Making your own backpack inventory

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Post by Mora »

Counter strike weapons shop?
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

Maxfragg wrote:unforunatly, it is not possible /the devs did not yet find a way, that the tracers do not just come in 1 of 5 cases, but that certain bullets are tracers
What are you trying to say? Are you saying they can't have anything but 1:4 or none at all?. I know for a fact that you can have a tracer for the first round and for the last round by having, "ObjectTemplate.tracerInterval 29" for weapons with 30 round mags, "ObjectTemplate.tracerInterval 19" for weapons with 20 round mags and in general "ObjectTemplate.tracerInterval (X-1)" for weapons with X round magazines. Oh and BTW got a source for that?
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

when you have an interval of 16 with in a 20 rounds mag, you will get one tracer, but not esepecially the last one.
and the layout that would be most realistic
3 tracers at the beginning of a mag,
than one in each 5 bullets and finaly 3 at the end, isn't possible at all
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

Maxfragg wrote:when you have an interval of 16 with in a 20 rounds mag, you will get one tracer, but not esepecially the last one.
and the layout that would be most realistic
3 tracers at the beginning of a mag,
than one in each 5 bullets and finaly 3 at the end, isn't possible at all
You'll get 2 tracers with that interval (as the first round has to be tracer in order for subsequent rounds to be tracer) but not right at the last round, just near it. Not what I am suggesting but perhaps an option. Having an interval which changes isn't possible as you imply.
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Fatal-M
Posts: 459
Joined: 2008-01-06 14:16

Post by Fatal-M »

FREAKING NICE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

this should be added ASAP !! this will actuelly give each player the variety of weapons !! and which will suit his own gaming style !! i know the game is all about wats real and not .. i dont think the US army supplies every battalion with the same layout kit !! :D
PantlessMidget
Posts: 60
Joined: 2008-01-05 07:42

Post by PantlessMidget »

I have this game and its a ton of fun. There are many things I would like to see in PR. There are awesome ballistics, no view distance limits, great weapons, awesome skins, and a great map for snipers only called "The Chiller"
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Handing out my own .50 caliber justice
Fluffywuffy
Posts: 2532
Joined: 2007-11-13 23:52

Post by Fluffywuffy »

uber 1337 sniping is lame :P
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Post by Rudd »

The current kit balances are set realistically.

As an SL i'd prefer to know what the loadout of each of my men is.

If a rifleman is having to bring extra bandages or whateva, it means my medic isn't doing his job. BAD MEDIC< VERY BAD MEDIC (*hits medic over head with newspaper*)
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Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Post by Enderjmu »

Well, you pick from basic kits, but customize them a bit (like sacrificing smoke grenades for another ammo box...

Engineer can get 2 mines or 1 mine + C4...

little things.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Post by Scot »

For anyone saying involve a points system. You may as well add the Minigun to the inventory and why not an automatic rpg? The name of this mod being PROJECT REALITY! Do you think soldiers on the field have a "point" system to see what weapons they choose???? No be the answer. So IMO that is a very silly idea. The customisation is a good idea, but at maxium for weapons, rifles saying whether you want acog or iron and only then if you have chosen rifleman. Then i agree, Enginners can choose what more c4/mines and medics can choose More Defibs or smoke grenades or summin! But good idea, but i like the system atm and don't take it away!!
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

the points system would be so the person changing the kit couldnt just pick everything, they would have to pick a set number of things. but in the end i think a point system wouldnt work, i think just simple things would be better, like i posted before, 3 catagorys with 3 things to change, it would keep the kits very close to what they should be but still allow the player to change them around to fit the situation.
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

An idea might be to simply limit the medic kits, making them request able kits only (But available in high numbers).

Then you can have this generic rifleman class that players have the option to customize.

Rifleman -

Choice 1
A. Scoped Assault Rifle
B. Ironsighted Assault Rifle

Choice 2
A. Extra Ammunition
B. 4x Claymores
C. Trip Flares
D. C4
E. Mines

Choice 3
A. Frag & Smoke Grenades
B. Extra Field Dressings (3x)
C. Breaching Shotgun
D. Grappling Hook
E. Wrench

Knife, Shovel, Binoculars would be standard.

(Something similar to that layout... feel free to make any changes you feel necessary).

BTW... the tracer round suggestion sounds pretty neat if it's doable.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

i think giving the rifleman the choice to get, c4, trip flares, mines, wrench, ect is a bad idea, cus it would allow a rifleman to become a totaly new kit instead of just having some small changes. the tracer thing wouldnt be hard, like if you spawned officer you could get all of your ammo as tracers so you could show your squad where you would like them to shoot.
Viper5
Posts: 3240
Joined: 2005-11-18 14:18

Post by Viper5 »

3 Options:

Corpsman
Combat Engineer
Rifleman

Everyone gets a maximum of 10 points

Corpsman:
Rifle
M16A4 Ironsights-1 Point
M16A4 M68- 2 Points

Sidearm:
None- 0 Points
M9- 1 Point

Grenades-
1 Smoke- 1 Point
1 Frag- 3 Points
1 Colored Smoke- 1 Point

Medicine:
Defibrilators- 5 Points
Bandages- Point per

All Get Knife, Shovel

Rifleman:
M16A4 Ironsights- 1 Point
M16A4 M68- 2 Points
M16A4 ACOG- 3 Points
Add M203- 3 Points

Sidearm-
None- 0
M9- 1

Grenades-
Frag-2
Smoke-1
Colored Smoke-1


Ammo Bag- 2 Points
Bandage- 1 Point


Combat Engineer-
M16A4 Ironsights- 1 Point
M16A4 M68- 2 Points
Sidearm-
None-0
M9-1

Explosives-
AT Mine- 1 Point
AP Mine- 2 Points
C4 (1 Block) 3 Points
SLAM (1)- 1 Point

Extras-
Wrench- 2 Points
Bandage- 1 point


Limited Kits:
Sniper-
M14- 2 Points
M40A3- 4 points

Sidearm-
None- 0
M9- 1
M9 (Suppressed) 2

Grenades-
Frag-3
Smoke-1

Extras-
Laser Designator- 5 Points
Tripflare- 2 Points
Ghilli Suit- 3 Points


Automatic Rifleman-
M249- 4 points
M240- 8 Points
Sidearm-
M9-1
None- 0

Grenades-
Frag-2
Smoke-1

Extras-
Ammo Bag-2
Bandage- 1

Anti-Vehicle
M16 (Iron)- 1 Point
M16 (M6 8) - 2 Points

AT4- 4 Points
Stinger- 6 Points
SRAW-8 points

Smoke- 1 Point
Frag- 2 Points
Bandage- 1 point
Mines- 2 Points
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Post by gclark03 »

Great idea, but there's one problem: with the 10-point limit, you never specified whether the player could pick one of each in some categories and everything in others. We can't have a Rifleman running around with ironsights, an aimpoint, an ACOG, and an M203 on the same rifle, can we?
llPANCHOll
Posts: 233
Joined: 2007-11-12 21:37

Post by llPANCHOll »

I can just see it now.. say goodby to kit assignments..

I mean everybody has their PERFECT WORLD KIT.. Mine is a the Spec-Ops with a Shovel and Wrench..

But I can just imagine the headache of having kit options as the SL.. When you give out kit assignments you know what they have, if they can pick and choose, there will be no way to effectivly give kit assignments without Micro Managing their personal kit.. I dont think this is a good idea.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

here is what i think the lay out should be, i tried to keep the kits very close to what they were.

officer

---main weapon---
m16a2-4x acog
m16a2-1.5x acog
m16a2-iron sights
m16a2-aimpoint

---tracers---
1:30(first, last)
1:15(first, half, last)
1:5
1:1

---grenades/smoke---
4x grenades + 2x smoke + 2x greensmoke
4x grenades + 4x smoke
6x grenades + 2x smoke
8x grenades

---extras---
simrad + 92fs + 3 field dressings
binocular + 4 field dressings
simrad + 4 field dressings
92fs +4 field dressings

---freestuff---
knife
====================================================
medic

---main weapon---
m16a2-ironsights
m16a2-aimpoint

---tracers---
1:15(first, half, last)
1:30(first, last)
1:5
1:3

---grenades/smoke---
1x smoke + 1x grenade
2x grenades
2x smoke

---freestuff---
knife + defibrillator + binocular + medic kit + field dressings
====================================================
engineer

---main weapon---
m16a2-ironsights + shotgun
m16a2-aimpoint + shotgun
m16a2-ironsights
m16a2-aimpoint

---tracers---
1:15(first. half, last)
1:30(first, last)
1:5
1:3

---grenades/smoke---
no shotgun + 2x grenades + 2 smoke
no shotgun + 3x grenades + 1 smoke
no shotgun + 4x grenades
no shotgun + 4x smoke

---extra---
no shotgun + 3x field dressings + 1x smoke
1x c4 + 1x mine
2x mine
2x c4

---freestuff---
wrench + knife + binocular
====================================================
rifleman

---main weapon---
m16a2-ironsights
m16a2-1.5x acog
m16a2-aimpoint
m16a2-4x acog

---tracers---
1:15(first, half, last)
1:30(first, last)
1:5
1:3

---grenades/smoke---
4x grenades + 2x smoke
2x grenades + 4x smoke
3x grenades + 3x smoke
6x grenades

---extras---
1x ammobag + 2x field dressing
3x field dressing
2x ammobag

---freestuff---
knife + binoculars + shovel
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

I'm not sure, but I don't think it's possible to customize multiple kits, which is why I only included one generic rifleman with options that lean toward combat and engineering. It doesn't seem likely that you could have the Rifleman, medic and engineer classes with their own separate options.

From what I've seen of the mod, there's only the one generic sniper kit with various options.
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