EoD forces BF2 unlock system work for them

General discussion of the Project Reality: BF2 modification.
Longbow*
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EoD forces BF2 unlock system work for them

Post by Longbow* »

I wonder if it is possible to introduce this feature in PR ? I've heared that the whole thing is impossible , but those guys did it ...
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Just imagine ability to switch between ACOG 4x for long range engaments and 1x aimpoint for CQB . Sweet !
Last edited by Longbow* on 2007-06-02 09:44, edited 1 time in total.
Expendable Grunt
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Post by Expendable Grunt »

No, soldiers are given equipment before moving out, I doubt they get to change it mid-mission.
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Viper5
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Post by Viper5 »

Its possible, but has some issues in being practical.
Longbow*
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Post by Longbow* »

Expendable Grunt wrote:No, soldiers are given equipment before moving out, I doubt they get to change it mid-mission.
Soldiers do not respawn within 1 minute if they get KIA . And you are able to switch between M16A4\ACOG 4x or M16A4\reflex 1x only when you're dead .
Longbow*
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Post by Longbow* »

'[R-PUB wrote:Viper5']Its possible, but has some issues in being practical.
It may be very usefull feature for non-convetional armyes . Ex. - insrg ability to switch between M16(A1) and AK-47 ; Insrg\militia defenitely needs more kinds of weapons , they have large variety of weapons from old school Lee-Enfield No.4 to AK-74's , M16A2 , FN FAL's and other newer stuff .
jerkzilla
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Post by jerkzilla »

But then they don't magically revive at the main base, do they?
That's not really a valid argument, Expendable Grunt, when you respawn, you're obviously not the same soldier with the same gear as the one that died, if it were valid, you shouldn't be able to choose another class after dieing nor be able to get limited kits.
I agree with this idea and I've heard somewhere that the EoD mod team is part of BSS. If this is true, it shouldn't be too hard to get it.
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Rhino
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Post by Rhino »

This is old news :p

Reasony why PR has not used the unlock system is that I'm pretty sure there is no way to "limmit" the kits that spawn. Infact at the mo we are only using 4 base classes that you can spawn with, if you look how many clases we do have with all the limmited kits etc we have loads. Egg did post a excat number 1 time of how many there are, but i think it was over 40 kits.
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Zrix
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Post by Zrix »

EoD2 comes with the ordinary unlocks, meaning you need to have the class unlocked in BF2 in order to get the unlocks. Those screnshots are from one of the servers that have some custom script that unlocks everything.
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Bob_Marley
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Post by Bob_Marley »

Zrix wrote:EoD2 comes with the ordinary unlocks, meaning you need to have the class unlocked in BF2 in order to get the unlocks. Those screnshots are from one of the servers that have some custom script that unlocks everything.
Well thats not trickey, all one has to do is set global unlocks to "1" instead of "0".

Anyway, this thread isnt nearly as dramatic as I had hoped it to be. When you say something like "forces BF2 unlock system to work for them" I was expecting at the very least an amusing photoshop of the team holding said unlock system at gun point or some such...
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Longbow*
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Post by Longbow* »

'[R-DEV wrote:Rhino']This is old news :p

Reasony why PR has not used the unlock system is that I'm pretty sure there is no way to "limmit" the kits that spawn. Infact at the mo we are only using 4 base classes that you can spawn with, if you look how many clases we do have with all the limmited kits etc we have loads. Egg did post a excat number 1 time of how many there are, but i think it was over 40 kits.
Well , it may be used for minor customization in 4 base kits , like I discribed in my example . Different scopes , scope or iron sights , shotgun or AR for engy , more guns for insrg\militia ( in future releases maybe , as they actually use almost everything which can be find in their region ) . IMO , this will be great addon to the mod .
'Bob Marley' wrote:hen you say something like "forces BF2 unlock system to work for them" I was expecting at the very least an amusing photoshop of the team holding said unlock system at gun point or some such...
Sorry Bob , but I had no idea how to name this thread in other way ..
Last edited by Longbow* on 2007-06-02 13:57, edited 1 time in total.
[uBp]Irish
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Post by [uBp]Irish »

i could see it may be working if like you want to be a rifleman, but instead of getting the acog you'd want an m4?

bad idea i can already see the m4 hate inc.
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Longbow*
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Post by Longbow* »

'[uBp wrote:Irish']i could see it may be working if like you want to be a rifleman, but instead of getting the acog you'd want an m4?

bad idea i can already see the m4 hate inc.
You misunderstood me about rifleman's customization . I suggest to use unlock system from vBF2 for an ability to select either an M16A4 with 4x ACOG scope , or M16A4 with reflex 1x aimpoint . Same gun , different scopes .
Last edited by Longbow* on 2007-06-02 15:22, edited 1 time in total.
Bob_Marley
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Post by Bob_Marley »

Which would actually be pretty handy, as lower magnification sights are much easier to handle at short range. There are however problems with this approach, as not all the factions issue Aimpoint like sights (the L85, for example, can take only the SUSAT, CWS and ironsight). Then again, they could just have irons instead of RDS.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Longbow*
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Post by Longbow* »

Also this will remove problem with engineer's shotty ( on the maps where engy recieves an AR instead of shotgun ) . Player will be able to select between assault rifle for long range engagements and shotgun for CQB and clearing buildings .
Specops may have the same customization as rifleman , or , my personal idea - selection between carbine with common handguard \scope and carbine with tactical forward grip \ iron sights . Carbine with scope should have more recoil then carbine with forgrip , as using tactical forgrip irl makes a gun more stabilized and accurate then the same gun , but with handguard . No idea what custom may medic have though ... maybe M16A2\M4( I know it's not realistic for USMC , just no idea what can be done here... ) , both with iron sights ?
Last edited by Longbow* on 2007-06-02 15:49, edited 1 time in total.
Ironcomatose
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Post by Ironcomatose »

i like this idea and i see what your saying Longbow. I think it should be considered for a future release.

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Outlawz7
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Post by Outlawz7 »

We could have Urban kits for USMC with this, since M16 sucks at CQC, then again, we are getting the M16A4 with full auto...so not a good idea, but for Insurgents/Militia, it sounds great...
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Jay
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Post by Jay »

Bob_Marley wrote: Anyway, this thread isnt nearly as dramatic as I had hoped it to be. When you say something like "forces BF2 unlock system to work for them" I was expecting at the very least an amusing photoshop of the team holding said unlock system at gun point or some such...
Lol! Work for us or your unlock system gets it!
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Longbow*
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Post by Longbow* »

Outlawz wrote:We could have Urban kits for USMC with this
Sometimes you need a shotgun even on Kashan Desert . What to do then ?
Outlawz wrote:since M16 sucks at CQC
You just don't know how to cook it ;-)
Outlawz wrote:then again, we are getting the M16A4 with full auto
M16A4 has single and three-burst fire modes and we aren't going to get M16A3( single\auto ) . M16A4 is just an M16A2 , but with Mil-STD-1913 picatinny rail instead of carrting handle .
Outlawz wrote:...so not a good idea
Why ? Why having different scopes for same weapons is bad idea ?

p/s For future realeses of cource ...
BetterDeadThanRed
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Post by BetterDeadThanRed »

I like the idea of having a rifle with foregrip or scope as being interchangable, although I really have no clue about whether that would be realistic. I'm all for having interchangable kits, but I don't really know what you would do to the spec ops and medic kits.
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