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Old 12-22-2009, 05:48 PM   #1
bloodthirsty_viking
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Default 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
YouTube Video


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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Old 12-22-2009, 05:57 PM   #2
Dizakui
Default 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.
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Old 12-22-2009, 06:10 PM   #3
bloodthirsty_viking
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Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

Quote:
Originally Posted by Dizakui View Post
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.
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.

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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Old 12-22-2009, 06:20 PM   #4
ledo1222

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Default 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

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Old 12-22-2009, 06:32 PM   #5
Tofurkeymeister
Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

Quote:
Originally Posted by ledo1222 View Post
Your basicly saying lets for get about PR and make this BF2v all over again.
No, think about it as bringing what you need to the fight.

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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Old 12-22-2009, 06:48 PM   #6
bloodthirsty_viking
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Default 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


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Old 12-22-2009, 06:53 PM   #7
SkaterCrush

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Default 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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Old 12-22-2009, 07:08 PM   #8
Hitperson
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Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

theres no staff in here... (or at least there wasn't)


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Old 12-22-2009, 07:49 PM   #9
Burton

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Default 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

QA Tester
VMC Game Labs, Montreal
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Last edited by Burton; 12-22-2009 at 07:58 PM..
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Old 12-22-2009, 08:02 PM   #10
bloodthirsty_viking
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Default 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


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