[Rant] Weapon choosing HUD

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Locked
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

[Rant] Weapon choosing HUD

Post by Arnoldio »

So all the complains and excuses throughout those years-"Lest make 2 weapons for each class with the unlock button like in EOD2 mod" and stuff like that was majorly stated as hardcoded.

Yesterday I tried the new Sandbox 1.0, and the kit selection is pretty much denial of all those "Its hardcoded, it'll stay the same, and we cannot give more kits that 9..." stories.

So the kit layout is (I may post screen later, or anyone else can if they feel so.):

Zombie
Construction

USMC
PLA
MEC

When you click any of the first ones, a window slides down below them wich gives you option to spawn in first or third person.

If you click on any of the other 3, a kit selection will pop down and you are able to select all of the faction kits (vBF2)

So if the max nuber of kits is 9 (May be wrong), and multiply that by, lets say 5 (5 kits per each kit class)so that is 9x5 =45 different kits and that is waaay more than you need, right?

So there is like unlimited chance, we could have kits separated in classes

Leader
Infantry
Specialists

and with their suboptions for choosing race/skin tone, geometry layout, magnified optics, red dot, ironsights, different kit layouts aaand many more things.

Also the commo-rose has many more options with their sub-commoroses and stuff...

I believe this stuff was claimed to be hardcoded. Despite I am not a coder but i can imagine pretty good what can be done in BF2 engine, I didn't think this kind of selection was possible.

If you want to try, go download the mod but I wont advertise here.

Nothing against devs, just to give the publicity heads-up on what can be done with the engine.
Image


Orgies beat masturbation hands down. - Staker
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Rant] Weapon choosing HUD

Post by Rudd »

So all the complains and excuses throughout those years-"Lest make 2 weapons for each class with the unlock button like in EOD2 mod" and stuff like that was majorly stated as hardcoded.
DEVs said they didn't have time to do this atm, but they are looking in to it
Image
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: [Rant] Weapon choosing HUD

Post by Tirak »

Dev's never said it was hardcoded. The Devs have always maintained that it's too much work and they can't be bothered to do it, and other people who don't get it claim it's hardcoded. People, use search, seriously, it ain't funny anymore.

Resuggestion,

Please use the Search Function and the *** List before posting suggestions.
Tarantula
Posts: 243
Joined: 2008-03-24 00:36

Re: [Rant] Weapon choosing HUD

Post by Tarantula »

1st or 3rd person?, wouldnt that give people with 3rd person the advantage of seeing over obstacles? even as small as bushes can make all the difference
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [Rant] Weapon choosing HUD

Post by OkitaMakoto »

Not hardcoded, we're looking into it, its just a matter of what we're looking for mixed with what it can do for us.

Some people thought youd have to unlock kits in regular BF2 to get the same tiers in PR but apparently thats not the case...

Wookie sniper mod also did a unique way of assigning kits allowing you to select individual parts of your load out, and through code[lots] would piece the kit together/find the premade kit out of many that matched what you selected

Its all REALLY nice, but its a LOT of work, a LOT of coding, and just... yeah, a lot of work. The system we have now is working fine so far, so I think its gonna be some time before we change it[if at all] But it has come up in discussions in the past/recently as new mods make use of similar things

Anyway, resuggestion ;)
Locked

Return to “PR:BF2 Suggestions”