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

General discussion of the Project Reality: BF2 modification.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

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

Post by zangoo »

[R-CON]nedlands1 wrote: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.
yes he has alot of kits and he did create a simple script to create all the kit files, i dont see any issue with that, he also has alot more things that can be changed then what pr would have so i dont see any issue. If it came to it he would help us afaik.
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DavidP
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by DavidP »

What wookie did for their sniper mod could really be useful for the Insurgents faction. If that Could be incorporated in to PR. I think we could consolidate and diversify all the Kits from all the Factions across the board! Let me use Insurgents as an example.

Say that you choose to be the Insurgent Class. You have 3 weapons available to you to choose from. AK, SKS, and G3. You could also choose what extra equipment you would want. Say Shovel, Binocs, Ammo. Then you could choose an Explosive. Molotov, Frag, Gp-25(If you choose AK)
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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 think it is easy to get carried away with this. If it was implemented, I think the only kits that should have this would be rifleman and officer, both with the optics/irons option.

Other kits are the way they are for a reason. The squad leader kit for the Insurgents is the way it is for a reason (with GP-25). It is to encourage people to lead squads.

I think that the kit selection screen should look exactly the same, same style of option and everything, just the top two would be different (layout that I pictured on the page before. The top two could look exactly like they do now, but squished with two buttons on the right, one with the symbol for rifleman ironsights (the symbol in the squad or tab screen), the other for rifleman optics.


And maybe we can assume that Mr. Wookie is a cool dude before judging him? Maybe is is the kind of guy who would help out other folks, I think it is rather unfair of you all to automatically assume that he would hoard his code and information...
MadTommy
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by MadTommy »

Sorry i'm not gonna read all this.... but..

In version 0.3 one of the things that really attracted me to PR was.. the limited kits available. 'Here is your rifle, go get em!' I dont think you should get a choice of rifles within the same class.

I also like the limited nature of kits on 0.8. I believe 90% of soldiers should have default issued rifles.
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

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

Post by @bsurd »

Sounds good to me if we can get this in... Would make it more interessting to costumice the rifle the way u want it...

Hope this can be done!
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Truism
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by Truism »

I liked where this thread was going to begin with. Using the BF2 style unlock system to pick kits that are variations of one MOS or equivalent makes sense, and I've always wondered why they didn't do it that way, but...

The US is very much an exception to the rule in armies that nearly all equipment used is what you are issued. I very much agree with MadTommy above, and disagree most vehemently with those who are in favour of making a CoD style "Choose your tac-cool invention!" system... That would be unrealistic to the extreme, and would probably make me quit...
Raegron
Posts: 87
Joined: 2007-05-27 12:56

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

Post by Raegron »

MadTommy wrote:Sorry i'm not gonna read all this.... but..

In version 0.3 one of the things that really attracted me to PR was.. the limited kits available. 'Here is your rifle, go get em!' I dont think you should get a choice of rifles within the same class.

I also like the limited nature of kits on 0.8. I believe 90% of soldiers should have default issued rifles.
Yeah, I don't support the idea of choosing rifles -within- the same class. The only thing I personally would agree with is you know, choose ACOG or aimpoint (in case of rifleman/officer for example), or smoke/frag grenade, or mine/hook, etc. Those are (to me) small changes that aren't unrealistic. A tiny bit of freedom, but not too much, otherwise it will ruin gameplay.
LtSoucy
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by LtSoucy »

MadTommy wrote:Sorry i'm not gonna read all this.... but..

In version 0.3 one of the things that really attracted me to PR was.. the limited kits available. 'Here is your rifle, go get em!' I dont think you should get a choice of rifles within the same class.

I also like the limited nature of kits on 0.8. I believe 90% of soldiers should have default issued rifles.
I 100% agree, most armies have standard rifles. :razz: Why should a reality mod change, its fine how it is.
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hexhunter
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by hexhunter »

It's unfortunate that those kits which would be improved by a Sniper mod/Sandbox mod style menu are limited and therefore only available through comm. roses while you're already alive in the game.

I do think having an extra kit for riflemen and officers with different sights may be useful though, and maybe some variation for medics or engineers (not sure what medics might get, but engineers could choose between explosives, mines or grappling hooks)
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Truism
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by Truism »

hexhunter wrote:It's unfortunate that those kits which would be improved by a Sniper mod/Sandbox mod style menu are limited and therefore only available through comm. roses while you're already alive in the game.

I do think having an extra kit for riflemen and officers with different sights may be useful though, and maybe some variation for medics or engineers (not sure what medics might get, but engineers could choose between explosives, mines or grappling hooks)
If we shrunk the number of slots needed for each kit, then we could fit more kits into the spawn menu, and be rid of the quartermaster forever. So, for example,
Button 1: Officer Optics, Officer Irons, Armour Officer, SF Officer.
Button 2: Optics Rifleman, Irons Rifleman, Auto Rifleman, Grenadier, Marksman, L-AT.
Button 3: Engineer Hook, Engineer AT (mines), Engineer Demo (SLAMS).
Button 4: Medic Optics, Medic Irons.
Button 5: Scout Sniper, Sniper, Special Forces Rifleman, Special Forces Breaching, Special Forces Marksman.
Button 6: H-AT Optics, H-AT Irons, AA Optics, AA Irons.

There is easily enough space to do that in the menu, it's just a question of pitting the kits together. Then place a small spawn delay on each of them so that two people can't try to spawn as the same thing at exactly the same time at the start, write kit limitation in the same way as FH2 did it, and create spawning rules for each class (ie, 1-4 can spawn anywhere, 5-6 can only spawn at Main Bases and FO's).

The kits in there are only examples, and button 5 has some very dubious ones.

Presto chango! For .9 please ^_^
Tofurkeymeister
Posts: 647
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by Tofurkeymeister »

Truism wrote:If we shrunk the number of slots needed for each kit, then we could fit more kits into the spawn menu, and be rid of the quartermaster forever. So, for example,
Button 1: Officer Optics, Officer Irons, Armour Officer, SF Officer.
Button 2: Optics Rifleman, Irons Rifleman, Auto Rifleman, Grenadier, Marksman, L-AT.
Button 3: Engineer Hook, Engineer AT (mines), Engineer Demo (SLAMS).
Button 4: Medic Optics, Medic Irons.
Button 5: Scout Sniper, Sniper, Special Forces Rifleman, Special Forces Breaching, Special Forces Marksman.
Button 6: H-AT Optics, H-AT Irons, AA Optics, AA Irons.

There is easily enough space to do that in the menu, it's just a question of pitting the kits together. Then place a small spawn delay on each of them so that two people can't try to spawn as the same thing at exactly the same time at the start, write kit limitation in the same way as FH2 did it, and create spawning rules for each class (ie, 1-4 can spawn anywhere, 5-6 can only spawn at Main Bases and FO's).

The kits in there are only examples, and button 5 has some very dubious ones.

Presto chango! For .9 please ^_^
Quartermaster thing is good, keeps spamming down. However... ... ...

I really like the idea of multiple layouts. It would be realistic and add a LOT of diversity, especially on the insurgent side, as mentioned before.

Just be sure to an ACTUAL shotgun :P
waldo_ii
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by waldo_ii »

We're really getting carried away with this. The way things are now are fine (dont fix what isn't broken).

I think of this as a simple, intuitive way of changing the spawn screen to be easier and more friendly, and as a way of giving officers a choice. The current kits are the way they are for a reason. AA, HAT, Crewmen are not supposed to have optics. These are meant to be special purpose kits, not squad support kits. The lack of sights also tells other people if you have LAT or HAT.

This should just be for the Rifleman class and the officer class. The kit screen should be 90% the same, just a few cosmetic changes for the new buttons.
llPANCHOll
Posts: 233
Joined: 2007-11-12 21:37

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

Post by llPANCHOll »

waldo_ii wrote:We're really getting carried away with this. The way things are now are fine (dont fix what isn't broken).

I think of this as a simple, intuitive way of changing the spawn screen to be easier and more friendly, and as a way of giving officers a choice. The current kits are the way they are for a reason. AA, HAT, Crewmen are not supposed to have optics. These are meant to be special purpose kits, not squad support kits. The lack of sights also tells other people if you have LAT or HAT.

This should just be for the Rifleman class and the officer class. The kit screen should be 90% the same, just a few cosmetic changes for the new buttons.
Agreed.. You shouldnt be able to spawn with HAT or SPEC OPS or LAT they should keep it the way it is you should have to request them, some kits available from rally, some only from the FB.

I support one specific change.. Allow officers to have access a rifle without optics if he so chooses.
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Kenny
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by Kenny »

I like this idea becuase it would give PR that much more diversity especially for the insurgents
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Danolboy
Posts: 61
Joined: 2008-02-11 13:43

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

Post by Danolboy »

It's an interesting idea although it would have to be implememted carefully so that it doesn't distract people from PR's core aims and gameplay elements.

Nothing worse than it turning into a tweakfest.
Expendable Grunt
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by Expendable Grunt »

All these useless community member posts and not a single developer...
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hexhunter
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by hexhunter »

Expendable Grunt wrote:All these useless community member posts and not a single developer...
I am sure that they are discussing what reason they should give before closing the topic, :D
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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 »

So I'm assuming it's possible, but the devs simply don't WANT to use it for some unknown reason.
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Kenny
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Re: A hard question to the developers: Making use of server variable: global unlock

Post by Kenny »

Yer I don't know whats up with the dev's mabey their arguing but atleast could we get some kind of imput even if it's only a wink. This is a very good idea in this thread so why no talky?
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