How far can we mod?

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=7Cav=OIFVET101

FNG / Fresh Meat
Feb 14, 2011
50
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Kentucky, USA
www.7thcavalry.us
I find myself wondering exactly how much we will be able to MOD or create maps for the game. Are we going to actually be able to create large sequential maps like are going to released with the game or just small single episode maps?

My clan (7th Cavalry Tactical) MODS ARMA2 extensively and much of what we run for operation within the Cav are totally custom. We even have our own group of moders fro ARMA2. I would like to be able to do the same thing for RO2:HOS. Rather than having to plan an operation for our WWII AO we could build a custom series of maps for a perticular purpose. As a retired U.S. Army soldier who is going to school as a History Major with a focus on WWII and military history there is a lot a well run MOD program can add to a large clans use of the game.

MODS really come into play when it comes to large scrims against other clans or with scrims for use within the clan. Right now we have over 50 members who are die hard COD:WAW players but the game lacks so much in creativity for a large clan to use operationally. RO2:HOS is adding something to the WWII genre that we have all been craving for years now: Tactical gameplay, true dedicated servers, MOD tools out of the box, and great gameplay that passes beyond anything the COD series has ever or will ever offer. So the question remains, How much will we be able to do with the tools given to us.

For ARNA2 we run custom maps for vasic training, AIT, Flight school, Ranger School, AIRborne School, Sniper School, and others. The ability to do the same for RO2:HOS would be truly amazing as a first for WWII shooters.

Additions of pacific theatres, african theaters, and even european theatres down teh road would be fantastic. I like the Eastern front, but there is so much more that has been virtually ignored by just about every WWII shooter to date. Just my thoughts and rants ya'll, let me know what you think.
 

smokeythebear

Grizzled Veteran
Nov 21, 2005
2,299
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Sheppards house
The unreal engine is very modable so you are only limited by the time and effort you put into creating something. The SDK will be available on release.

I'm unsure if it's possible to create custom campaigns for custom maps. For the mods that are already being worked on I'm sure they are using the same campaign map system as Vannila. I'd love to see an island hoping campaign in Rising Storm.

Check around these forums to see what mods are already being worked on. The two big ones are pacific and vietnam whose mod teams both got early access to the SDK as well as support from tripwire.
 

Serathis

FNG / Fresh Meat
Oct 25, 2009
473
84
0
You mean vanilla RO 2? Of course, if TWI could make the Stalingrad campaing, you could do your own. Market Garden or whatnot.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
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The Netherlands
The only limit is your imagination and skills. So its good to plan something and meanwhile recruit people who can help you out. As it will require a lot of work.
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
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The only limit is your imagination and skills. So its good to plan something and meanwhile recruit people who can help you out. As it will require a lot of work.

Well, the limit is the extent of the scripting interface and the hardware used.
You most likely wont be able to add SSDO via UScript.

Beside that, see the above :)
 

JCoquillon

FNG / Fresh Meat
Nov 21, 2005
874
134
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Europe
I'd say RO is a good example of how far you can go. Taking the stock UT2k3/4 and turning it into a realistic squad based shooter with armour and ballistics etc.

But as others have said, it's all up to your imagination, skills and planning/organisation. Anything is possible.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
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What's the limit on map size? Anyone know? Coming from ARMA, I love the huge maps with room to move. I realize no transport vehicles would place a practical limit on troop movement, but even on foot, you could have long epic battles moving through villages and open terrain on say 5K x 5K maps.
 
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JCoquillon

FNG / Fresh Meat
Nov 21, 2005
874
134
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39
Europe
I can't remember the specifics, but I have a feeling Koetje still holds the record for an unreal based map size.

Perekop even got some attention from epic devs for it's size.
 

Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,575
4,165
113
The full SDK that allows you to mod anything to your hearts content is available. What we will do however is have a system like in KF where mods and mutators that affect the main gameplay will not be allowed in ranked play unless approved.

Want to make maps = Sure
Want to make mutators that change weapons = sure
Want to add new weapons = sure
Want to add new functionality to the game = sure
Want to make a total conversion that changes the game to be about shooting the other team in a death match style situation with futuristic off the wall weapons and double jump = sure
Want to make an RTS, naval warfare, flight sim = sure!

You name it, you can do it within the limits of the engine. The only thing modders can't do is change engine code.
 
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Drecks

Grizzled Veteran
Nov 26, 2005
2,393
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The Netherlands
The only limit is your imagination and skills. And the extent of the scripting interface and the hardware used.
You most likely wont be able to add SSDO via UScript.

So its good to plan something and meanwhile recruit people who can help you out. As it will require a lot of work.

:D:D:D:D:D:D:D:D
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
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Nargothrond
Largest map we made on RO1 was Krivoy Rog - can't remember the final size on it, but it was allowing engagement ranges of 2000m. I think the map was about 2Km x 4Km or something. Dark Day - anyone remember how big that was?

Played that on the Old Farts server earlier this evening. Blast from the past. Got a 1km kill with the T-34/76. It required using my binocs to adjust aim. Later with a big flanking action, I parked my T-34 right behind a Panzer IV and got a kill at about 10 feet. Both extremes.
 

slavek

Grizzled Veteran
May 4, 2006
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UnrealEd: Viewport #1
Played that on the Old Farts server earlier this evening. Blast from the past. Got a 1km kill with the T-34/76. It required using my binocs to adjust aim. Later with a big flanking action, I parked my T-34 right behind a Panzer IV and got a kill at about 10 feet. Both extremes.


That was a great round last night. A good refresher after only seeing Arad Arad Arad.
 

Frostedfire

FNG / Fresh Meat
Nov 21, 2010
1,055
153
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oz
The full SDK that allows you to mod anything to your hearts content is available. What we will do however is have a system like in KF where mods and mutators that affect the main gameplay will not be allowed in ranked play unless approved.
does this mean my old-skool-laser-tracers-like-in-the-original mutator won't be allowed? :p

Want to make a total conversion that changes the game to be about shooting the other team in a death match style situation with futuristic off the wall weapons and double jump = sure
oh, I see what you did there...
Spoiler!


Largest map we made on RO1 was Krivoy Rog - can't remember the final size on it, but it was allowing engagement ranges of 2000m. I think the map was about 2Km x 4Km or something. Dark Day - anyone remember how big that was?

oh **** no that evil map with the mined hills you could easily drive onto for some ninja work on enemy tanks coming around corners, and accidentally rolling into the enemy spawn trying to get to the far side :eek:

I remember reading something up on the udk site that it was about 5kmx5km for map size, but I don't mind the bigger maps as long as you don't have vieux-syndrome of placing objectives (eg random bridges) that take hours to cap, and sit several miles from anything else on the battlefield, leading to doing 5-10 minutes of driving only to get popped 300m from the point by a kt hiding somewhere as you broke the hedgerows to cap :mad:.