A hard question to the developers: Making use of server variable: global unlocks 1

General discussion of the Project Reality: BF2 modification.
Salah ad Din
Posts: 560
Joined: 2007-01-03 15:15

Re: A hard question to the developers: Making use of server variable: global unlock

Post by Salah ad Din »

will the unlocks only change the main weapon or would it be possible to actually have different kit loadouts?
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Solid Knight
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by Solid Knight »

Salah ad Din wrote:will the unlocks only change the main weapon or would it be possible to actually have different kit loadouts?
They can change more than one part of the kit. If you have BF2:SF and you unlock the assault class for the second time you get the FN F2000 for your gun, grenade launcher, and you get flashbangs instead of grenades.
Solid Knight
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by Solid Knight »

Darktrooper wrote:Mmmh... Are you sure we can have different unlocks for different teams?

In vBF2 all factions had the same unlockable weapons... Would not make sense here.
You specify what the unlocked items are in the kit files.
wooly-back-jack
Posts: 940
Joined: 2007-01-14 17:20

Re: A hard question to the developers: Making use of server variable: global unlock

Post by wooly-back-jack »

quite like the idea of customising my kit a bit, may stop crowds kit-request spamming at RP's :)
Scot
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by Scot »

So like you could have GL with EoTech or Aimpoint instead of ACOG. Me like :D
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wooly-back-jack
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by wooly-back-jack »

no I want a deployable camomesh tent thingy in my kit for camping in :p
DeltaFart
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Joined: 2008-02-12 20:36

Re: A hard question to the developers: Making use of server variable: global unlock

Post by DeltaFart »

No worries about giving MEC m16s here. EoD has it down the right way, just need to make it so that you don't need to unlock in vBF.
Grey_Ghost
Posts: 53
Joined: 2006-02-27 22:09

Re: A hard question to the developers: Making use of server variable: global unlock

Post by Grey_Ghost »

Dr2B Rudd wrote:only thing is, that the requestable kits would have to be kept the same, and officer requestable would be acog, unless you put duplicates of every one in the selection and I don't think thats a good idea/might not even be possible.
I won't claim to know the details of how requesting works. However in the other similar UI comm modes you can alt fire for a different result. So assuming just 2 different officer kits it could simply be a difference of right clicking instead of left clicking while requesting the kit.
AREM117
Posts: 134
Joined: 2008-08-29 04:03

Re: A hard question to the developers: Making use of server variable: global unlock

Post by AREM117 »

I think that in reality each soldier is allowed to pick their own sights depending on the situation. So why not put it in. Although they shouldnt have to be unlocked. And no out of place weapons(F2000 on Insurgent, or Jackhammer on Militia)

They could add a system where the spawn kits have an expandable menu like
BF2142. Then with that you can pick Ironsights, Red Dot, or Scope for all Spawn Kits.

The unlocks system should be for customizing the primary weapon's optics only. But maybe allow the engineer to pick between a Shotgun with Buckshot or Rifle. We have kit requesting for adding Grenade Launchers(Grenadier), Suppressors(SpecOps), or Hi-Cap Mags(Automatic Rifleman).
Scot
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by Scot »

AREM117 wrote:I think that in reality each soldier is allowed to pick their own sights depending on the situation. So why not put it in. Although they shouldnt have to be unlocked. And no out of place weapons(F2000 on Insurgent, or Jackhammer on Militia)

They could add a system where the spawn kits have an expandable menu like
BF2142. Then with that you can pick Ironsights, Red Dot, or Scope for all Spawn Kits.

The unlocks system should be for customizing the primary weapon's optics only. But maybe allow the engineer to pick between a Shotgun with Buckshot or Rifle. We have kit requesting for adding Grenade Launchers(Grenadier), Suppressors(SpecOps), or Hi-Cap Mags(Automatic Rifleman).
I believe doing that would be breaking the EULA for BF2 and/or 2142.
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Expendable Grunt
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by Expendable Grunt »

"Adding" menus would be a pain in the ***. Also, none of you are developers, who will probably just avoid this thread anyways.
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hx.bjoffe
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by hx.bjoffe »

Well although it makes sense also to me, it has afterall been suggested several times before...
zangoo
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by zangoo »

Doesnt anyone remember a mod called the wookie sniper mod.... wookie scouty has created a whole new menu that allows players to change alot of their kit. It is very possible and from what scouty has told me rather easy code wise.
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waldo_ii
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by waldo_ii »

I've brought up the kit system in the Wookie sniper mod (Excellent mod, btw, if you have patience and a love for linear gravitational effects and rifles being zeroed at 0m), and the Devs didn't seem to notice.

Basically, the kit system is this: In place of the standard kit selection screen, there are three or four categories- Weapons, sidearm, extra, and something else. The buttons have the name of the weapon/item on it, and you just click the buttons to customize your kit. Want a M95+Barretta+GITD binocs? Push those three buttons, and that is your kit.

What I propose is this: Get permission and code from the creator of the Wookie mod, and make the kit selection screen like this (repeated several times for respective kits)
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As for the ability to put images in there, I am pretty sure it is possible. The Sir. Community has their Sandbox mod, and I remember playing a 1.0 beta that had pictures of stuff in their selection screen, which in v.5 of their Sandbox mod looked very, very much like the current Wookie kit selection screen.
These pictures are huge, so I think quoting them would size them down wrote: Edit: I found a screenshot of what is in the Wookie sniper mod
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Edit 2: I found a screenshot of the Sir. Community's Sandbox 1.0 mod's object spawn selection screen.
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Maybe our PR gurus could talk to the Sir. and Wookie gurus and figure out if this is possible?
Last edited by waldo_ii on 2008-10-07 02:19, edited 3 times in total.
youm0nt
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by youm0nt »

Yeah, but what are the chances a mod developer would help another mod that he probably doesn't even play?
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nedlands1
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by nedlands1 »

zangoo wrote:Doesnt anyone remember a mod called the wookie sniper mod.... wookie scouty has created a whole new menu that allows players to change alot of their kit. It is very possible and from what scouty has told me rather easy code wise.
Except in his case his has THOUSANDS of kit combinations (3240 + spotter kits if I am not mistaken). He had to make some sort of script to automate the creation of the kit files.
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youm0nt
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by youm0nt »

DeltaFart wrote:Look at Black Sands Studios. They do it all the time
I know, but Scouty and his mod isn't part of BSS so it's unlikely he'll help another mod.
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