Alternative Rally Point logic allowed?

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jedermann
Posts: 55
Joined: 2007-02-07 07:41

Alternative Rally Point logic allowed?

Post by jedermann »

I have modified the current rally point logic. Changes include that rally points have to be placed within 150 meter radius of your old RP or within 150 meter radius of a friendly flag and placement delay adjusted. The current system allows placing RPs everywhere on the map, which encourages squad leaders to sneak in and place RPs behind the frontline. IMO, this often leads to most unrealistic battles with enemies incoming from every direction non-stop. Although it is still possible for SLs to do that, it is much harder to accomplish. And destroying their rally point not just solves the problem for 2 minutes. With my changes RP placements is like a chain beginning at frontline flags. Squad leaders heading for frontline flags to start placement should also be a boost for defense, which is just missing most of the time right now. I wanted to feel the new gameplay by testing it on Singleplayer, but it doesn't really work because playing with bots just sucks.

So my question is, am I allowed to run a public test server with the altered system or is it infringement of copyright? Since the code I have changed is your intellectual property, I won't deal with it anymore if you don't allow it. Or maybe give me hint on a feature of 0.6 that already solves the described problem. Kind regards.
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

The parameters we are open to people modifying are in realityconfig.py. Beyond that, we don't want to see logic changes. More than likely in a future release of PR we'll prevent people from modifying anything outside of the realityconfig parameters.

Much of PR is defined by server side logic. If we begin allowing people to redefine the logic it is not a path we want to go down...

If you have modding skills and game play ideas you could consider applying to join the team.

There are features in v0.6 that round out the changes to the spawning mechanics and once we have those in place we'll make a more complete evaluation of the new spawning mechanics we intend for PR.
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jedermann
Posts: 55
Joined: 2007-02-07 07:41

Post by jedermann »

So be it! Generally I would join the project, but since programming for the BF2 engine is really a frustrating experience I think I shouldn't. The engine barely has any documentation and looking at your code you have earned my highest respect. It seems you have done a lot of re-engineering and trial-error testing to make all this work.

To give an example experienced during my modification, a ghost rally point appeared after a successful check for the old one being wrecked. Looking at your code it was easy to add the missing condition, but without I might have been lost already.
Last edited by jedermann on 2007-02-25 08:27, edited 1 time in total.
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