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Re: Better Weapon Selection and Customization
Posted: 2009-06-05 03:04
by Zeppelin35
I haven't seen this suggested before and it is a pretty good idea. Could be a good way to get around the unlock system that the Devs claim is buggy. If this is possible I would really like to see it in 0.9.
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 03:06
by gclark03
I've supported this idea for a long time, but I never did bother to draw it in Paint. Good work.
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 04:12
by Psyko
I believe Sniper comes under the catagory of Recon. but the rest looks like a good idea.
In fact i thought of somthing similar a few months ago and heres what i thought about.
unfortunatly, (not to poop all over your idea, its a good one) it would mean reworking the entire squad codeing back to basics...and [R-DEV]Dbzao would likely pay the ultimate price, using his monitor as a self bludgening device if he thought he would have to spend another enormous amount of time recoding a new system after he has spent over two years (or so...) making the current one. which...as coding goes, is not a flawless or even close to infalible system. there are builds, bugs and fixes...hundreds of them.
HUNDREDSS OF TH3M!!1
however, if it was as simple as the squad screan being reworked, the only issues needed to be considered would be that each and every variation of the weapon (eg: ACOG, or aimpoint on your weapon) means that a different version of the gun is put into the memory of the server, which may cause a strain of the p2p information sort, not sure, but it might.
But what im not wrong on is, that with change to code comes months and months of bugs, that arnt exactly noticible, and with bugs come possible exploits. and testers writhing in agony.
The squad system has always been the core of the project and hours of work have been put in by Jaymz and DB and Anchientman god bless their wee hearts... And i pray to the busty Godess of Computers that they continue their diligant work so that i may pwn daily. And who knows, some day, when a shooting star moves over the sky, and a black cat crosses your patch, a miricle may happen.
[but for the record, yes i'v seen what they did with the wookie snipzor mod and forgotten hope 2. and im pretty sure the python for those in comparison with PR are different.]
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 04:31
by Psyko
mmm...no, making the squad screen do that is easy for a programmer. the hard part is actually getting it to perform the task/s you want without a landslide of errors and bugs. and more importantly, without exploits
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 04:38
by Dev1200
It looks great on paper, and would be sweet ingame. Although the "iron sights" found on the USMC maps when you are a medic (instead of having the red dot) would be pretty much useless.. since the red dot provides a clearer aiming point.
Also, the EOTech sight is in the system as well (at least in canada anyway..).
I kind of remember a DEV stating that there is a cap on how many "kits" you can have. Since vBf2 only has 5 (i haven't played in forever.. maybe 6), I think the amount of "kits" you can have (each loadout would equal 1 kit.. so rifleman with eotech, red dot, iron, and susat are all different kits) is I think capped at 10.. or 12. Im not entirely sure on that tho. It was a while back.
Lets hope v1.5 of BF2 opens up the engine a bit more.. fastropes FTW

Re: Better Weapon Selection and Customization
Posted: 2009-06-05 04:41
by Katarn
You can only have 9 kits on the spawn page iirc, but there is no limitation to the amount of kits we can do through kit limitation. I'm not sure it's possible to have sub-menu for each individual kit, but it is an interesting thought.
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 04:48
by Psyko
Dev1200 wrote:
I kind of remember a DEV stating that there is a cap on how many "kits" you can have. Since vBf2 only has 5 (i haven't played in forever.. maybe 6), I think the amount of "kits" you can have (each loadout would equal 1 kit.. so rifleman with eotech, red dot, iron, and susat are all different kits) is I think capped at 10.. or 12. Im not entirely sure on that tho. It was a while back.
not sure about that one tbh
its not the amount, its the way you code it
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 04:52
by Bringerof_D
Kill001 wrote:Justa simple question:
Adding a simple subslot within the kit selection menu causes that much trouble?
Imean, I'm no coder but it doesn't take a professional one to assume this idea wouldn't be that difficult to implement within the game itself
Is it me or is the subcategories function (applied to the 'T' commo rose) that makes this work is code locked? Also, is there a set amount of commands that can be issued within the squad kit system ('T' commo rose)? If so, I did not know the game was that complicated to code such simple features
Also, the squad screen shouldn't be cluttered with variety of weapons (m16acog, m16ironsight, etc); that my whole point in suggesting this idea
the current system you move your mouse up and down the menu or around, the more sub catagories ytou add the coders must created a system where depenging on where your mouse is it will move to that marker, however with your idea there will be over lapping positions and the coders would have to make something really complicated for it to work.
oh and i do believe Dev1200 is right, i dont remember the number, but the amount of kits we can have is capped off, the BF2 engine does not allow for more.
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 05:06
by Spartan0189
Hm, Interesting idea.
I'd like to have some variations in my kit, makes the game more unique.
I haven't read your first post all the way, Maybe make each "Set" of attachments worth a certain amount of tickets. ie, 3 or more, equal 3 tickets added onto your kit.
EDIT:
Maybe have a right/left click option for the attachments. ie: choose one kit, then you right/left click for a attachment, ie, .86 patch will have a M249 w/ ELCAN, so why not make right click with ELCAN and left click for Iron Sights?
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 05:13
by Solid Knight
I don't see why this would be hard to implement. Essentially it's a UI change and the addition of more kits. The code on the backend that spawns the kits would only need to know about the new selections.
Of course this is the BF2 engine where even the simplest of things can be retardedly difficult or impossible.
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 07:17
by SkaterCrush
In terms of the stuff soldiers use, from what I've seen if their not using an M203 (grenade launcher) they're using foregrips (which has been said to not do anything...if we're getting into choosing different guns reduce your shot spread?), and most use red-dot sights of some sort, the ACOG seems to be of less use since engagements in streets are CQC and an ACOG would be more trouble then a blessing
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 07:35
by Maxfragg
the sandbox mod and the wookie sniper mod at least showed that the spawn screen ist completely customicable
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 16:26
by Arnoldio
[R-DEV]Katarn wrote:You can only have 9 kits on the spawn page iirc, but there is no limitation to the amount of kits we can do through kit limitation. I'm not sure it's possible to have sub-menu for each individual kit, but it is an interesting thought.
There is subsections in sandbox1.0, also subsections in commorose iirc.
Re: Better Weapon Selection and Customization
Posted: 2009-06-05 16:39
by Solid Knight
I'm not sure if you're able to make toggle buttons but if you could you could just make all these variants of standard kits available on the SpawnInterface UI (the one where you pick your initial kit and view the map) and just toggle through the different kits in the same manner that you would toggle through unlocks.