Making your own backpack inventory

Suggestions from our community members for PR:BF2. Read the stickies before posting.
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Making your own backpack inventory

Post by =Romagnolo= »

I played the sniper mod for BF2 (fun mod, you should check it out) and I had an idea.

Look the menu screen of the mod:


Image


In the mod, before you spawn, you select the weapons and then the extra think that you want to get with you, like grappiling hook, or a binos, or extra ammo.


So, I thought that if would be possible to add the same for PR, like you select the kit and then select in the menu under the actual kits what you would like to bring with you to the battlefield.

Good our bad idea ?





Here is the link about the mod:
WOoKie Sniper Mod 1.15 released! - Total Gaming Network
Last edited by =Romagnolo= on 2008-04-06 16:40, edited 1 time in total.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

could be fun, but what kind of variantions would be realistic
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Post by sakils2 »

Where can I get the mod? :D Would be a nice change for PR, but it should be real enough... Like would you like to take more ammo or a smoke grenade etc. That would be kinda cool. But serious, where can I get the mod?
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

That is pretty damn sweet.
Image
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Post by =Romagnolo= »

sakils2 wrote:Where can I get the mod? :D Would be a nice change for PR, but it should be real enough... Like would you like to take more ammo or a smoke grenade etc. That would be kinda cool. But serious, where can I get the mod?
WOoKie Sniper Mod 1.15 released! - Total Gaming Network


Here, and I'll update my first post too.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

Wow!!! Good find. I we have the same thing, but have one class called rifleman. From there you can customize him (with an active weight system, too much weight means you cant go or you move slower) from there you can make him an engineer, with ammo perhaps, but the ******* can only move. The encumbrance should not change when perhaps you have deployed a mine, so balance can remain. People can make individual classes like scout, with a hook and a nade or 2 with a rifle. Stuff like that would be great.
Image
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

[R-CON]nedlands1 wrote:That is pretty damn sweet.
EDIT: The release thread on the BF2 Editor forums: [release] Wookie Sniper Mod V1.15 - Official BF Editor Forums
Image
Superior Mind
Posts: 161
Joined: 2007-02-15 01:55

Post by Superior Mind »

Maxfragg wrote:could be fun, but what kind of variantions would be realistic
I suppose an example would be:

Rifleman:
Set kit: Knife, Shovel, Binoculars, Field Dressing

Choose Rifle:
M16A4 with ACOG
M16A4 Ironsights
M249SAW
M16A4/M203

Choose Grenades:
4xFrag + 2xSmoke
6xFrag
6xSmoke

Choose Special item:
Ammobag
AT4
Stinger

Depending on what rifle you choose, you will lock or unlock other options. For instance if you select M16A4/M203 or M249SAW you wont be able to take a special item.

One major issue is the quarter master system would have to be redone to work with this. For what we need, the system that is in place now is much better. To implement something new like this would require recoding everything that has been worked on for the past few years.
Image
Saobh
Retired PR Developer
Posts: 8124
Joined: 2006-01-21 11:55

Post by Saobh »

...
Then, when a player pressed the spawn button, PlayerSpawn is invoked and the script will check for the 5 choices attached to the player object. Then it uses rcon_invoke to set all kits on a team to the same, custom kit, using gameLogic.setKit. Something like:
So probably will not be having this in PR. But there may be work arounds.
The only acceptable 'Lone Wolf' you'll be allowed to play : http://www.projectaon.org/en/Main/Home

Image
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Post by ReaperMAC »

Superior Mind wrote:I suppose an example would be:

Rifleman:
Set kit: Knife, Shovel, Binoculars, Field Dressing

Choose Rifle:
M16A4 with ACOG
M16A4 Ironsights
M249SAW
M16A4/M203

Choose Grenades:
4xFrag + 2xSmoke
6xFrag
6xSmoke

Choose Special item:
Ammobag
AT4
Stinger

Depending on what rifle you choose, you will lock or unlock other options. For instance if you select M16A4/M203 or M249SAW you wont be able to take a special item.
Bosco and Me were thinking something exactly like this. Well... we can dream can't we? :)
Image
PR Test Team: [COLOR="Black"]Serious Business[/COLOR]
[R-DEV]dbzao: My head Rhino.... (long pause) My beautiful head
[R-DEV]Rhino - If you want to spam do it in the tester area please.
Control the Media, Control the Mind.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Post by Rudd »

the kind of variations superior mind suggests just seem like the same thing, but different way of requesting.

Off the top of my head I cant think of good realistic variations.
Image
DannyIMK
Posts: 226
Joined: 2008-01-28 18:16

Post by DannyIMK »

good idea but it could take much time to make
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Post by AfterDune »

Would such a thing change gameplay?
Image
Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Post by Enderjmu »

hm... maybe... have custom kits (like CoD4, except without an unlock system)

Perhaps a point system? 20 points to spread out on your kit

Now if only we could make ammo bags not resuppliable (maybe make them cost quite a bit from the ammo bag... just in case people want a gun with 2 clips and 3 ammo bags)

I dunno, have it in the options or something... It'll make things a bit more interesting...
markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Post by markonymous »

how about you restrict the customizing a bit. for eg an engineer cant take a medic kit and a medic cant take a wrench. you can choose acog but then you have to sacrifice something else. MAYBE just MAYBE even include a parachute as an option i mean this opens new doors to levels of reality.
Image
3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Post by 3===SPECTER===3 »

Nice find!... This could come in handy for the DEVs
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

ye we know about it, got the guy whos making that mod on my xfire and been talking to him abit about it and e-gor helped him out into getting it to work :)

Dunno if we are going to use this in PR since it would require a hell of alot of rework to our stuff and wouldn't always work out etc so we will have to see.
Image
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Post by =Romagnolo= »

Good to know, at least we have one more knew way to work with the engine. Maybe it is useless now, but who knows the future, eh ?
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Post Reply

Return to “PR:BF2 Suggestions”