how to remove PLAYER NAMES - SOLUTION!

General discussion of the Project Reality: BF2 modification.
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NoB33r4u
Posts: 18
Joined: 2005-08-13 12:17

how to remove PLAYER NAMES - SOLUTION!

Post by NoB33r4u »

So far I've only tried this in the init.con of an individual map.
Im sure it could be implemented so its global and not needing every map init to be edited..... (maybe in the mod directory) I havent had a chance to try that yet.

This works in the init.con file in the server.zip inside the map folder.

Add the lines:
NameTags.MaxFriendlyDistance 000
NameTags.EnemyTagFadeInTime 50
NameTags.EnemyTagFadeOutTime 1
NameTags.EnemyTagDelayTime 50
NameTags.EnemyDotLimit 1

This removes friendly nametags (they still fade on when you scope in to look at a teammate - i havent worked out how to turn that off yet)
Enemy nametags fade in very slowly and fade out very quickly.

This definitely needs to be implemented in the PR mod! Its much better than vanilla! :D
Pak
Posts: 121
Joined: 2005-08-06 22:18

Post by Pak »

sweet
DuckCommander
Posts: 63
Joined: 2005-07-09 16:43

Post by DuckCommander »

Then how could you identify which squad youre workin with?

Just remove enemy nametags. Some things just should be left in for sake of gameplay.
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Pak
Posts: 121
Joined: 2005-08-06 22:18

Post by Pak »

Thats what the map is for. Just press m real quick and you can see all your friends, with green marks for your squad.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

Lets just put it this way: It'll be like you're a noob in AA, shooting your indigenous force freinds if you can't tell the diff bewteen a marine and a mec soldier....

its not that hard! dont shoot if you aren't sure! realistic dilemmas!
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NoB33r4u
Posts: 18
Joined: 2005-08-13 12:17

Post by NoB33r4u »

this mod is a reality mod. you don't get friendly indicators in real life.
However saying that there doesn't seem much point to making things too complicated. Theres enough TK on vanilla bf2 and no indicators would make life very difficult and would deter lots of ppl.

I just wanna add that im not with this mod. Everything I write about is a project Im currently working on.
I like their mod a lot therefore Im happy to offer my work to them if I think its good or is relevant to their cause.
If they like it, they can use it but THIS IS BY NO MEANS A LIST OF FUTURE FEATURES FOR PR!
This is just my personal list of work which may or may not be used by this mod if they so choose.
So don't get mad if u don't like what im sayin!!! :lol:
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

1st, i think we know you're not a dev, 2nd, rampant tking is due to immaturity, and the fact that you can spawn back in 10 seconds... the PRMM servers SHOULD be running with like 45 second spawn times.
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NoB33r4u
Posts: 18
Joined: 2005-08-13 12:17

Post by NoB33r4u »

Sounds like a good idea solo.

i have no idea how to implement it though. The only reference Ive found to nametags is those lines.
Seems like nametags are hard coded or very well hidden cos I spent hours lookin for any reference and theres nothing.
Everything else on the hud is in the hud files, even down to the medic / repair icons that pop up on the hud to show where the nearest medic/engineer is, except the nametag files.
I'll take another look when Im finished with the vehicle huds anyway.
BlakeJr
Retired PR Developer
Posts: 3400
Joined: 2004-09-12 12:04

Re: how to remove PLAYER NAMES - PARTIAL SOLUTION!

Post by BlakeJr »

NoB33r4u wrote:So far I've only tried this in the init.con of an individual map.
Im sure it could be implemented so its global and not needing every map init to be edited..... (maybe in the mod directory) I havent had a chance to try that yet.

This works in the init.con file in the server.zip inside the map folder.

Add the lines:
NameTags.MaxFriendlyDistance 000
NameTags.EnemyTagFadeInTime 50
NameTags.EnemyTagFadeOutTime 1
NameTags.EnemyTagDelayTime 50
NameTags.EnemyDotLimit 1

This removes friendly nametags (they still fade on when you scope in to look at a teammate - i havent worked out how to turn that off yet)
Enemy nametags fade in very slowly and fade out very quickly.

This definitely needs to be implemented in the PR mod! Its much better than vanilla! :D
If you append tose lines to the Gamelogicinit.con file in your PRMM folder it will work for all maps, I think...
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NoB33r4u
Posts: 18
Joined: 2005-08-13 12:17

Re: how to remove PLAYER NAMES - PARTIAL SOLUTION!

Post by NoB33r4u »

BlakeJr wrote:If you append tose lines to the Gamelogicinit.con file in your PRMM folder it will work for all maps, I think...
thanks for that. it works perfectly :D
Novan leon
Posts: 5
Joined: 2005-07-11 19:24

Post by Novan leon »

Figisaacnewton wrote:1st, i think we know you're not a dev, 2nd, rampant tking is due to immaturity, and the fact that you can spawn back in 10 seconds... the PRMM servers SHOULD be running with like 45 second spawn times.
Agreed.
Scribble
Posts: 69
Joined: 2005-08-11 16:00

Post by Scribble »

On realism and name-tags: One thing to point out is that I (and hence I assume most people) can happily identify people up to about 500 meters) In BF2 im damn lucky if I can see more than a black stick figure at 100.

Perhaps we should acnoledge the limitations of the game system and seek to overcome rather than reincforcing them?
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