Kit custimazation (to a limit) - in another bf2 mod allready
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bloodthirsty_viking
- Posts: 1664
- Joined: 2008-03-03 22:02
Kit custimazation (to a limit) - in another bf2 mod allready
Ive been playing alot of Roflbox for a while, and it has its own kit custimazation... to a degree. i wonder if we could integrate something simaler to it to pr.
Please do not say resuggestion or hardcoded- i know its a resuggestion, but im, showing that it is possible and easy for the player.
I did voice for the talking XD
Here is a vid i made as an example
So, would this work with pr, i mean sure, only let them custimize it while dead, but still... I think having something like this might work- but i dont know how to do any codeing or anything like that, so i dont know how hard it is to make that work.
Please do not say resuggestion or hardcoded- i know its a resuggestion, but im, showing that it is possible and easy for the player.
I did voice for the talking XD
Here is a vid i made as an example
So, would this work with pr, i mean sure, only let them custimize it while dead, but still... I think having something like this might work- but i dont know how to do any codeing or anything like that, so i dont know how hard it is to make that work.
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Dizakui
- Posts: 195
- Joined: 2008-12-23 17:55
Re: Kit custimazation (to a limit) - in another bf2 mod allready
If it was used, I think it'd work pretty well with the PSC or militia factions more than any of the conventional ones.
Not 100% sure though, would have to be coded to work from supply crates and have limits for it to work in game properly.
Sounds really complex, but also quite alot of fun.
Not 100% sure though, would have to be coded to work from supply crates and have limits for it to work in game properly.
Sounds really complex, but also quite alot of fun.
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bloodthirsty_viking
- Posts: 1664
- Joined: 2008-03-03 22:02
Re: Kit custimazation (to a limit) - in another bf2 mod allready
what im saying is you know the us can costimize there guns to a limit, or so i have heard, this could be like that. You could still request kits like normal, but this would be your kit, and if you die, others can take it.Dizakui wrote:If it was used, I think it'd work pretty well with the PSC or militia factions more than any of the conventional ones.
Not 100% sure though, would have to be coded to work from supply crates and have limits for it to work in game properly.
Sounds really complex, but also quite alot of fun.
also, i do not think it could work with crates, becuase of the fact that the crates give out a kit a normal kit, while these are custimized.
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ledo1222
- Posts: 689
- Joined: 2009-03-16 01:39
Re: Kit custimazation (to a limit) - in another bf2 mod allready
Your basicly saying lets for get about PR and make this BF2v all over again. 
-The Mods cant Silence me!
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....
Been palying PR:ARMA2 since 0.1v beta

-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....
Been palying PR:ARMA2 since 0.1v beta

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Tofurkeymeister
- Posts: 647
- Joined: 2008-03-22 13:09
Re: Kit custimazation (to a limit) - in another bf2 mod allready
No, think about it as bringing what you need to the fight.ledo1222 wrote:Your basicly saying lets for get about PR and make this BF2v all over again.![]()
For example, a combat engi can bring 4 C4, or a shovel, 2 C4, and a wrench. For stuff like that it could be nice.
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bloodthirsty_viking
- Posts: 1664
- Joined: 2008-03-03 22:02
Re: Kit custimazation (to a limit) - in another bf2 mod allready
or for your primary wepon you can chose acog, red dot, iron, with other atachments aswell
and if possible, say you have the medic kit, you can chose to carry more eppipens or asmall health bag that i forget is called,, so you can make it fit your playstyle more..
idk, a rifleman can cary extra grenades instead of ammo, noumers choices
and if possible, say you have the medic kit, you can chose to carry more eppipens or asmall health bag that i forget is called,, so you can make it fit your playstyle more..
idk, a rifleman can cary extra grenades instead of ammo, noumers choices
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SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: Kit custimazation (to a limit) - in another bf2 mod allready
Its really weird how all these good suggestions get shot down by the staff etc. I mean it might be a lot of work (not sure) but the payoff would be huge.
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Hitperson
- Retired PR Developer
- Posts: 6733
- Joined: 2005-11-08 08:09
Re: Kit custimazation (to a limit) - in another bf2 mod allready
theres no staff in here... (or at least there wasn't)
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
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Burton
- Posts: 791
- Joined: 2009-09-24 17:02
Re: Kit custimazation (to a limit) - in another bf2 mod allready
If there could be a way found of linking the weapon store style thing to each kit, we could have diff versions of each weapon - perhaps progressing upwards
Three examples;
Rifleman
Slot 1 (Locked): Knife
Slot 2 (Primary Weapon): AimPoint / Iron sight / Acog
Slot 3 (Kit specific item, Grenade Launcher): Yes / No
Slot 4 (Kit specific slot, Locked):
Slot 5 (Kit specific slot, Locked):
Slot 6 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 7 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 8 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 9 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Automatic Rifleman
Slot 1 (Locked): Knife
Slot 2 (Primary Weapon) Deployed:
Slot 3 (Primary Weapon) UnDeployed:
Slot 4 (Kit specific slot, Side arm): Yes / No
Slot 5 (Kit specific slot, Locked):
Slot 6 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 7 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 8 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 9 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Pilot
Slot 1 (Locked): Unarmed (with Insurgent hands raised feature)
Slot 2 (Primary Weapon) Locked:
Slot 3 (Primary Weapon) Locked:
Slot 4 (Kit specific slot, Side arm): Yes / No
Slot 5 (Kit specific slot, Locked):
Slot 6 (Misc): Trip Flare(x1) / Signal smoke(x1) / Field Dressing(x1) / Binoculars
Slot 7 (Misc): Trip Flare(x1) / Signal smoke(x1) / Field Dressing(x1) / Binoculars
Slot 8 (Misc): Trip Flare(x1) / Signal smoke(x1) / Field Dressing(x1) / Binoculars
Slot 9 (Misc): Trip Flare(x1) / Signal smoke(x1) / Field Dressing(x1) / Binoculars
With slots 6 - 9 perhaps only allow each item, i.e. grenades to be assigned to 2 slots, to prevent Frag fests etc..
The amount of hours it would take to get this working is probably incomprehensible, but I'm just putting it out there as the payoff would be huge and add a completely new element to PR
Three examples;
Rifleman
Slot 1 (Locked): Knife
Slot 2 (Primary Weapon): AimPoint / Iron sight / Acog
Slot 3 (Kit specific item, Grenade Launcher): Yes / No
Slot 4 (Kit specific slot, Locked):
Slot 5 (Kit specific slot, Locked):
Slot 6 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 7 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 8 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 9 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Automatic Rifleman
Slot 1 (Locked): Knife
Slot 2 (Primary Weapon) Deployed:
Slot 3 (Primary Weapon) UnDeployed:
Slot 4 (Kit specific slot, Side arm): Yes / No
Slot 5 (Kit specific slot, Locked):
Slot 6 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 7 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 8 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Slot 9 (Misc): Grenade(x2) / Incendiary Grenade(x1) / Field Dressing(x1) / Smoke(x2) / Signal smoke(Colour1, x2) / Signal smoke(Colour2, x2) / Ammo(x1) / Trip Flare(x2) / Grappling hook
Pilot
Slot 1 (Locked): Unarmed (with Insurgent hands raised feature)
Slot 2 (Primary Weapon) Locked:
Slot 3 (Primary Weapon) Locked:
Slot 4 (Kit specific slot, Side arm): Yes / No
Slot 5 (Kit specific slot, Locked):
Slot 6 (Misc): Trip Flare(x1) / Signal smoke(x1) / Field Dressing(x1) / Binoculars
Slot 7 (Misc): Trip Flare(x1) / Signal smoke(x1) / Field Dressing(x1) / Binoculars
Slot 8 (Misc): Trip Flare(x1) / Signal smoke(x1) / Field Dressing(x1) / Binoculars
Slot 9 (Misc): Trip Flare(x1) / Signal smoke(x1) / Field Dressing(x1) / Binoculars
With slots 6 - 9 perhaps only allow each item, i.e. grenades to be assigned to 2 slots, to prevent Frag fests etc..
The amount of hours it would take to get this working is probably incomprehensible, but I'm just putting it out there as the payoff would be huge and add a completely new element to PR
Last edited by Burton on 2009-12-23 00:58, edited 2 times in total.
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bloodthirsty_viking
- Posts: 1664
- Joined: 2008-03-03 22:02
Re: Kit custimazation (to a limit) - in another bf2 mod allready
thats exactly what i was thinking burton, but i also thought, would the ammount of work needed be worth it, and scince i do not know how any of this coding stuff works, i can not imagian how much/little work this would be, and if its to much work for something so big, but at the same time, small.
sorry if what i just said seems like a riddle, its hard for me to put into words
sorry if what i just said seems like a riddle, its hard for me to put into words
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TheWhaleHunter
- Posts: 47
- Joined: 2008-11-14 16:10
Re: Kit custimazation (to a limit) - in another bf2 mod allready
Do soliders have the option to choose what amount of stuff they want? And can they choose to have a sidearm or not?
I thought they just got a set of stuff and that's it.
I thought they just got a set of stuff and that's it.
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sniperrocks
- Posts: 258
- Joined: 2009-11-25 01:38
Re: Kit custimazation (to a limit) - in another bf2 mod allready
Oh true, that might actually be the caseTheWhaleHunter wrote:Do soliders have the option to choose what amount of stuff they want? And can they choose to have a sidearm or not?
I thought they just got a set of stuff and that's it.
But this is a really good suggestion; if it boosts the gameplay, I'm for it!
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Drunkenup
- Posts: 786
- Joined: 2009-03-16 20:53
Re: Kit custimazation (to a limit) - in another bf2 mod allready
If you can make a proof of concept (WITH limited kits and squad limitations) without making it a coding disaster without some insane bug, than sure I'm all for it.
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bloodthirsty_viking
- Posts: 1664
- Joined: 2008-03-03 22:02
Re: Kit custimazation (to a limit) - in another bf2 mod allready
im not quite sure the extent of the customization, but im sure you can atleast coustimize some of the stuff... i heard you could put what you wanted on your assult rifle, but im not sure if thats true.
the insurgents though, and inconventinal forces could easily have these choices
also, i said i have no idea how to code, and i dont know where you would hide the files to code this stuff.
the insurgents though, and inconventinal forces could easily have these choices
also, i said i have no idea how to code, and i dont know where you would hide the files to code this stuff.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Kit custimazation (to a limit) - in another bf2 mod allready
Sounds like a good project for you to start researching & experimenting Viking 
I believe [don't quote me though] the primary reason this hasn't been done is because even though it feels like you're just changing 'one aspect' at a time, the devs actually have to put together a separate kit for every permutation that you can think of with the customization. I could be incorrect but that's what I was led to believe the last 2 or 3 times this was suggested. If you can get it working, I'd support you 100%!
So if you imagine 4 base/spawn/customizable classes [rifleman, auto rifleman, medic, officer] with 12 customizable options each [as per Burton's post], multiplied by the 9+ factions we have/will have in PR, makes for over 400 unique kits they have to include...
Pretty daunting huh!
I believe [don't quote me though] the primary reason this hasn't been done is because even though it feels like you're just changing 'one aspect' at a time, the devs actually have to put together a separate kit for every permutation that you can think of with the customization. I could be incorrect but that's what I was led to believe the last 2 or 3 times this was suggested. If you can get it working, I'd support you 100%!
So if you imagine 4 base/spawn/customizable classes [rifleman, auto rifleman, medic, officer] with 12 customizable options each [as per Burton's post], multiplied by the 9+ factions we have/will have in PR, makes for over 400 unique kits they have to include...
Pretty daunting huh!
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LithiumFox
- Posts: 2334
- Joined: 2007-07-08 18:25
Re: Kit custimazation (to a limit) - in another bf2 mod allready
but... that would mean that.... > > EA would've had to make a bunch of customizable kits....Psyrus wrote:Sounds like a good project for you to start researching & experimenting Viking
I believe [don't quote me though] the primary reason this hasn't been done is because even though it feels like you're just changing 'one aspect' at a time, the devs actually have to put together a separate kit for every permutation that you can think of with the customization. I could be incorrect but that's what I was led to believe the last 2 or 3 times this was suggested. If you can get it working, I'd support you 100%!
So if you imagine 4 base/spawn/customizable classes [rifleman, auto rifleman, medic, officer] with 12 customizable options each [as per Burton's post], multiplied by the 9+ factions we have/will have in PR, makes for over 400 unique kits they have to include...
Pretty daunting huh!
< < which i kind of doubt they did.....
unless that was just 2142...
[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
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bloodthirsty_viking
- Posts: 1664
- Joined: 2008-03-03 22:02
Re: Kit custimazation (to a limit) - in another bf2 mod allready
Psyrus wrote:Sounds like a good project for you to start researching & experimenting Viking
I believe [don't quote me though] the primary reason this hasn't been done is because even though it feels like you're just changing 'one aspect' at a time, the devs actually have to put together a separate kit for every permutation that you can think of with the customization. I could be incorrect but that's what I was led to believe the last 2 or 3 times this was suggested. If you can get it working, I'd support you 100%!
So if you imagine 4 base/spawn/customizable classes [rifleman, auto rifleman, medic, officer] with 12 customizable options each [as per Burton's post], multiplied by the 9+ factions we have/will have in PR, makes for over 400 unique kits they have to include...
Pretty daunting huh!
or i could ask the person who made it what they did XD
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Ghost_1ll1
- Posts: 45
- Joined: 2009-09-13 01:39
Re: Kit custimazation (to a limit) - in another bf2 mod allready
You can 'customize your kit' quite a bit IRL but the thing i wish i could do most is: Take the scope on and off my gun / re-zero it, and sometimes i wish i could choose extra frag grenades and HE nade launcher nades instead of smoke grenades.
or have the ability to adjust the zoom on my scope.
or have the ability to adjust the zoom on my scope.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Kit custimazation (to a limit) - in another bf2 mod allready
Yeah, thus the 'researching' part I mentioned above, and then getting it into a demo-able state to present to the devs would be the 'experimenting' partbloodthirsty_viking wrote:or i could ask the person who made it what they did XD
Good luck man, I'd love to see this implemented
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WilsonPL
- Posts: 510
- Joined: 2008-03-27 17:32
Re: Kit custimazation (to a limit) - in another bf2 mod allready
AFAIK There will be some 'customization' system in 0.9. When you're selecting kit form crates, left click on kit name gives you version with optics and right click gives version without them. 




