 Engine isnt great whth interacting type physics.</p>]]></content>
			<author>
				<name><![CDATA[solodude23]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=15</uri>
			</author>
			<updated>2006-01-08T20:54:52Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1091#p1091</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1082#p1082" />
			<content type="html"><![CDATA[<p>just &#039;use&#039; wood and such, like in the movie u saw different traps:</p><p>- they cut the wires and the wood just smashed the &#039;head&#039; of the at st<br />- then the at st slipped on the wood<br />- they put a wire between two trees and a speederbike pilot smashed into it<br />- ...<br />...</p><p>Greetz</p><p>Dragunov</p>]]></content>
			<author>
				<name><![CDATA[Dragunov]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=40</uri>
			</author>
			<updated>2006-01-08T20:42:20Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1082#p1082</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1041#p1041" />
			<content type="html"><![CDATA[<p>That would be pretty cool drag</p>]]></content>
			<author>
				<name><![CDATA[tk-509]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=46</uri>
			</author>
			<updated>2006-01-08T16:09:34Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1041#p1041</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1037#p1037" />
			<content type="html"><![CDATA[<p>possibility u use traps to destroy at st, like the ewoks did with the at st on endor?</p><p>Greetz</p><p>Dragunov</p>]]></content>
			<author>
				<name><![CDATA[Dragunov]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=40</uri>
			</author>
			<updated>2006-01-08T14:01:36Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1037#p1037</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1029#p1029" />
			<content type="html"><![CDATA[<p>I wouldn&#039;t imagine so. the event trigger would just be far more localized it seems to me.. just more work for the modelers and texturers, and of course the Coders having to enter the extra cockpit meshes in the heirarchy. the real problem would be if you lock the keys in the At at. theres no onstar button on the outside</p><p>&quot;Uh hello geekstar? I&#039;m locked out of my cool&quot;</p>]]></content>
			<author>
				<name><![CDATA[FSDev| harryballzonya]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=30</uri>
			</author>
			<updated>2006-01-08T06:50:25Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1029#p1029</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1026#p1026" />
			<content type="html"><![CDATA[<p>That sounds cool!! </p><p>Has alot of potential but must be difficult to code!!!</p>]]></content>
			<author>
				<name><![CDATA[diff-edge]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=51</uri>
			</author>
			<updated>2006-01-08T06:14:15Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1026#p1026</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=969#p969" />
			<content type="html"><![CDATA[<p>we are unsure. we want the ATAT to be&quot;walk through&quot; and only to be controled by walking to the actual controls in front and pressing &quot;e&quot;(action key) instead of &quot;warping to the controls&quot;. </p><p>we would like to see it as a portable spawn but we are concerned about the height and how the troopers will enter/exit the vehicle. we will iron out this once we get the ATAT in game.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| AQUILA]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=26</uri>
			</author>
			<updated>2006-01-07T21:19:27Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=969#p969</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=952#p952" />
			<content type="html"><![CDATA[<p>Hello guys just to ask in the battlefront series you could use the at at as spawn points will you s be doing it in this as well?</p>]]></content>
			<author>
				<name><![CDATA[=TPF=BF2BlackWatch]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=50</uri>
			</author>
			<updated>2006-01-07T18:56:36Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=952#p952</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Armor]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=745#p745" />
			<content type="html"><![CDATA[<p>Sounds well thought out.</p><p>Sorry for any confustion but I ment the taun tauns would not be used in more than 2-3 maps most likely.</p><p>Although you could skin them for a different planet and keep the model the same. I would be open for that.&nbsp; Expecially if they are fun to ride!</p><br /><p>Thanks again for the info.</p><p>I will have to come up with harder ones to get you guys thinking more.&nbsp; I have a feeling I am not even touching the potential grey matter over there.</p><p>diff</p>]]></content>
			<author>
				<name><![CDATA[diff-edge]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=51</uri>
			</author>
			<updated>2006-01-05T21:50:20Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=745#p745</id>
		</entry>
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