A new kit restriction reason that disables a kit if a different kit has a certain amount of people using it. For example, Medic B kit is disabled when there are 2 Medic A kits currently in play. I ask for this because I want to add scoped and unscoped variants of kits without having both variants able to be running around the map at once.
#Kit restriction based on usage of a different kit
1 messages · Page 1 of 1 (latest)
isnt it more of a #1026955948939554848
and cant you
?
even if just restricting with UI
From what I can tell about the kit restrictions, modders can't make them, unless they hack together their own system in a game mode, which wouldnt make sense for me to do in a faction. I'd happily be proven wrong of course
I put it here instead of #1026955948939554848 because this is something that would assist modders and devs instead of the general player base
i mean, modding is hacking together at a broad sense.
There are different level of it.
just because a system isnt implemented doesnt mean its hacking together.
You probably can read all info you need with who has what kit , and then Restrict with UI elements (if all kits are used, grey something out)
And yes anything that isnt in the base game needs to be done in a GM, thats how it is for now... unless its a faction or map
I put it here instead of 💭feedback-suggestions-questions because this is something that would assist modders and devs instead of the general player base
it is a Base game feature
not an exposal request or a bug or a feedback on how the SDK function
It is indeed something that would assist modders, any feature implemented by the devs makes lives of modders easier, granted that its exposed sufficiently
anyway i just think it'll be more discussed in the general feedback channel and concern more people than just modders and dev
but i think i get what you mean now, kit restriction are BP that you set in a drop down, and you cant make your own ?
I'm not saying it isn't possible. It just isn't practical to require a gamemode just to make 1-2 factions work properly. The average player won't do that, and server owners certainly wouldn't do that over Tweaked Aas or other more interesting GMs. It's just not a good solution to such a small problem.
and you have to do a completely new system to restrict based on other kits ?
Yes, you can't make them in the same way the normal ones work
yah but restricting based on other kits is kind of a base feature that should be in the game
with alternative kits
and they will do it, probably when they do gun customization ? 🤷♂️
So many mods sit in this territory right now, however...if this is something you really want and have time I would highly suggest you do a prototype.
You can then say, "OHD devs I want this, and this is an example of how it works".
That's how shit gets done. There's no guarantee they will accept it immediately though so 
The whole idea though is that we can describe how anything works in text, but when it already works in Blueprint it's more likely it can just get handed off to programming and people can also just immediately test and say what they do and do not like.
Otherwise it still needs to be a meeting point of how it will be made, then someone makes, then iterates on it, etc. When something is already made it kind of skips some steps or at least people feel Iike less effort is involved....even if that isn't totally true.
yup this is also a great point
There's no guarantee they will accept it immediately though so
idk if 'accepting' a prototype is the right way of thinking about it.
It's more to show them how a thing would function, what people think about it , if they like it, if they really ask for it. And also what can be done to improve it what works and doesnt
After that they implement what they want based on their design / philosophy
nvm , pretty much this ^ . lul
Like,
Coming from Rando, a feature request have little chance to be implemented, it would need to be the idea of the century (goomes / BD already have played so many exisiting games, have a pretty clear idea of what they like/want)
It would need to be articulated really well, and have references and clearly written. (like you said text isnt ideal to describe a design...)
And from modders : thats the thing, you either do it yourself, and you speed it up : you do it and you got it as fast as possible ^^ and it speed it up for them.
Or you ask for it and wait and hope the idea is good enough they ask for other modders to do it as prototype and implement it after
I think in the professional environment it is actually expected to have a pretty thorough technical write up of not just the idea, but the specifications on interaction especially with existing systems. I recall you aren't super into watching YouTube videos on this, but Tim Cain (gameplay designer for Fallout 1 and 2) goes over this in a recent video.
While I'm not in the gamedev industry, I can backup pretty much every aspect he says about design, how designers are viewed in various industries and how most of the work is not the idea itself but how to make it work. You've pointed this out several times as I recall. It's probably much worse in gamedev though, although I think Architecture is a close analog. I thankfully avoided most of that.
BTW Cain's phrase for people who are just ideas and not implementation: Seagulls. They fly into your office, poop an idea on your desk and then fly away.
I recall you aren't super into watching YouTube videos on this, but Tim Cain (gameplay designer for Fallout 1 and 2) goes over this in a recent video.
It depends, if it's something im really interested in, yeah ill watch it, but if its a dev talk, the dude better know how to talk fast and well
For 15 minutes it's decent I think, nothing crazy
how most of the work is not the idea itself but how to make it work.
Yup, the idea guy is pointless if he just say ' i want a flying unicorn that shoots grenades '
You have to be able to understand the rest of the game, and how it will affect everything.
And also if it fit the general design
I talk about my experiences as a game designer, including some unique challenges designers may face.
idk if its you that recommanded tim before to me
Nah, he became popular recently due to some Fallout commentary (I think)
BTW Cain's phrase for people who are just ideas and not implementation: Seagulls. They fly into your office, poop an idea on your desk and then fly away.
I love this
though i dont think its widely known, so if i reference it ill have to point to the source 😄
I mean, for some he was always popular but yeah, good talks from him it sounds like
Then watch the video lol, I didn't do it justice
He's a pretty up beat dude but you can feel the bitterness in that one
^^