#Casual Mode
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equipment icon inspired by modern warfare 2019
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
if any of this could be helpful to you : https://www.operationharshdoorstop.com/file/103-test-pack-for-modders-gameplay-and-ui-features-uncooked-source-files/
right now im working on that BP's that control when World UI health bars and names show up, which is Battlefield style design
yeah tryna import rn but have no idea how importing other peoples projects works
i believe the "TEST01" folder can just be put under "X:\Epic Games\OHDcoreModKit\HDGame\HarshDoorstop\Mods"
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
the thanks go right up the chain to everyone else who helped me so not a problem at all
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
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
this is important even if you are going for a minimalistic approach - possibly more important since the player focuses on those details even more
Yeah hud design is definetly challenging
for now ill likely start by recreating the modern warfare hud
however my first little plunge into visual scripting honestly quite fun
yess
I am still a uhhh
how do I say this without getting banned
yet to commit the act
it's just a lot of troubleshooting and really learning some of the underlying programming the hard way
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
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
yeah I mean some of the hard stuff will be for example accessing the player's inventory
@long heron was been digging into that in case you weren't aware
oh nice
It’s a very hacky way atm
yeah cause total ammo counter, grenade counter, health counter is all stuff that needs players inventory
Uhh someone posted an ammo counter type hud thing months ago, it was open sourced too, might be on the website
yeah I do have ammo counter but I believe thats only the current ammo, perhaps that could help me though with finding total
Yeah might be able to dissect it and see what’s under the hood
I believe this could help me
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
yeah theres a lot of the information that can be extracted
help swith that in terms of grenades yeah will have to do more research
- 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
I suppose create a variable based on total ammo that is updated every time player reload event is fired
Next implement hitmarker, hopefully with some animation but could be too difficult
Just make the hitmarker alpha value fade to black over x time
i have yet to get to this but it's near the top of my list, i think free ammo is the combination of all magazines and i think the mags are stored in an array
so when reloading (and rearming each mag) it iterates through the array according to a certain order
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)
Feature Plan:
- Disable Free Aim
- Allow player to jump more often
- Hit Markers with kill markers aswell
- Ammo counter
- crosshair
will think up more
Take a look at the hitmarkers I have and see if it's close to what you want
It's pretty "easy" to edit from the widget editor once you see how the timeline works
Yeah it helps with getting some of the logic down
My plan is to have a kill marker aswell
yeah same, that and headshot hits, at least initially
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
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
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
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
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
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
yeah I considered it but it seems like a tough system in general
however eventually yeah
death logic was actually very simple
just like hit logic
Now I just have to connect it so it doesn't play both hit and death
obv im just making it play a sound rn but its detecting great
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)
i have a feeling this only plays on the player that dies , not on the killer's machine...
not sure what you mean
I tried it and works on both players
could be the case though since its literally playing audio
ofc it will work
but the sound will be playing on the wrong end
the killers wont hear the audio, the killed will
and since you have both PIE session on the same pc , you cant differentiate
I mean its checking if its locally ocntrolled
and the sound thing I used said is good for UI sounds so im assuming it would play on the client's end
ill try and put some visual indicator
nvm, you are right, i didnt check what you inputed in the LocallyControlled
rn im just struggling with figuring out how to not allow hit hitmarker to play on death
cause right now both will play
I tired to set a condition of if damage event of death is equal to damage event of hit
but wouldn't let me use conditions between the two
🤷♂️ idk , btw we should discuss any SDK / code in #💬general_modding #🆘sdk_help for easier search
✅ 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
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
Character will now unaim while sprinting
https://www.operationharshdoorstop.com/file/106-casual-mode-like-call-of-dutybattlefield/ forgot to post here
Current features: - Hit Markers - No Free Aim - Higher time to kill
this is really cool, another restriction in vanilla is you can't vault while jumping, hope you can change that too
oh yeah good idea
3:81 vs
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)
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)
anyway use this link to get the updated version
nevermind
its broken
use 0.04 for now
pushing a hotfix now
Great stuff
@stuck sparrow great job, I'm getting COD4 vibes 😁
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
Added a slide sound with some basic randomization to pitch
will likely add more but I suck at the whole making sounds thing
Okay made some more osund variations and publishing update
This will open the game up to a larger audience. Thanks for doing this.
but yeah would highly appreciate feedback on speeds and such
bump
Highly recommend running this map on montecassino, on 110 fov, no hud, and a sniper
looks beautiful
feels amazing
Anyone got suggestions for the next update?
Idk if you can make some sprint vault animations?
Maybe work on hud elements for kills like battlefield. Points exetera
Quick heals. Like a stim injection.
Maybe a secondary sprint option like COD
Would love to see modded maps like halo where you increase the movement and jump speed lol
Juggernaut mode with increases health. Also king of the hill.
yeah I was thinking of faster vault stuff
will have to consult with people who know animation though
but not casual KoTH ^^
Truuuuuuu 😉😉
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
https://www.youtube.com/watch?v=9o_37nQ_93c&ab_channel=AaronHunt hm reminder to myself to watch this
Casting is a big part of learning Unreal Engine; I hope this video helps ease some of the pain!
0:00 - Thesis
0:36 - Video actually starts
3:39 - Casting to classes
Join the fun: https://discord.gg/32qgNwm
seems deathd oes not count as unposession
It's strange because
suicide is unposesssion
death is not unposession
Those are pretty good, but a huge factor I found was just trying to understand OHD scripting/code to begin with, because even when you think you understand inheritance, you still need to know how OHD is structured and some of that feels like trial and error without seeing the source code.
yeah thats my problem wiht tryna learn how to cast lol
There may be a period between death in the moment the character's health reaches zero and the time in which they can respawn.
Regarding team definition, you see how the HUD displays current tickets already in the map screen?
yeah I looked couldnt locate the widget however
If you can't just pull that number, it may require code exposure.
Oh okay, hold on, widgets are sometimes nested within widgets or something.
You may need to click on the specific widget in the widget tree
Once again, I don't know what to call a sub-widget in the hierarchy.
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)
Okay I managed a fix
So I was already using event on death for hitmarkers
to find the kill instigator
forgot that yeah that can probably also be used for this
Hmm, make sure the event is parented if used elsewhere, assuming that's applicable to a parented BP
check there if you havent already for ticket count
'find in blueprints' is essential for seeing where stuff is
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
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
yeah my biggest concern right now though is how the mod works differently over a server
for example the mod is meant to remove widgets on unposess
works fine on singleplayer
oof the spaget
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
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
Alrighty I am making the mod from scratch tryna follow more standards and whateve
ill now be handling hud stuff from the hud bp cause yeah
it literally fixes all the overlapping issues I was happing
yeah dont fear starting systems from scratch when you spot problems
Lol, how about a kill cam? TF 2 style? Jk
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.
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.
just be sure to keep your old code and backups 😁
you can always roll back when you may need to
yep
You got this chief 💪🏻
single player too
Should be fixed within the next release Patch iirc
Alrighty this channel has been pretty sleepy for a while
crosshair has been remade however
its not tied to the hud so its more conventional (can be disabled on running showhud 0)
Now I can adjust values for things like crouch, velocity, prone, shooting and etc with a simple calculation which im super happy about
Now I have to design some code that will procedurally move between different states so we dont get crazy jumps
because creating transitions for each state would be hell on earth
var current state var desired state
while current state not equal to desired state
if current state more than desired state iterate negatively
if current state less than desired state iterate positivelyt
Alright the above mentioned system has been implemented
crosshair state should now blend
one issue though, it iterates based on ticks, therefore higher fps means faster animation
I can work around that however
on each tick check if its animating and run a function independent of tick
if desired state changes pull out of current animating function and start a new one
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.
heh thats one big can of worms
not something ive looked into yet however
do plan on it eventually
Incoming fire indication
On hit if recipient is local player
Get local player location and instigating player location
Dependent on the resulting bearing of the vector render hit indicator showing the direction
Evolution;
If possible try and replicate this effect on suppression, it’s unlikely that data is being held however
Expect an update today
It looks like I lied lol
I am still planning on some updates before release
I want to make it ready to be used on servers, as its buggy rn
Always THICC, na more seriously thin is better
croshair color need to not be white or you wont see your crosshair when looking up at the sky
neon green or purple is a rare color occurrence
Customizable cross hair 😁 ... but in the beginning don't worry about and just go with another game's standard that is well received
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
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
Yeah I'm trying my best to make it customizable
I made it so you can pretty much put any crosshair image
and any hitmarker image
Oh I meant for the player but even better
Then again I guess player customized crosshairs are possible too, just depending on the related functionality
New crosshair system and tweaked hitmarker look
not got sliding or movement affected yet, but that can be quickly made, just has to be replicated

Alright ive ported in the slide values with replication and WOW
it now works flawlessly
Hey vehlaw, even with the right folder name, I cannot get into the game mode proper for some reason.
Dunno if it's on my end, but I cannot get into Casual AAS.
with the new .zip anyway.
Right you may be putting it into the hitmarker folder
Create a new folder called CasualMode
also updated again
it has to be called the same as the zip
compared to previous version the crosshair is new iwth a whole spread system
aswell as adjustments to crosshair
teh big thing is it should work on servers thoguh
Next course of action will be a killfeed
is mini map possible?
yes
Will this be available on steam workshop to easily download/install when the game releases?
yeah teh second it goes live
@pearl bolt yep, next up on my list
@stuck sparrow thx 🙂 and awesome job bro , must have mod
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!
❤️
I might make it so close nametags are unline traced
and distant ones are line traced
Casual mode hud is now more minimal
cause if you think about it
do you need a compass for casual? do you need a stance indication?
I also removed the little numbers in the top left
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
yeah killfeed is what im working on next
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
Will casual mode be one day merged with base game?
It feels natural for it to be
Good job btw
not sure honestly, its possible
Works great for now
That kind of sound is actually pretty easy to record by yourself and clean it up a bit
I'll also try and hit up some server owners to perhaps make a few casual lobbies (8v8)
I'm working on CQC industrial map
Intended to play in max 32 players
And for now casual mode is working great there because of more dynamic gameplay
Compass, maybe. Stance? Probably not, but this is why "casual" is so difficult.
CoD is often considered casual, especially now.
CoD4 (2007) is fast ttk like most tactical shooters now and had a compass, more importantly, a mini map.
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.
So the question comes down to where you want to closely model 1 or many "casual" games, or do you our own take.
Arena style shooters of the 1990's were often just health, armor and ammo. Then it gradually expanded from there with more variety.
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.
add a crosshair
there is-
play the mod before requesting features XD
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
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.
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.
basically just a movement tweak mode slightly faster movement and one slide no hit markers no higher ttk
but I see what you are saying basically making all those features able to be controlled on or off
done right it I think it could become the Base movement for the vanilla game
Sure, but I think the movement is too slow, so what happens? Either the mod maker decides or both the mod maker and server owner does.
Yeah see this is highly subjective
And part of why I think you'll see dev commentary that leans away from even wanting a "base game".
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"
Yeah but having a bunch of half done mini games pop up over the next few years where does that put anyone lol
probably in a roughly similar place to the Half 1 & 2 modding scene which led to Garry's Mod, or something similar to the arma series mods
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)
OHD and it's mods arent anywhere close to half done yet
lets worry about half done when they actually get like... i dont know, 20% done?
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