Difference between revisions of "Player Placed Objects"

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=Player Place Objects (PPO)=
=Player Place Objects (PPO)=
Players can add some defensive structures as well as limited spawn points to the battlefield. There are collectively called Player Placed Objects, or more commonly PPO.  The current PPOs are:
Players can add some defensive structures as well as limited spawn points to the battlefield. There are collectively called Player Placed Objects, or more commonly PPO.  The current PPOs are:
* Infantry Fighting Position (IFP)
* Infantry Fighting Position (IFP)
* Dynamic Gun Emplacement (DGE)
* Small Bush
* Forward Resupply Unit (FRU)
* Tank Camo
* Big Gun Camo
* Gun Emplacement (DGE)
* Modular Trenches
* Ammo Cache
* Tank Trap
* Tank Pit
* Sandbags
* Barbed Wire
* Barrage Balloon
* Fuel Barrel
* Mobile Airfield
* Para Ammo Canister
* Bailey Bridge


==Placing an Object==
==Placing an Object==
PPOs can be placed by infantry by using the '''shovel''' that occupies the number 9 weapon slot. The FRU object can also be placed by most certain trucks by using the '''deploy''' function ('z' by default).
 
===As Infantry===
A new PPO "cycle" function using your mouse has been created. When you hit the 9 key as Infantry (for your shovel PPO tool) you will be able to use your Left Mouse Button (LMB) to place the object, -OR- Right Mouse Button (RMB) to cycle between many different objects.
 
===As Supply Truck===
Use the Z key to deploy, then backspace to cycle. The trucks will be placing the following objects:
 
*Ammo Cache
*Mobile AF
*Mobile AF Tents
*Barrage Balloons
 
==Placement FYI==


When placing a PPO, a transparent version of the object appears in front of the player. If the object cannot be placed it will appear red and attempting to place it will give a message describing why it cannot be placed. Common reasons an object cannot be placed are:
When placing a PPO, a transparent version of the object appears in front of the player. If the object cannot be placed it will appear red and attempting to place it will give a message describing why it cannot be placed. Common reasons an object cannot be placed are:
Line 15: Line 41:
* Cannot place the object so soon after placing another one. The exact amount of time varies based on the PPO.
* Cannot place the object so soon after placing another one. The exact amount of time varies based on the PPO.


If the object can be placed it will appear green. Placing the object will start an emplacement timer which, upon completion, will add the object to the game world. Infantry will also automatically go into a crouched shoveling animation while the timer is running, returning to its original stance only when building is halted or completed. Placing a PPO is stopped if the player is damaged, moves, or cancels building. The timer is paused if a player obstructs the building area but will resume again once they leave.
The HUD will display a ghosted 3D image tinted either red or green, indicating where the PPO can be placed. Once the system has determined that the object meets the criteria for placement in the terrain, the infantry unit will be forced into the kneel position and unable to move, change states or fire a weapon during the build process. Infantry units will be damageable during the build process. Should infantry damaged any time during the build process, the build process is interrupted.
 
''Note: These screenshots are outdated: The current version uses the shovel tool.''<br>
[[Image:Ifp red.jpg]] [[Image:Ifp green.jpg]]


{|
! width="33%" | Cannot Build
! width="33%" | Can Build
! width="33%" | Building
|-
! width="33%" | [[File:PPOCannotBuild.jpg|400px]]
! width="33%" | [[File:PPOCanBuild.jpg|400px]]
! width="33%" | [[File:PPOBuilding.jpg|400px]]
|}


==PPO Timeouts==
==PPO Timeouts==
PPOs will be removed from the battlefield after being unused for a period of time (no units utilize or go near the object).  Each PPO has a separate time out period.  
PPOs will be removed from the battlefield after being unused for a period of time (no units utilize or go near the object).  Each PPO has a separate time out period.


=Objects=  
=Objects=  
==Infantry Fighting Position==
==Infantry Fighting Position==
[[Image:Ifp troop.jpg]]
This small defensive berm is the default PPO for infantry.
{|
! width="33%" | From Rear
! width="33%" | From Side
|-
! width=33% |[[File:PPOInfantryPositionRear.jpg|400px]]
! width=33% |[[File:PPOInfantryPositionSide.jpg|400px]]
|}
 
* Can be placed by all infantry
* Able to accommodate prone/kneeling infantry
* Build timer: 30 seconds
* Cool down timer: TBD
* Placement limitations: Not on water, urban tiles, city tiles, airfields, not within 3 meters of buildings
* Can be Destroyed: No
* Time-out rules: IFP will vanish after being abandoned for 5 minutes (timer resets to 0 every time any, friendly or other, unit is within 3 meters).
 
 
Although it might not seem like much, as the following screenshots show, the IFP offers excellent cover as long as you stay prone.
{|
! width=33% |[[File:Ifp facing 1.jpg|400px]]
! width=33% |[[File:Ifp troop.jpg|400px]]
! width=33% |[[File:Ifp facing.jpg|400px]]
|}
 
 
==Gun Emplacement==
Medium sized ATGs can fit inside where they'll be safe from fire from the sides and overhead. It's can also be used as a defensive infantry position or to obstruct enemy fire in otherwise open areas. Placeable only by the combat Engineer class.
{|
! width="33%" |Back
! width="33%" |Side
! width="33%" |Front
|-
! width="33%" |[[File:PPOGunEmplacement.jpg|400px]]
! width="33%" |[[File:PPOGunEmplacementSide.jpg|400px]]
! width="33%" |[[File:PPOGunEmplacementFront.jpg|400px]]
|}
* Can be placed by combat Engineers only
* Able to accommodate smaller class of AT guns
* Build timer: 120 seconds, interruptible (moving/damage)
* Cool down timer (Determining when another GE can be placed): TBD
* Placement limitations: Not on water, airfields, within 3 meters of buildings, limited number per area (TBD)
* Destroyable: No
* Time-out rules: GE will vanish after being abandoned for 30 minutes (timer resets to 0 every time any unit, friendly or other, is within 3 meters)
 
==Ammunition Cache==
Two crates filled with ammunition. These ammo boxes can be deployed by a truck to leave a supply point for all ground based weapons. It has a 30 minute lifetime.  The Ammo Cache can be placed multiple times as it acts as a non-spawnable object. This means that there will be multiple ammo points available throughout an AO.
 
[[File:Ammo_Cache_PPO.png|400px]]
 
==Tank Trap==
 
Placeable by a combat Engineer class only, this PPO blocks vehicle movement.  It can be placed on any terrain type. It is only destroy-able by HE satchels and bombs. A single HE satchel will remove this object. HE satchels are available with the Combat Engineer (4), Sapper (2) and  Bolt-Action Rifleman (1) classes.
{|
! width="33%" |[[File:PPOTankTrap.jpg|400px]]
|
|}
 
==Sandbags==
 
Place able  by  combat Engineer and Standard Bolt-Action Rifleman classes only (not Semi-Auto).  Sandbags are immune to small arms fire (grenades and anti-tank rifle can damage), however a few rounds of heavier weaponry will obliterate the object. Sandbags come in straight and curved variants. PPOs can now be strung together so you can build a line of linking sandbags. 
 
{|
! width="33%" |Distant
! width="33%" |
! width="33%" |Closeup
|-
! width="33%" |[[File:PPOSandbag2.jpg|400px]]
| width="33%" |
! width="33%" |[[File:PPOSandbag.jpg|400px]]
|}
{|
! width="33%" |Curved Sandbag
[[File:Curved sandbag PPO.png|400px]]
 
! width="33%" |Linked Sandbags
[[File:Linked sandbags PPO.png|400px]]
|}
 
==Barbed wire==
Can only be placed by the Engineer class. Barbed wire comes in two forms. A barbed wire box and a barbed wire fence. The barbed wire is  immune to small arms fire (grenades and anti-tank rifle can damage), however a few rounds of heavier weaponry will obliterate the object.  All the barbed wire can be linked together.
 
{|
! width="33%" | barbed wire
[[File:Barbedwire.png|400px]]


This small defensive berm is the default PPO for most infantry. Although it might not seem like much, as the following screenshots show, the IFP offers excellent cover as long as you stay prone.
! width="33%" | barbed wire box
[[File:Barbedwire box.png|400px]]
|}
{|
! width="33%" | building linked barbed wire
[[File:Building linking barbed wire .png|400px]]


[[Image:Ifp facing 1.jpg]][[Image:Ifp facing.jpg]]
! width="33%" |  linked barbed wire boxes
[[file:Linked barbedwire boxes.png|400px]]
|}


==Dynamic Gun Emplacement==
==Bailey Bridge==
[[Image:Dge done.jpg]]


Enginers place a large anti-tank gun revetment instead of the IFP. Medium sized ATGs can fit inside where they'll be safe from fire from the sides and overhead. It's can also be used as a defensive infantry position or to obstruct enemy fire in otherwise open areas.
This will give battlefield commanders a whole new way to open up river crossings for equipment and personnel. Deployable by Engineers giving the possibility for Infantry and vehicles to cross a river.


===FORTIFIED MOBILE SPAWN (FMS)===
{|
[[Image:Fru done.jpg]][[Image:Fru done2.jpg]]
! width="33%" | Bailey Bridges
The new fortified mobile spawn is now the main mobile spawn point. Infantry and both light anti-tank and light anti-aircraft guns can be spawned from these points. As the name suggests, it is fortified and capable of withstanding lots of hits. The FMS is truck deployed only, and there can only be a single spawn point per mission. It can be placed both on the frontier and in cities. There are two firing slits on the front of the object for defenders, and instructions on the wall to join Discord and how to setup a zone of control (ZOC).
[[File:Bailey_Bridge_PPO.png|500px]]


[ HOW TO ATTACK ] Bombs from Aircraft, HE satchels and HE rounds from mortars or artillery / tank guns will have the most impact. However, small arms (including grenades) will have no effect.
! width="33%" |
[[File:Bailey_Bridge_PPO1.png|500px]]
|}


[ HOW TO DEFEND ] Expand your fortification by deploying multiple objects around the FMS (especially the Gun Emplacement [GE] ) and spawn light guns. The [GE] looks the same as the FMS from the air, therefore concealing it from being obvious.


===URBAN MOBILE SPAWN (UMS)===
[[Category:GameMechanics]] [[Category:Beginner Guides]]
The UMS may be only deployed within large cities on the "cobblestone" terrain. It is capable of fitting into tight spots the FMS cannot. Spawning only infantry (no guns), it is also very weak in terms of tolerance to damage. This object CANNOT be placed on the frontier, this is intentional.

Latest revision as of 09:02, 1 November 2023

Player Place Objects (PPO)

Players can add some defensive structures as well as limited spawn points to the battlefield. There are collectively called Player Placed Objects, or more commonly PPO. The current PPOs are:

  • Infantry Fighting Position (IFP)
  • Small Bush
  • Tank Camo
  • Big Gun Camo
  • Gun Emplacement (DGE)
  • Modular Trenches
  • Ammo Cache
  • Tank Trap
  • Tank Pit
  • Sandbags
  • Barbed Wire
  • Barrage Balloon
  • Fuel Barrel
  • Mobile Airfield
  • Para Ammo Canister
  • Bailey Bridge

Placing an Object

As Infantry

A new PPO "cycle" function using your mouse has been created. When you hit the 9 key as Infantry (for your shovel PPO tool) you will be able to use your Left Mouse Button (LMB) to place the object, -OR- Right Mouse Button (RMB) to cycle between many different objects.

As Supply Truck

Use the Z key to deploy, then backspace to cycle. The trucks will be placing the following objects:

  • Ammo Cache
  • Mobile AF
  • Mobile AF Tents
  • Barrage Balloons

Placement FYI

When placing a PPO, a transparent version of the object appears in front of the player. If the object cannot be placed it will appear red and attempting to place it will give a message describing why it cannot be placed. Common reasons an object cannot be placed are:

  • Cannot place the object on airfields.
  • Cannot place the object too close to other terrain objects.
  • Cannot place the object because of object-specific parameters (e.g., a FMS/UMS must be within a certain distance of a mission's target).
  • Cannot place the object because a player is obstructing the area.
  • Cannot place the object so soon after placing another one. The exact amount of time varies based on the PPO.

The HUD will display a ghosted 3D image tinted either red or green, indicating where the PPO can be placed. Once the system has determined that the object meets the criteria for placement in the terrain, the infantry unit will be forced into the kneel position and unable to move, change states or fire a weapon during the build process. Infantry units will be damageable during the build process. Should infantry damaged any time during the build process, the build process is interrupted.

Cannot Build Can Build Building
PPOCannotBuild.jpg PPOCanBuild.jpg PPOBuilding.jpg

PPO Timeouts

PPOs will be removed from the battlefield after being unused for a period of time (no units utilize or go near the object). Each PPO has a separate time out period.

Objects

Infantry Fighting Position

This small defensive berm is the default PPO for infantry.

From Rear From Side
PPOInfantryPositionRear.jpg PPOInfantryPositionSide.jpg
  • Can be placed by all infantry
  • Able to accommodate prone/kneeling infantry
  • Build timer: 30 seconds
  • Cool down timer: TBD
  • Placement limitations: Not on water, urban tiles, city tiles, airfields, not within 3 meters of buildings
  • Can be Destroyed: No
  • Time-out rules: IFP will vanish after being abandoned for 5 minutes (timer resets to 0 every time any, friendly or other, unit is within 3 meters).


Although it might not seem like much, as the following screenshots show, the IFP offers excellent cover as long as you stay prone.

Ifp facing 1.jpg Ifp troop.jpg Ifp facing.jpg


Gun Emplacement

Medium sized ATGs can fit inside where they'll be safe from fire from the sides and overhead. It's can also be used as a defensive infantry position or to obstruct enemy fire in otherwise open areas. Placeable only by the combat Engineer class.

Back Side Front
PPOGunEmplacement.jpg PPOGunEmplacementSide.jpg PPOGunEmplacementFront.jpg
  • Can be placed by combat Engineers only
  • Able to accommodate smaller class of AT guns
  • Build timer: 120 seconds, interruptible (moving/damage)
  • Cool down timer (Determining when another GE can be placed): TBD
  • Placement limitations: Not on water, airfields, within 3 meters of buildings, limited number per area (TBD)
  • Destroyable: No
  • Time-out rules: GE will vanish after being abandoned for 30 minutes (timer resets to 0 every time any unit, friendly or other, is within 3 meters)

Ammunition Cache

Two crates filled with ammunition. These ammo boxes can be deployed by a truck to leave a supply point for all ground based weapons. It has a 30 minute lifetime. The Ammo Cache can be placed multiple times as it acts as a non-spawnable object. This means that there will be multiple ammo points available throughout an AO.

Ammo Cache PPO.png

Tank Trap

Placeable by a combat Engineer class only, this PPO blocks vehicle movement. It can be placed on any terrain type. It is only destroy-able by HE satchels and bombs. A single HE satchel will remove this object. HE satchels are available with the Combat Engineer (4), Sapper (2) and Bolt-Action Rifleman (1) classes.

PPOTankTrap.jpg

Sandbags

Place able by combat Engineer and Standard Bolt-Action Rifleman classes only (not Semi-Auto). Sandbags are immune to small arms fire (grenades and anti-tank rifle can damage), however a few rounds of heavier weaponry will obliterate the object. Sandbags come in straight and curved variants. PPOs can now be strung together so you can build a line of linking sandbags.

Distant Closeup
PPOSandbag2.jpg PPOSandbag.jpg
Curved Sandbag

Curved sandbag PPO.png

Linked Sandbags

Linked sandbags PPO.png

Barbed wire

Can only be placed by the Engineer class. Barbed wire comes in two forms. A barbed wire box and a barbed wire fence. The barbed wire is immune to small arms fire (grenades and anti-tank rifle can damage), however a few rounds of heavier weaponry will obliterate the object. All the barbed wire can be linked together.

barbed wire

Barbedwire.png

barbed wire box

Barbedwire box.png

building linked barbed wire

Building linking barbed wire .png

linked barbed wire boxes

Linked barbedwire boxes.png

Bailey Bridge

This will give battlefield commanders a whole new way to open up river crossings for equipment and personnel. Deployable by Engineers giving the possibility for Infantry and vehicles to cross a river.

Bailey Bridges

Bailey Bridge PPO.png

Bailey Bridge PPO1.png