[?] Allied Factions

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Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

[?] Allied Factions

Post by Insanitypays »

For an SP mod I am working on I want to have two factions (or three) teamed up to fight one. It could be set as its own faction, I just wanted to know if it is safe to add soldiers and kits past the basic amount there are, for example, I want to be able to have a choice of US medic/British medic or US AT/british AT (like 2 factions on one side) is this possible?
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Allied Factions

Post by Wakain »

you should realise that there is a limit to what you can do soldierwise. the only place you can choose your soldiers general appearance is in the spawning interface, any kits you pick up may change you loadout and kit geoms but it doesn't change the soldier itself. in the init.con, located in any map's server.zip you can change those basic spawning kit and soldiers, if you want to be able to have e.g. british OR us at soldiers you're going to have to sacrifice another kit like the engineer.

I don't know the init code of pr, but the same rule applies that you're going to have to be careful not to have british soldiers with us helmets, camelbacks and loadout.
James May
Posts: 95
Joined: 2010-08-23 20:19

Re: Allied Factions

Post by James May »

good luck
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Allied Factions

Post by Rudd »

have fun, but you'll only be able to get one language/voice per team.
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Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

Re: Allied Factions

Post by Insanitypays »

:( well, I now have surge from spec forces xpak with US and British forces (I comprimised and gave them the EU talk XD) vs Chinese, It actually doesnt look bad at all If I just give all their kits similer kit geoms.
The language isnt much of a problem with INSURG/MEC/MEC SOPS
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