M240 Humvee?

General discussion of the Project Reality: BF2 modification.
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Conman51
Posts: 2628
Joined: 2008-05-03 00:27

M240 Humvee?

Post by Conman51 »

I remember seeing in a dev blog a long time ago a humvee with an M240. It was on display with the Mk19 Humvee and the new up armored Humvee, I have not seen it in game though! I would like to see a few of these scattered around as it adds more variety to the boring old 50 cal humvee.
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
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Rhino
Retired PR Developer
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Re: M240 Humvee?

Post by Rhino »

ye the "us_jep_hmmwv_uparmored_alt", the GPMG HMMWV is located on a few maps, although looks like mainly the infantry layers of most maps and some game modes that aren't played to often etc. This is our current repo build so it may not be quite in line with v1.1 but should be pretty close:

Code: Select all

  E:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_repo\levels\kashan_desert\GameModes\gpm_cnc\16\GamePlayObjects.con (3 hits)
	Line 38: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
	Line 154: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
	Line 168: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
  E:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_repo\levels\kashan_desert\GameModes\gpm_cq\16\GamePlayObjects.con (3 hits)
	Line 38: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
	Line 154: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
	Line 168: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
  E:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_repo\levels\qwai1\GameModes\gpm_cq\16\GamePlayObjects.con (1 hit)
	Line 610: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
  E:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_repo\levels\ramiel\GameModes\gpm_coop\64\GamePlayObjects.con (2 hits)
	Line 55: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
	Line 878: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
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Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: M240 Humvee?

Post by Conman51 »

Aww. Well i know its a little late now. but can we try to get some of these added onto commonly played standard layer maps before the next patch?



pllleeeassseee :grin:
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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AnA10Warthog
Posts: 228
Joined: 2012-09-09 15:56

Post by AnA10Warthog »

'[R-DEV wrote:Rhino;2007764']ye the "us_jep_hmmwv_uparmored_alt", the GPMG HMMWV is located on a few maps, although looks like mainly the infantry layers of most maps and some game modes that aren't played to often etc. This is our current repo build so it may not be quite in line with v1.1 but should be pretty close:

Code: Select all

  E:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_repo\levels\kashan_desert\GameModes\gpm_cnc\16\GamePlayObjects.con (3 hits)
Line 38: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
Line 154: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
Line 168: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
  E:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_repo\levels\kashan_desert\GameModes\gpm_cq\16\GamePlayObjects.con (3 hits)
Line 38: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
Line 154: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
Line 168: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
  E:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_repo\levels\qwai1\GameModes\gpm_cq\16\GamePlayObjects.con (1 hit)
Line 610: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
  E:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_repo\levels\ramiel\GameModes\gpm_coop\64\GamePlayObjects.con (2 hits)
Line 55: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
Line 878: ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv_uparmored_alt
Would this be usable with the rcon spawner?

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Pronck
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Re: M240 Humvee?

Post by Pronck »

It would be great to see most of the old humvees being replaced with the different uparmored versions. Just a mild suggestion outside of the suggestion forums.
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Rudd
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Re: M240 Humvee?

Post by Rudd »

AnA10Warthog wrote:Would this be usable with the rcon spawner?

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only on those relevant layers

I'll have a look around and see where else they can be included
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Death!
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Re: M240 Humvee?

Post by Death! »

That would be cool. I also suggested a while ago a MG nest with a 7.62 machinegun, but people disliked the idea on the suggestions forum being even pretty rude.
Rudd
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Re: M240 Humvee?

Post by Rudd »

Death! wrote:That would be cool. I also suggested a while ago a MG nest with a 7.62 machinegun, but people disliked the idea on the suggestions forum being even pretty rude.
well I can't excuse people being rude, but I doubt that'll be implemented simply because I think it would be rather alot of work to set it all up and make space on the HUD to request it for such small gain.
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Death!
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Re: M240 Humvee?

Post by Death! »

[R-DEV]Rudd wrote:well I can't excuse people being rude, but I doubt that'll be implemented simply because I think it would be rather alot of work to set it all up and make space on the HUD to request it for such small gain.
You could place it with the right button on the HMG option like "HMG / MG" pretty much as it is with the Foxhole/sandbags now. But, yeah, that would be a lot of work specially because most factions use different machinegun types (MG3, PKP, PKM, FN MAG, M60 and so on).
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Mats391
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Re: M240 Humvee?

Post by Mats391 »

Death! wrote:That would be cool. I also suggested a while ago a MG nest with a 7.62 machinegun, but people disliked the idea on the suggestions forum being even pretty rude.
Foxhole/Sandbags + MG kit?
Death!
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Re: M240 Humvee?

Post by Death! »

[R-CON]Mats391 wrote:Foxhole/Sandbags + MG kit?
No, I meant a MG nest with a FN MAG/M240/M60/MG3/PKM/PKP on it. But your idea is also cool.
ComradeHX
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Re: M240 Humvee?

Post by ComradeHX »

Death! wrote:That would be cool. I also suggested a while ago a MG nest with a 7.62 machinegun, but people disliked the idea on the suggestions forum being even pretty rude.
MG nest really is pointless.

Because you can get a machinegunnner kit without having to shovel for half a minute.
And it(usually) has a scope.
Death!
Posts: 319
Joined: 2013-04-03 00:21

Re: M240 Humvee?

Post by Death! »

ComradeHX wrote:MG nest really is pointless.

Because you can get a machinegunnner kit without having to shovel for half a minute.
And it(usually) has a scope.
Yep, but the thread was pre-1.0. Anyway, you can be a rifleman and man that.

Well, let's get back to OP's topic. :v
Roque_THE_GAMER
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Re: M240 Humvee?

Post by Roque_THE_GAMER »

[R-DEV]Rudd wrote:only on those relevant layers

I'll have a look around and see where else they can be included

what about in insurgency? in fallujah in the STD version is good because they have alot of apcs and that's give some opportunity to insurgents because they got .50 and in infantry layer put back the old .50s, that can be fit for some other map layers.
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Daxt2
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Re: M240 Humvee?

Post by Daxt2 »

This would be kick ***.
Konoko
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Re: M240 Humvee?

Post by Konoko »

Since Fallujah doesn't have an alternative insurgency layer perhaps there could be one with fewer APCs and 8 GPMG Humvees - and have a middleground between standard and infantry. And if it was successful do the same for other maps?
ComradeHX
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Re: M240 Humvee?

Post by ComradeHX »

Konoko wrote:Since Fallujah doesn't have an alternative insurgency layer perhaps there could be one with fewer APCs and 8 GPMG Humvees - and have a middleground between standard and infantry. And if it was successful do the same for other maps?
They would get pwned by .50cal technicals.
Konoko
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Re: M240 Humvee?

Post by Konoko »

ComradeHX wrote:They would get pwned by .50cal technicals.
So have fewer techys and more civilian cars?
ComradeHX
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Re: M240 Humvee?

Post by ComradeHX »

Konoko wrote:So have fewer techys and more civilian cars?
Then they would get owned by civicar+rpg drive-by.
Konoko
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Re: M240 Humvee?

Post by Konoko »

ComradeHX wrote:Then they would get owned by civicar+rpg drive-by.
I'm sure there is a balance somewhere. Imagine:

US forces with
1 logi truck
1 APC
10 M240 humvees
so on a full 100p server there could be 1 mechanised squad, 5 squads with 2 humvees each and 2 people left over (probably snipers...)

insurgents have
1 gary
2 technicals
1 non-respawning technical
5 civi cars
motorbikes
and maybe fewer RPGs

and so a good US team might find it easier to seal off the cache before attacking, without the overkill of automatic grenade launchers, but it would need good coordination; this would reward the teamwork that marks PR apart from other games.
Last edited by Konoko on 2014-06-06 15:54, edited 4 times in total.
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