Difference between revisions of "Player Placed Objects"

From WWII Online Wiki
Jump to navigationJump to search
Line 10: Line 10:
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:
* Cannot place the object on airfields.
* Cannot place the object on airfields.
* Cannot place the object on roads.
* Cannot place the object on city or urban surfaces.
* Cannot place the object too close to other terrain objects.
* Cannot place the object too close to other terrain objects.
* Cannot place the object because of object-specific parameters (e.g., a FRU must be within a certain distance of a mission's target).
* 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 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.
* 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 a 15 second timer that, 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 their 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.
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.


''Note: These screenshots are outdated: The current version uses the shovel tool.''<br>
''Note: These screenshots are outdated: The current version uses the shovel tool.''<br>
Line 24: Line 22:


==PPO Timeouts==
==PPO Timeouts==
Many PPOs will be removed from the battlefield after being left alone for long enough. As of 1.32.0.10, all but the FRU will time out after 5 minutes.
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=  
Line 39: Line 37:
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.
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.


==Forward Resupply Unit==
===FORTIFIED MOBILE SPAWN (FMS)===
[[Image:Fru done.jpg]][[Image:Fru done2.jpg]]
[[Image:Fru done.jpg]][[Image:Fru done2.jpg]]
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).


Trucks and ground Mission Leaders spawned in as infantry place the FRU, a spawning and resupply point for infantry.
[ 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.


The following special placement/removal rules apply to the FRU:
[ 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.
* Only one can exist per mission.
 
* They do not time out as long as the mission is active.
===URBAN MOBILE SPAWN (UMS)===
* They can be placed on urban surfaces.
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.
* They can can be destroyed by heavier enemy fire.
* They can be removed by the mission leader by removing the mobile spawn waypoint on the map.
* They can only be placed between 350-3000m from the mission's target.
* The target or source of the mission becoming invalid will remove the FRU.
* The supply link between the source and target towns must be controlled or the FRU will be removed from the map. (So for a mission from the Antwerp FB to Schilde, if the Schilde depot in Antwerp isn't controlled or the Antwerp-Schilde FB is hostile, the FRU is removed from the map.)

Revision as of 15:21, 22 May 2017

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)
  • Dynamic Gun Emplacement (DGE)
  • Forward Resupply Unit (FRU)

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).

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.

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.

Note: These screenshots are outdated: The current version uses the shovel tool.
File:Ifp red.jpg File:Ifp green.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

Ifp troop.jpg

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.

Ifp facing 1.jpgIfp facing.jpg

Dynamic Gun Emplacement

File: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.

FORTIFIED MOBILE SPAWN (FMS)

Fru done.jpgFru done2.jpg 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).

[ 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.

[ 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)

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.