#Casual Mode

306 messages · Page 1 of 1 (latest)

stuck sparrow
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Work in progress for a casual mode for OHD more akin to something like battlefield, or call of duty in terms of hud, movemement, etc

stuck sparrow
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equipment icon inspired by modern warfare 2019

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each one has to be made individually but it takes a few seconds - Go into SDK, spawn skeletal mesh, take a screenshot with plain background, edit out and adjust saturation and exposure as required

devout parcel
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right now im working on that BP's that control when World UI health bars and names show up, which is Battlefield style design

stuck sparrow
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yeah tryna import rn but have no idea how importing other peoples projects works

devout parcel
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i believe the "TEST01" folder can just be put under "X:\Epic Games\OHDcoreModKit\HDGame\HarshDoorstop\Mods"

stuck sparrow
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alright gonna try

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tysm thought for this stuff it will literally come in clutch

devout parcel
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if so, then just poke around the blueprints to see how stuff works, because almost everything is a ridiculous mess needs further optimization, organization and improvement

devout parcel
stuck sparrow
devout parcel
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tackling HUD design is a tough one, i have quite a lot of in mind and am interested to see how different people handle it

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in my opinion, one of the most important things with HUD's is feedback from key input, sound aligned with that feedback, and then actual HUD animation, when looking at the tiniest detail of how a number or graphic changes on the screen, it can drastically affect how you receive gameplay information that you aren't looking at directly, but is within your periphery and controls how you respond to that information

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this is important even if you are going for a minimalistic approach - possibly more important since the player focuses on those details even more

stuck sparrow
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Yeah hud design is definetly challenging

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for now ill likely start by recreating the modern warfare hud

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however my first little plunge into visual scripting honestly quite fun

devout parcel
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fun you say

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i've had fun when the scripting works out lol

stuck sparrow
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yess

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I am still a uhhh

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how do I say this without getting banned

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yet to commit the act

devout parcel
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it's just a lot of troubleshooting and really learning some of the underlying programming the hard way

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i dont have enough of a programming background to support the scripting, but possibly just enough to gradually "get it" and when i choose the wrong node, i realize what the right node might be

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but then stepping back and asking whether the entire approach is even right is still a pretty major concern, but i try to follow other work and findings to support that kind of task later

stuck sparrow
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yeah I mean some of the hard stuff will be for example accessing the player's inventory

devout parcel
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@long heron was been digging into that in case you weren't aware

stuck sparrow
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oh nice

weary glen
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It’s a very hacky way atm

stuck sparrow
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yeah cause total ammo counter, grenade counter, health counter is all stuff that needs players inventory

weary glen
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Uhh someone posted an ammo counter type hud thing months ago, it was open sourced too, might be on the website

stuck sparrow
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yeah I do have ammo counter but I believe thats only the current ammo, perhaps that could help me though with finding total

weary glen
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Yeah might be able to dissect it and see what’s under the hood

stuck sparrow
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I believe this could help me

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total free ammo not sure if thats only for bolt actions or if it does the amount of bullets from the total of each clip

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yeah theres a lot of the information that can be extracted

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help swith that in terms of grenades yeah will have to do more research

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  • first will implement ammo counter showing current mag ammunition and rest of ammunition, make sure total doesn’t update with mag ammo as it probably woll
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I suppose create a variable based on total ammo that is updated every time player reload event is fired

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Next implement hitmarker, hopefully with some animation but could be too difficult

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Just make the hitmarker alpha value fade to black over x time

devout parcel
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so when reloading (and rearming each mag) it iterates through the array according to a certain order

long heron
# weary glen It’s a very hacky way atm

i woulndt say hacky, it's just not easily overridable, because you have to rewrite a lot of the inventory slider on the right to take into account the changes made to the inventory at runtime (as opposed to using the Kit system)

stuck sparrow
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Feature Plan:

  • Disable Free Aim
  • Allow player to jump more often
  • Hit Markers with kill markers aswell
  • Ammo counter
  • crosshair
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will think up more

devout parcel
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It's pretty "easy" to edit from the widget editor once you see how the timeline works

stuck sparrow
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My plan is to have a kill marker aswell

devout parcel
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my long term goal isn't actually a "casual" mode as much as a "hard arcade" mode where the game itself would either be "harder" or at least with a higher skill ceiling than what people call "hardcore" fps's

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the thing with hitmarkers is that it might be initially hard to imagine that telling the player they got a hit could increase the skill ceiling, but i think it needs to be done when the player can actually see the enemy and can actually see the enemy get hit (i found some ue4 stuff related to player model physical manipulation on hit, but not sure yet), which potentially removes the need for the actual hitmarkers themselves, but may open up the opportunity to expand what the hit markers are telling you

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i havent fully got there yet, but an example is where you break armor in certain games, when you do so, you can inform your allies that you did that which may change how you approach the fight - likewise whether you inflict bleed, or some kind of disable, etc. ; i dont have this stuff figured out yet, so initially i was just going to stay close'ish to the traditional hit marker design with the exception of not generating hitmarkers through smoke, soft cover (this one is tough and I think needs to be designed carefully), etc. and potentially none for indirect fire

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however...i do also want to replicate a score system which becomes a hit/kill confirm anyway, which maybe could be altered with a delay built in

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the reason for a score system is consistent with arcade design and when talking to various players i found they tend to enjoy score systems in general, especially when they represent game contribution support, but getting that kind of stuff right is a huge challenge

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for that reason the goal of a score system for me would be aligning it to an attrition system designed to adjust certain gameplay elements such as healing, reloading, supply, etc., but either way, you may want to consider score for a "casual" design as well since it's usually pretty common in fps's like that

stuck sparrow
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yeah I considered it but it seems like a tough system in general

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however eventually yeah

stuck sparrow
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death logic was actually very simple

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just like hit logic

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Now I just have to connect it so it doesn't play both hit and death

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obv im just making it play a sound rn but its detecting great

long heron
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is this working on a dedicated server (it's a checkbox in the menu when you click on the arrow next to the play button)

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i have a feeling this only plays on the player that dies , not on the killer's machine...

stuck sparrow
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not sure what you mean

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I tried it and works on both players

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could be the case though since its literally playing audio

long heron
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ofc it will work

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but the sound will be playing on the wrong end

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the killers wont hear the audio, the killed will

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and since you have both PIE session on the same pc , you cant differentiate

stuck sparrow
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I mean its checking if its locally ocntrolled

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and the sound thing I used said is good for UI sounds so im assuming it would play on the client's end

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ill try and put some visual indicator

long heron
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nvm, you are right, i didnt check what you inputed in the LocallyControlled

stuck sparrow
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rn im just struggling with figuring out how to not allow hit hitmarker to play on death

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cause right now both will play

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I tired to set a condition of if damage event of death is equal to damage event of hit

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but wouldn't let me use conditions between the two

long heron
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🤷‍♂️ idk , btw we should discuss any SDK / code in #💬general_modding #🆘sdk_help for easier search

stuck sparrow
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✅ Hit marker first pass complete, will probably recieve some polish for edge cases but it

displays a hit marker for hits
plays a hit feedback sound
displays a kill marker for kills
Plays a kill sound
Kill sound is dependent on whether headshot or bodyshot dealt the killing blow

stuck sparrow
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changed hitmarker to be more visually appealing
Packaged mod
still need to put the hitmarker sounds through some sort of audio software so they dont cut off abruptly

stuck sparrow
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Character will now unaim while sprinting

stuck sparrow
hot plaza
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this is really cool, another restriction in vanilla is you can't vault while jumping, hope you can change that too

stuck sparrow
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3:81 vs

devout parcel
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Throw in a preview video/screenshots on the website when you get an opportunity (i only did a screenshot because lazy, but when i have more ill probably do more)

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That should help attract downloads so people know what it looks like and how it works (visual learning/pictures vs. language learning/words kind of thing)

stuck sparrow
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Updated with reticle

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what is this spam filter

stuck sparrow
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nevermind

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its broken

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use 0.04 for now

stuck sparrow
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pushing a hotfix now

weary glen
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Great stuff

devout parcel
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@stuck sparrow great job, I'm getting COD4 vibes 😁

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Over the years I've seen fps players wanting to play updated versions of some classics they've enjoyed over the years with new content and stuff like this might make some people out there very happy

stuck sparrow
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Added a slide sound with some basic randomization to pitch

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will likely add more but I suck at the whole making sounds thing

stuck sparrow
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Okay made some more osund variations and publishing update

timid rivet
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This will open the game up to a larger audience. Thanks for doing this.

stuck sparrow
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but yeah would highly appreciate feedback on speeds and such

stuck sparrow
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Highly recommend running this map on montecassino, on 110 fov, no hud, and a sniper

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looks beautiful
feels amazing

stuck sparrow
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Anyone got suggestions for the next update?

timid rivet
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Idk if you can make some sprint vault animations?

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Maybe work on hud elements for kills like battlefield. Points exetera

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Quick heals. Like a stim injection.

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Maybe a secondary sprint option like COD

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Would love to see modded maps like halo where you increase the movement and jump speed lol

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Juggernaut mode with increases health. Also king of the hill.

stuck sparrow
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yeah I was thinking of faster vault stuff

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will have to consult with people who know animation though

long heron
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but not casual KoTH ^^

weary glen
vast crown
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fun to play except that the scopes don't work, just some feedback based off of what I think you should increase how fast and how far the person slides by a little bit

stuck sparrow
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scopes are broken on mp playtest above 90 fov yeah

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fixed on dev build tho

stuck sparrow
stuck sparrow
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seems deathd oes not count as unposession

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It's strange because

suicide is unposesssion
death is not unposession

devout parcel
stuck sparrow
devout parcel
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Regarding team definition, you see how the HUD displays current tickets already in the map screen?

stuck sparrow
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yeah I looked couldnt locate the widget however

devout parcel
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If you can't just pull that number, it may require code exposure.

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Oh okay, hold on, widgets are sometimes nested within widgets or something.

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You may need to click on the specific widget in the widget tree

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Once again, I don't know what to call a sub-widget in the hierarchy.

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I'm pretty sure it doesn't have a name and using the term widget element isn't correct, as that is a widget that belongs to an actor (like the world space health bars I use)

stuck sparrow
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Okay I managed a fix

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So I was already using event on death for hitmarkers

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to find the kill instigator

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forgot that yeah that can probably also be used for this

devout parcel
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Hmm, make sure the event is parented if used elsewhere, assuming that's applicable to a parented BP

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check there if you havent already for ticket count

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'find in blueprints' is essential for seeing where stuff is

devout parcel
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i did a quick test of your mod from what's on the website right now : regarding hit markers, i am fairly certain i do see successive hit markers render after getting 1, but it's a bit difficult to count the hits. if you do want to be able to count hits.... while i dont think my mod tools have the updated markers I'm using now, but if you set the hit marker rate fairly higher, similar to the faster weapon in the game, as well as use variable transparency, as one hit marker fades out, another can fade in making it easier to count markers.

i think a potentially better way will use a bit of scripting to see if another hit marker is about to play and end/fade the previous hit marker faster than normal in order to display the new hit marker sooner, but im going to save that for later because using a time length of 150ms has been good enough alongside using physical displacement of the marker alongside opacity

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i should note some games dont do this, markers just appear as you are scoring hits, so not being able to count hits may be purposeful

stuck sparrow
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yeah my biggest concern right now though is how the mod works differently over a server

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for example the mod is meant to remove widgets on unposess

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works fine on singleplayer

long heron
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oof the spaget

stuck sparrow
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oh yes very spaget but

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desperate for things to wrk kinda spaget

long heron
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i mean visually it's kind of whatever, but, having an output from a node that goes into the input of another node in another exec line, is dangerous to say the least

devout parcel
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If "Event OnStartAim" shares a reason to remove from parent, then it should be in it's own line with a seperate remove from parent and conditions to check if something is happening somewhere else at the relevant time

stuck sparrow
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Alrighty I am making the mod from scratch tryna follow more standards and whateve

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ill now be handling hud stuff from the hud bp cause yeah

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it literally fixes all the overlapping issues I was happing

long heron
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yeah dont fear starting systems from scratch when you spot problems

timid rivet
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Lol, how about a kill cam? TF 2 style? Jk

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A kill cam would be nice for casuals otherwise they will get pissed because they can't see where they are getting shot from. Having bf type friendly makers and enemy markers would be nice.

Ohhh gamer tags are definitely needed for communication even for non casual. Even if it's only when you are close.

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Also, having a subtle damage direction indicator would be helpful. I am trying to think of what features allow the typical casual COD or BF player to stay engaged and not give up. Realism/hardcore isn't for most and it takes more patience and knowledge of combat to begin to be effective and fun.

devout parcel
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you can always roll back when you may need to

stuck sparrow
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yep

weary glen
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You got this chief 💪🏻

vast crown
weary glen
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Should be fixed within the next release Patch iirc

stuck sparrow
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Alrighty this channel has been pretty sleepy for a while

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crosshair has been remade however

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its not tied to the hud so its more conventional (can be disabled on running showhud 0)

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Now I can adjust values for things like crouch, velocity, prone, shooting and etc with a simple calculation which im super happy about

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Now I have to design some code that will procedurally move between different states so we dont get crazy jumps

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because creating transitions for each state would be hell on earth

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var current state var desired state

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while current state not equal to desired state

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if current state more than desired state iterate negatively

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if current state less than desired state iterate positivelyt

stuck sparrow
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Alright the above mentioned system has been implemented

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crosshair state should now blend

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one issue though, it iterates based on ticks, therefore higher fps means faster animation

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I can work around that however

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on each tick check if its animating and run a function independent of tick

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if desired state changes pull out of current animating function and start a new one

devout parcel
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Did you tie the cross hair to hip fire spread? It is on my list to figure out how spread is calculated in UE4 and then associate that with the cross hair.

stuck sparrow
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not something ive looked into yet however

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do plan on it eventually

stuck sparrow
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Incoming fire indication

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On hit if recipient is local player

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Get local player location and instigating player location

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Dependent on the resulting bearing of the vector render hit indicator showing the direction

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Evolution;

If possible try and replicate this effect on suppression, it’s unlikely that data is being held however

stuck sparrow
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okay refactored hitmarker a bit

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all these changes should come to the modpage soon

stuck sparrow
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Expect an update today

stuck sparrow
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It looks like I lied lol

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I am still planning on some updates before release

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I want to make it ready to be used on servers, as its buggy rn

stuck sparrow
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Thin or thick?

long heron
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Always THICC, na more seriously thin is better

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croshair color need to not be white or you wont see your crosshair when looking up at the sky

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neon green or purple is a rare color occurrence

stuck sparrow
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yeah idk why the second one was a bit more grey

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or the thicker one I mean

devout parcel
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Customizable cross hair 😁 ... but in the beginning don't worry about and just go with another game's standard that is well received

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Part of that kind of design can be thought of as intentional developer choice and then accounting for both preferences and user accessibility can come after proof of concept

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I'd choose the bottom one for a concept but something closer to the top for my personal preference, as in, I'd prefer it be clearly visible for most players but I personally like lower scaled HUD's that minimize screen impact but still retain the presence of information

stuck sparrow
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Yeah I'm trying my best to make it customizable

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I made it so you can pretty much put any crosshair image

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and any hitmarker image

devout parcel
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Oh I meant for the player but even better

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Then again I guess player customized crosshairs are possible too, just depending on the related functionality

stuck sparrow
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New crosshair system and tweaked hitmarker look

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not got sliding or movement affected yet, but that can be quickly made, just has to be replicated

eager obsidian
stuck sparrow
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could possibly be a bit thicker, the crosshair

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right now its 1px

stuck sparrow
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Alright ive ported in the slide values with replication and WOW

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it now works flawlessly

eager obsidian
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Hey vehlaw, even with the right folder name, I cannot get into the game mode proper for some reason.

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Dunno if it's on my end, but I cannot get into Casual AAS.

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with the new .zip anyway.

stuck sparrow
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Right you may be putting it into the hitmarker folder

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Create a new folder called CasualMode

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also updated again

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it has to be called the same as the zip

eager obsidian
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Ok, there we go.

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Thanks. Imma test this shit out rn.

stuck sparrow
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compared to previous version the crosshair is new iwth a whole spread system

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aswell as adjustments to crosshair

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teh big thing is it should work on servers thoguh

stuck sparrow
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Next course of action will be a killfeed

sly thistle
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is mini map possible?

stuck sparrow
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yes

timid rivet
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Will this be available on steam workshop to easily download/install when the game releases?

stuck sparrow
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yeah teh second it goes live

pearl bolt
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add kill fed to casual warfare pls !!

stuck sparrow
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@pearl bolt yep, next up on my list

pearl bolt
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@stuck sparrow thx 🙂 and awesome job bro , must have mod

upper bloom
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I'm loving this MOD, you just got me back excited to make some more for OHD. Just the SFX .. I know it's silly and it's seemingly nothing but it's soooooo satisfyin!

stuck sparrow
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❤️

stuck sparrow
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I might make it so close nametags are unline traced

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and distant ones are line traced

stuck sparrow
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Casual mode hud is now more minimal

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cause if you think about it

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do you need a compass for casual? do you need a stance indication?

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I also removed the little numbers in the top left

stable stream
# stuck sparrow

Hey, what do you think about kill feed? It may give some info what's going on the battlefield, and always is a nice touch. I thought about importing it from my other project but it's pointless for now, because I won't be able to use it with casual mode anyway, until multi mod support and compatibility comes in

stuck sparrow
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yeah killfeed is what im working on next

stable stream
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Yeah and compatibility with such amount of modders may be a hell of a job for everyone... Many people just starting out with modding and importing marketplace plugins may not be able to bugfix even their stuff not mentioning compatibility, that's what I'm worried about

stable stream
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It feels natural for it to be

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Good job btw

stuck sparrow
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not sure honestly, its possible

stable stream
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Works great for now

stuck sparrow
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I would have to get a new hit sound though

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one thats not form mw

stable stream
stuck sparrow
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yeah

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its just about getting a nice punchy satisfying sound

stable stream
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Hit the chicken meat with hammer

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Fleshy

stuck sparrow
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I'll also try and hit up some server owners to perhaps make a few casual lobbies (8v8)

stable stream
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I'm working on CQC industrial map

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Intended to play in max 32 players

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And for now casual mode is working great there because of more dynamic gameplay

devout parcel
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CoD is often considered casual, especially now.

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CoD4 (2007) is fast ttk like most tactical shooters now and had a compass, more importantly, a mini map.

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It's speed was not as fast as most semi-recent modern CoD's, and I think might be pretty close to MW2 (2022) and MW1 (2019), but I'm fairly sure 2019 was faster.

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So the question comes down to where you want to closely model 1 or many "casual" games, or do you our own take.

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Arena style shooters of the 1990's were often just health, armor and ammo. Then it gradually expanded from there with more variety.

desert river
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maybe add an incoming hitmarker to see from where you got hit from

upper bloom
# desert river maybe add an incoming hitmarker to see from where you got hit from

I was thinking that myself the other day whilst playing Casual MOD. Also, some kind of bigger HUD icons to locate your squad members. A minimap would be great.

I certainly think there is a case for a more casual mode, officially known as like OHD:Casual e.g. where it's a bit easier for new players to get into OHD. One of the reasons I knew from day 1 that BF3:Reality would struggle was because it was so hard-core. Yeah, I know it's called "Reality" in the name, but so many people I spoke to found it impossible to get into and .. yeah there is like a player count of ~15 on EU servers.

summer dust
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add a crosshair

stuck sparrow
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there is-

pallid dagger
terse folio
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Similar mode with Low ttk Slightly slower movement than now or still having the stamina and only oneslide until stamina recharge I think something like this would fit the game more giving More Insurgency Sandstorm style gun play which in my opinion gun play and movemnt stand out in that game. It can be very arcade and tactical at the same time but your guy does get fatigue. Just some possible suggestions Maybe not for your actual casual mod but a seperate version

devout parcel
# terse folio Similar mode with Low ttk Slightly slower movement than now or still having the...

This was a suggestion I supported regarding server "mutators" in general for OHD, because you if you make the casual mod TTK faster and movement slower, you are suddenly back at regular OHD.

With that being said, other features and slight changes can alter the total experience, but since it isn't really practical to make a ton of different versions of the same mod, it could be practical to apply server controlled variables that alter how the game plays.

terse folio
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no the movement on casual is jsut a hair too fast when moving around it I'm saying keep it faster than ohd slower than current casual or like same speed with fatigue.

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basically just a movement tweak mode slightly faster movement and one slide no hit markers no higher ttk

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but I see what you are saying basically making all those features able to be controlled on or off

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done right it I think it could become the Base movement for the vanilla game

devout parcel
devout parcel
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And part of why I think you'll see dev commentary that leans away from even wanting a "base game".

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It's just something that made sense to do as oppose to the typical game that says : "this is the way this game is played"

terse folio
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Yeah but having a bunch of half done mini games pop up over the next few years where does that put anyone lol

devout parcel
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except now with near complete Unreal Engine access at least in terms of blueprints and then the potential for scripting later on be it C#, Unreal Verse (if it exists lol)

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OHD and it's mods arent anywhere close to half done yet

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lets worry about half done when they actually get like... i dont know, 20% done?

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thats my estimate at least.

terse folio
# devout parcel thats my estimate at least.

right its just such a long road ahead it seems and only the passionate projects are going to make it and No basegame like you say sounds like it be something that just made waves and died off