from the looks of the situation, this problem isnt just in one map, or one game, sometimes, game engines just dont realize that a "solid" object has just went through another "solid" object. The only things that a game engine does count as hitting the walls is a hitbox. Now, its just impractical to create hitboxes the same shape as a character and his weapon, and also expect it to follow every movement. So, there really is no work around for this problem. As for the mission, they should change the demolishtion objective to something more random, like a vehicle or a weapons cache, something likethat. and as for the explosive, they should change it to something like rpg7 or bdm launchers, or something that can destroy but doesnt have to be put down on the objective surface. Although that seems to make the mission easier, maybe we could add a twist to it, like, you have to check to objectives first (find it, check it, should take time), prep them (should also take time, like placing a bomb), them destroy them with the weapon or whatever kind that can destroy. (i would prefer thermite grenades) These are just suggestions, but these would give TCE demolishtion maps a better more realistic effect. (since blowing up crates that look the same seems unusual, then again, TCE is still in beta)
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