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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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#1 |
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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. |
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#2 |
![]() Join Date: Dec 2008
Posts: 195
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Location: Greater Manchester
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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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#3 | |
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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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#4 |
![]() Join Date: Mar 2009
Posts: 674
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Location: maple
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Your basicly saying lets for get about PR and make this BF2v all over again.
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-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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#5 |
![]() Join Date: Mar 2008
Posts: 645
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#6 |
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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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#7 |
![]() Join Date: Apr 2009
Posts: 1,185
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Location: Radelaide, Raustralia
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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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#8 |
Retired PR Developer
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theres no staff in here... (or at least there wasn't)
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![]() 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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#9 |
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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 |
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Last edited by Burton; 12-22-2009 at 07:58 PM..
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#10 |
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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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Tags |
allready, bf2, custimazation, kit, limit, mod |
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