Alpha Project got it right
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Alpha Project got it right
Personally, I wouldn't mind seeing something in the menu enabling you to choose between normal and alt kits (officer/officer_alt, medic/medic_alt, support/support_alt, etc...). Similar to the vBF2 system on ranked servers, but less extreme.
The vBF2 system is there, but doesn't work now. If anyone wants to see a bit of customization without going over the top with silencers and flashlights, investigate this system and make it work. It doesn't add much to gameplay, but you do get some customization.
The dev team most likely won't be working on this, so if you community guys want to investigate this system, feel free to do so.
The vBF2 system is there, but doesn't work now. If anyone wants to see a bit of customization without going over the top with silencers and flashlights, investigate this system and make it work. It doesn't add much to gameplay, but you do get some customization.
The dev team most likely won't be working on this, so if you community guys want to investigate this system, feel free to do so.
Last edited by AfterDune on 2012-02-22 16:38, edited 2 times in total.
Reason: PM me if you edit my posts!
Reason: PM me if you edit my posts!

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Hjid
- Posts: 75
- Joined: 2009-04-28 18:35
Re: Alpha Project got it right
This customization system actually started as a "proof of concept" for PR by choosing between ironsights and elcan on the m249. I ran into some problems with the kit limit system and decided to do it in AP instead.
Also, the amount of work required to just put two buttos on the spawnscreen to choose between two different sights isn't that big. But when you think about adding it for all (well most) of the weapons in PR it becomes quite a large job.
Even though it wouldn't add much to gameplay in PR, it is possible to make a simple "choose between std/alt kit" function if you have time and knowledge.
If anyone from the community wants to try to make it, but doesn't have the knowledge about the HUD stuff, you can probably just throw me a PM about it and I'll try to explain.
Also, the amount of work required to just put two buttos on the spawnscreen to choose between two different sights isn't that big. But when you think about adding it for all (well most) of the weapons in PR it becomes quite a large job.
Even though it wouldn't add much to gameplay in PR, it is possible to make a simple "choose between std/alt kit" function if you have time and knowledge.
If anyone from the community wants to try to make it, but doesn't have the knowledge about the HUD stuff, you can probably just throw me a PM about it and I'll try to explain.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Alpha Project got it right
thats very kind of you Hjid
please know we admire your work very much!
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LieutenantNessie
- Posts: 1314
- Joined: 2011-06-15 12:08
Re: Alpha Project got it right
Good logicPricelineNegotiator wrote:Exactly. I'm sure that even if the DEVS decided to add any of these features, that you wouldn't see them for a year or more. They just aren't important at all.
I'm not telling you to GTFO and go play COD or BF3, but if you want these accessories, go play BF3 or COD, they have spent a lot of time on these things and seem to be just fine.
All they are are accessories, they can't bring anything valuable to the game.
realitymod.com drives me to drink.
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Dunstwolke
- Posts: 45
- Joined: 2007-07-18 12:54
Re: Alpha Project got it right
My memory is a bit cloudy on that, but wasn't an issue that there is only room for so many classes on the spawn-screen?
If we had the option to select different scopes alone, that already would free up two slots (IS SL and IS Rifle) for completely different load outs, like AT or Engineer to name two examples.
Should servers with higher player-count become standard, having more options at the spawn-screen would allow for more balanced squads and allow the Devs to further restrict access to -realy- valuable kits like HAT.
If we had the option to select different scopes alone, that already would free up two slots (IS SL and IS Rifle) for completely different load outs, like AT or Engineer to name two examples.
Should servers with higher player-count become standard, having more options at the spawn-screen would allow for more balanced squads and allow the Devs to further restrict access to -realy- valuable kits like HAT.
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: Alpha Project got it right
With regards to the limited-kit problem, is not possible to have the player automatically reverted to Rifleman each time they die?
"I Want To Spend The Rest Of My Life With You Tonight."
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SGT.Ice
- Posts: 985
- Joined: 2010-01-28 02:47
Re: Alpha Project got it right
Stealing PR's thunder!? I think naht.
if the customization with pyhton is possible would it be fair to speculate something similar to PR A2 where you can change sights on the fly would be as well with someone that knows the system well enough?
Send me them therr details Hijd. I'll take a look with what free time I have.
if the customization with pyhton is possible would it be fair to speculate something similar to PR A2 where you can change sights on the fly would be as well with someone that knows the system well enough?
Send me them therr details Hijd. I'll take a look with what free time I have.
Last edited by SGT.Ice on 2012-02-23 08:13, edited 2 times in total.
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: Alpha Project got it right
I always liked the crate/apc kit request in PR, it encourages good habbits. If everyone could spawn as limited kits I feel it would hurt gameplay.
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FelipeFR
- Posts: 146
- Joined: 2009-08-13 01:11
Re: Alpha Project got it right
I really like the idea of a customization system, blur in sights/optics not only scopes, and also the fully modeled hands/legs (?) in vehicles. But some things like the configurable EOTech and headlights are not really necessary. Not really sure about magazines being dropped into the ground as actual individual models like bullet cases, or weapons also being dropped when killed (which is just like PR's current kits which LOOK like weapons and helmets but essentially the same little bags from vBF2... except that these seem to be affected by physics).
EDIT: Just had an idea. What if the ATTACHMENTS were limited, instead of the kits themselves? PURE BADASSSARY.
Just think about it.
Currently there are these PR kits (for conventional factions. With insurgents and taliban it would be pretty much the same as it is today. Special kits must be picked from the floor, etc. Read further to see my thoughts about it). Almost all of them have scoped variations... in fact, I think Crewman, Sniper and Pilot are the only ones that don't:
Rifleman
Rifleman AP
Rifleman AT
Automatic Rifleman
Granadier
Anti-Air
Medic
Sniper
Officer
Marksman
Pilot
Crewman
Combat Engineer
Anti-Air
Total: 14 kits. 25 scoped ones, which would be eliminated with this system being used.
If we made attachments limited in the menu (they could just be marked red or some other color, and give you the usual 6000 respawn time if you selected them just like it happens today with Medic, AR and Officer kits, we would be able to continue to enforce restrictions like the current ones and avoid things like medics with scopes)
What if special equipment would be selectable in the customization screen as well? You may have noticed that there is a "select weapon" box in the AP video/image (which would be very useful for Officers for instance. A USMC officer would be able to use either an M4 or a M16 if he wanted to, while a Taliban one would be able to choose between a Galil and a FAL in that same screen. Not really needed for choosing between an AK-47 and a 74 as insurgent, I believe), and another empty space to its left. We could use that space.
Imagine, you select a "Rifle" kit. Without selecting any special equipment, it is just a rifleman kit. There is the menu for scopes and, maybe, skins, barrels, etc... ok, we don't need to go that far
. Just scopes/sights, maybe. Below there is a box with a Medic bag/icon/whatever. If you select it, it becomes a medic kit, and you are no longer allowed to use scopes. You gain all the extra field dresings, ressucitate, first aid kit, etc. We could have simple icons indicating this in the same way they appear today. The same system can be used for the Granadier, Rifleman AP, Rifleman AT, AA, Combat Engineer, and Officer kits, except that Medic and Combat Engineer are the only ones which suffer from such attachment restrictions (we would need to find a way to insert a scrolling bar there, if not the whole system would not work). Using USMC as an example, that leaves us with just 5 "base" kits:
Rifle (M4/M16, since the M4 is also used by the USMC Crewman kit [and US Army as well, I think], in this case it would be included)
Automatic Rifleman (M249, might need to rename the kit)
Marksman (M21/M14. Would be also useful since we would be able to choose between scoped and non-scoped version easily.)
Sniper (M24/M40)
Pilot (M9)
However, in most other conventional factions, the Crewman kit does not use the same weapon as rifleman and etc do, like in MEC (MP5 instead of G3), UK(L22 instead of L85), IDF(Galil instead of TAR-21), etc.
Using MEC as an example, we have instead 6 base kits.
Rifle (G3)
AR (MG3/HK21 as well, considering we would not be restricted to 2 variations per kit? Would be very nice)
Marksman (G3-I-don't-remember)
Sniper (Also can't remember)
Pilot (Oh man, what is wrong with me today?)
Crewman (MP5)
We might also add Officer as a separate one just to make it more distinct and spare SL's/Commanders some time. Considering all uncoventional factions have more than one weapon for their officer/cell leader kits, maybe we should standardize this and add the Officer kit separetely for all factions. In the USMC case, that would leave us with 6 base kits, and 7 for MEC, IDF, UK, etc.
Hence, the biggest advantage of this would be the ability to spawn as a Granadier and other kits. Would be really interessting when you spawn at rally points. The ease to change between sights (in case we let players choose only between them) would also be nice, specially considering the ability to choose between EOTech, iron sight, ACOG, Aimpoint, etc, in most kits. Maybe it would affect gameplay, maybe not. Maybe it is really necessary... maybe not.
EDIT: Just had an idea. What if the ATTACHMENTS were limited, instead of the kits themselves? PURE BADASSSARY.
Just think about it.
Currently there are these PR kits (for conventional factions. With insurgents and taliban it would be pretty much the same as it is today. Special kits must be picked from the floor, etc. Read further to see my thoughts about it). Almost all of them have scoped variations... in fact, I think Crewman, Sniper and Pilot are the only ones that don't:
Rifleman
Rifleman AP
Rifleman AT
Automatic Rifleman
Granadier
Anti-Air
Medic
Sniper
Officer
Marksman
Pilot
Crewman
Combat Engineer
Anti-Air
Total: 14 kits. 25 scoped ones, which would be eliminated with this system being used.
If we made attachments limited in the menu (they could just be marked red or some other color, and give you the usual 6000 respawn time if you selected them just like it happens today with Medic, AR and Officer kits, we would be able to continue to enforce restrictions like the current ones and avoid things like medics with scopes)
What if special equipment would be selectable in the customization screen as well? You may have noticed that there is a "select weapon" box in the AP video/image (which would be very useful for Officers for instance. A USMC officer would be able to use either an M4 or a M16 if he wanted to, while a Taliban one would be able to choose between a Galil and a FAL in that same screen. Not really needed for choosing between an AK-47 and a 74 as insurgent, I believe), and another empty space to its left. We could use that space.
Imagine, you select a "Rifle" kit. Without selecting any special equipment, it is just a rifleman kit. There is the menu for scopes and, maybe, skins, barrels, etc... ok, we don't need to go that far
Rifle (M4/M16, since the M4 is also used by the USMC Crewman kit [and US Army as well, I think], in this case it would be included)
Automatic Rifleman (M249, might need to rename the kit)
Marksman (M21/M14. Would be also useful since we would be able to choose between scoped and non-scoped version easily.)
Sniper (M24/M40)
Pilot (M9)
However, in most other conventional factions, the Crewman kit does not use the same weapon as rifleman and etc do, like in MEC (MP5 instead of G3), UK(L22 instead of L85), IDF(Galil instead of TAR-21), etc.
Using MEC as an example, we have instead 6 base kits.
Rifle (G3)
AR (MG3/HK21 as well, considering we would not be restricted to 2 variations per kit? Would be very nice)
Marksman (G3-I-don't-remember)
Sniper (Also can't remember)
Pilot (Oh man, what is wrong with me today?)
Crewman (MP5)
We might also add Officer as a separate one just to make it more distinct and spare SL's/Commanders some time. Considering all uncoventional factions have more than one weapon for their officer/cell leader kits, maybe we should standardize this and add the Officer kit separetely for all factions. In the USMC case, that would leave us with 6 base kits, and 7 for MEC, IDF, UK, etc.
Hence, the biggest advantage of this would be the ability to spawn as a Granadier and other kits. Would be really interessting when you spawn at rally points. The ease to change between sights (in case we let players choose only between them) would also be nice, specially considering the ability to choose between EOTech, iron sight, ACOG, Aimpoint, etc, in most kits. Maybe it would affect gameplay, maybe not. Maybe it is really necessary... maybe not.
Last edited by FelipeFR on 2012-02-23 18:50, edited 2 times in total.
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SGT.Ice
- Posts: 985
- Joined: 2010-01-28 02:47
Re: Alpha Project got it right
Are you talking about kits or just mags dropping to the ground? With python it could happen but that would be more added to the network.
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FelipeFR
- Posts: 146
- Joined: 2009-08-13 01:11
Re: Alpha Project got it right
Both, actually. I think that the kits themselves are not really needed, but that's just my opinion.SGT.Ice wrote:Are you talking about kits or just mags dropping to the ground? With python it could happen but that would be more added to the network.
What we reaaaaaaaaaaaaaaaaaaaaaly need is a system like this11!11!!
Maybe in PR2?
Last edited by Spec on 2012-02-23 19:02, edited 4 times in total.
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: Alpha Project got it right
You got that vid wrong mate. Let me, using video below as example, explain you why...
If you take the URL of the video, you only need to put the code after watch?v= (in red) between the tags.
http:// www.youtube.com/watch?v=LlbyPWuZSV0&feature=
It should look like this (without spaces)
LlbyPWuZSV0[/YOUTUBE ]
And finally enjoy the vid, beacause its so damn funny
EDIT: Damn, I though I will look smart, and before i wrote this post you got that link right. Silly me!
If you take the URL of the video, you only need to put the code after watch?v= (in red) between the tags.
http:// www.youtube.com/watch?v=LlbyPWuZSV0&feature=
It should look like this (without spaces)
LlbyPWuZSV0[/YOUTUBE ]
And finally enjoy the vid, beacause its so damn funny
EDIT: Damn, I though I will look smart, and before i wrote this post you got that link right. Silly me!
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Alpha Project got it right
I edited his post, and you saved me the trouble of having to explain that to him, so... thank you anyway^^

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FelipeFR
- Posts: 146
- Joined: 2009-08-13 01:11
Re: Alpha Project got it right
I also edited my post soon after I've realized it. What a coincidence. 
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Alpha Project got it right
foregrips and other attachments, useless. no point. for sights is the only reason i would want this. i personally would like to get a red dot rather than an eotech for CF.RealKail wrote:I, along with several others it would seem, am intrigued by the customization options. I could definitely see it serving a purpose in this mod.
Choosing between having a foregrip or not, and being able to choose your sights. Sure we can technically choose our sights now, the "primary" factions having scoped for the main version of a weapon and either iron, red dot, or eotech for the second choice. Some folks might want an eotech on their m4 as an AT, things like that.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Alpha Project got it right
Yes we reaaaaly need a system where you can customize the colour of your barrel....FelipeFR wrote:What we reaaaaaaaaaaaaaaaaaaaaaly need is a system like this11!11!!
Operation 7 Character Customization And Weapons - YouTube
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Maverick
- Posts: 920
- Joined: 2008-06-22 06:56
Re: Alpha Project got it right
Yeah totally, because this will take COD to a whole new level bra!...[R-DEV]Rhino wrote:Yes we reaaaaly need a system where you can customize the colour of your barrel....![]()


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Harvester
- Posts: 9
- Joined: 2011-04-22 19:47
Re: Alpha Project got it right
This allows the implementation of 4 the machine gun is a heavy м240, PKM (7.62) and easy М249, РПК74м (5,56 и 5.45) and so on.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Alpha Project got it right
We can do that with our current "right click request" system although ye, nothing like as nice as doing it though a spawn kit customization menu like this but then you run into all the kit limiting problemsHarvester wrote:This allows the implementation of 4 the machine gun is a heavy м240, PKM (7.62) and easy М249, РПК74м (5,56 и 5.45) and so on.
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Harvester
- Posts: 9
- Joined: 2011-04-22 19:47
Re: Alpha Project got it right
You don't understand me, probably because of my poor English,you can now take only 1kits standard with eyes and an alternative to the iron , and so 2 (4 species) Heavy FN MAG (NATO). PKM-PKP(RUSSIA) and easy M249.RPK74m.....


