#OHD Vehicle Overhaul

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jagged spire
bold sparrow
regal turret
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hey yoshi are u a ludwig enjoyer ?

solar basalt
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Yoshi you adding swimming cats to this mod? (Pls do it) catsmile

weary lark
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no but anyone know where i can get like free ww2 and ww1 era vehicles that aren't ripped?

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i don't want ripped shit in my mod

torn magnet
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sketchfab?

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I dont think you should have ww1 vehicles in the mod imo

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https://sketchfab.com/kadopl looking on sketch fab this guy has some american and german ww2 vehicles you can buy

weary lark
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ye big thank

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idk it seems to be hard to find models that would actually work in a game

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like every model is either super low poly or like 3million tris

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maybe i can get the high poly models and remove some of their tris somehow

jagged spire
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this will help

weary lark
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ye the decimate thing

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i tried that in blender for the LODs

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they were too weird

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maybe i can mess with them more

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or just use the engine to create LODs and use those as the default

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instead of the 3 million tri version

jagged spire
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ya, that could've worked.

torn magnet
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@weary lark placing rally points doesnt work even if the setting to place them is enabled on a role

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oh sorry, I was playing in singleplayer and had access to use the role but didnt create a squad

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sorry for pinging you

weary lark
torn magnet
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it does work sorry

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I just wasnt a actual squad leader but had the role in sp

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btw for anyone trying to make deploying rallypoints possible for a role this screenshot shows how

bold sparrow
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When is new vehicle coming ? And wich may we see a small leak?

bold sparrow
jagged spire
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LMAO wtf someone actually made a 3D model of it.

dire epoch
torn magnet
weary lark
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@bold sparrow

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B O A T

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Landing craft will be functional, meaning you can put vehicles in them and float around the water

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hopefully

serene hare
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S P I N

weary lark
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I'm adding smaller vehicles first like MRAPs and BRDMs since those are easier+people want them+they fit better with the smaller maps

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then prob play with boats, I'll literally just give them invisible wheels.

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Then heavy vehicles like the BMP-2M above

analog raft
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@weary lark Is the interior something you made? if so it looks amzing

weary lark
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No it's Vigilante

analog raft
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idk what that is but looks awesome haha

weary lark
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Ya I want interiors so bad it looks so damn cool. The only game that does interiors like this is Arma 3, but Arma is you know, Arma

analog raft
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RO2 has tank interiors too

weary lark
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And I've made the interiors performant, so it won't tank your FPS

analog raft
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and doesnt PR modding have it as well?

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not pr PS

weary lark
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Idk

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How does RO2 look?

analog raft
analog raft
weary lark
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ya I think just the models rn with the default game are already better than RO2 and Arma 3 fidelity wise

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definitely

analog raft
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Here are these three, I dont wanna clog up your mod with this

weary lark
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Ya the firing port is an insane level of detail

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I wish one day to have fully functional firing ports for the BTRs with animations where you put your gun into it.

analog raft
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Imagine going down the road with your homies in the BTR, next you know you the soul survivor and everyone else is dead inside the interior haha

weary lark
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ya lol

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It's so much fuckin' effort though omg

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^ One day lol

analog raft
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@weary lark If anyone is going to do it in a free game its going to be you guys for sure

weary lark
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ye

dire steppe
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i cant find this mod in multiplayer

weary lark
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It's "OHD Overhaul [Vehicles]!"

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On the workshop

analog raft
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make sure you looking at modded servers on the game

weary lark
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There should be some servers hosted by "The Real Invasion" with this mod.

dire steppe
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thanks guys

weary lark
dire steppe
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i cant find the mod in menu singleplayer

analog raft
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one day the mods will be so advanced you won't need muliplayer haha

analog raft
weary lark
dire steppe
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thanks again๐Ÿ™๐Ÿป

torn magnet
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its so cool to control a tank in vr in pavlov vr

weary lark
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MRAP WIP

dire steppe
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3rd person cam please

weary lark
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single player only

dire steppe
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how do i switch third person mode in sg

weary lark
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Because third-person cameras in multiplayer is insanely OP

dire steppe
jagged spire
weary lark
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screw that stupid damn thing

weary lark
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Another progress update:

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MRAP is fully functional, just need to add some seated animations.
BRDM has a full interior, gonna have fun with this one.

dire steppe
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how can i move stuck vehical

weary lark
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F2

shy nest
shy nest
bold sparrow
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I even have a lego moc from it

weary lark
weary lark
shy nest
tough pollen
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Hello

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and some bmp or mrap will be in fashion

shy nest
weary lark
dire steppe
jagged spire
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You have to be a squad leader.

dire steppe
dire steppe
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how can i select vehicle type when spawning

jagged spire
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You can't

dire steppe
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thanks for the help guys. i really like this mod

dire steppe
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what about infantry cam

jagged spire
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What?

dire steppe
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3rd person cam

solar basalt
dire steppe
solar basalt
dire steppe
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shoots

solar basalt
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yeah it can be annoying

tough pollen
weary lark
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?

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ik it's called a brdm

jagged charm
weary lark
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prob ya

jagged charm
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it's tough because not everyone using a cyrllic user name is even non-western or in need of translation usage

weary lark
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Going to release the BRDM and MRAP update within the next few days. Just some finishing shibbs to do.
No animated interiros for the BRDM as it's animation heavy and not very important atm.

lime zodiac
regal turret
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a thing i do, is check if the PC is admin
so his steam id is listed in the .cfg

severe pendant
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Yoshi got MIA after his announcement

regal turret
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nah

lime zodiac
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Come on yoshi

oblique cradle
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bro forgor๐Ÿ’€

bold sparrow
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Where is the brdm

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I need it ๐Ÿ˜”

weary lark
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pulled the classic modder move of promising too much too early. everyone has to do it at some point

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going to let the mod bake in the oven for a bit more, not feeling the SDK right now

analog raft
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@weary lark I hope the break helps man! If u ever need anything im here

jagged spire
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do you have any plan on adding WW2/WW1 vehicles?

weary lark
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ye

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ww1

jagged spire
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Slam fire?

weary lark
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ye

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it would just be 'automatic'

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for the shotgun

jagged spire
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you could just remove the pumping animation and replace the shooting animation with the pumping one.

jagged spire
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dron plz

weary lark
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Meow

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When meow

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Im not feelin ohd in the slightest

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No vehicles at all rn

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But

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Cat

jagged spire
shy nest
serene hare
weary lark
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Im gonma take a dump today btw

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Cant wait

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Fuck

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Couldnt wait

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Came out too early

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Now they are trying to kick me out

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Of target

oblique cradle
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most sane OHD mod developer

lime zodiac
jagged spire
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Meow

lime zodiac
weary lark
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[PAUSED] OHD Overhaul [Vehicles]!

torn magnet
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๐Ÿ˜ฑ

weary lark
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@here Mom has passed away.

All progress on the mod is halted until further notice.

oblique cradle
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Wow... Take care โค๏ธ๐Ÿ™

novel rapids
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Is there any way I can create guns with those features? If something like weapon blueprints are available to use.

regal turret
jagged spire
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I'm sorry for your loss. Take your time Yoshi๐Ÿ™

serene hare
floral shale
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Iโ€™m sorry for your loss, like ponch said weโ€™ll be here when your ready.

severe pendant
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I'm sorry to hear that yoshi, mine rested almost a year from now, I know the feeling, take your time.

weary lark
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OHD Overhaul [Vehicles]!

jagged spire
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Meow

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MEOW

weary lark
lime zodiac
lime zodiac
oblique cradle
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we are so back

weary lark
weary lark
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@here What land vehicles do you humans want to see in the mod?
Plus any suggestions on things that are not mainly cosmetic, like sounds and FX, since they are all placeholder.
These are the vehicles currently in the game:

Stryker
LAV
BTR-82A
BTR-80

WIP vehicles:

MRAP
BRDM

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I'm thinking I'm going to do 1 or 2 vehicles max cuz I don't want to get burnt out. But I don't want to spend a fubb ton of time on something no one cares for.

restive drum
weary lark
lime zodiac
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Yis plz, more team-work

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(my opinion)

weary lark
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ye i like this

wet void
wet void
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Honestly just make the variants without the mounted guns trade even les work

oblique cradle
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Yeah a Russian 'Tigr' would be cool, a good opposition to the mrap

lime zodiac
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I agree

weary lark
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i like this ye

lime zodiac
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Shut up and

wet void
weary lark
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progress

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M E O W

lime zodiac
wet void
jagged spire
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MRAP PagChompPagChompPagChomp

floral shale
weary lark
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ye that would be big helpful catsmile

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maybe in a couple days i'll be ready to test out some stuffs

jagged spire
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gib mod access plz

weary lark
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feature creep time, trying to make vehicles spawnable

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god help me

floral shale
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Let him cook

weary lark
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Vehicles can now be spawned on.

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@celest marten

serene hare
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thats fucken dope dude

lime zodiac
restive drum
oblique cradle
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awesome!

wet void
floral shale
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Just try this one or something and make it deploy by pressing z so it canโ€™t move and be a spawn

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Unless you want that

floral shale
jagged spire
celest marten
jagged spire
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next week sunday pls

oblique cradle
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today.

wet void
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today !111

analog raft
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Dev server?

jagged spire
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next sunday plz

analog raft
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Just do a week long test, starting today, ending Sunday haha

jagged spire
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smort

jagged spire
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Goom

serene hare
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Goomium

jagged spire
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Goomies

weary lark
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feature creeeeeeeeep

weary lark
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Spawning for vehicles works fine now.
I think at the moment I will just add an in-combat system like battlefield, where you can't spawn in the vehicle if it's getting fucked up.
Letting people spawn on APCs/IFVs is probably horribly unbalanced, but it's fun in the moment and I can take notes for when I actually balance it.
It will be like when you couldn't kill BTRs with rockets, and one person is just camping inside the passenger seat with the PKM killing everyone, that shit was hilarious.

Just need to fix up some stuffs I did to the ADS system, cuz I broke the leaning.
Also need some UI-tweaks for the MRAP and BRDM, I can just re-use the UI from the other vehicles since they all have the same weapons.

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After that I think it should be update-ready, aka not completely broken.

lime zodiac
jagged spire
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3AM updates

regal turret
floral shale
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Where you able to fix not being able to move when exiting the vehicle? @weary lark

weary lark
floral shale
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leave the vehicle as a new man

floral shale
weary lark
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wed-nes-day or frydai

floral shale
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okay

serene hare
weary lark
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Need to get icons for the vehicles on the map.

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I wonder if I can use the icons from PR, idk if that is ok.

regal turret
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๐Ÿ˜ฌ redo em'

regal turret
weary lark
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ok

regal turret
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ya even though you might not risk anything, it just is a big no no in modding to rip stuff

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(ik there are some places where they do it, but it doesnt mean it's okay ๐Ÿ™‚ )

weary lark
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I don't want other peoples things in my mod if they are not aware of it.

floral shale
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Are you making icons for them on the map, I mean I can make you some basic one or something if you need

weary lark
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ya that is what i need

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but honestly it's like not really important

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i can just have a thicc circle to represent a vehicle

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since everything else on the map is a circle

serene hare
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you could make it a large triangle or octagon instead of the circle just so that it is nice and easy to distinguish

weary lark
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ye

regal turret
weary lark
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ye i want that

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more effort tho

regal turret
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ye i feel u

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later on

floral shale
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Something like this one

jagged spire
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tissue box

floral shale
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Yup

weary lark
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Super random question

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What do you guys think of female soldiers

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Like them being different from male soldiers

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health/hitboxes/weapon sway/recoil control/stamina

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i don't think many people would play it tbh, but i wanna experiment.

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@here

jagged spire
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do what you want

hard harness
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I do want to see female soldiers in the game, but I donโ€™t think they should be drastically different. Maybe slightly so, not too much.

oblique cradle
wet void
minor moat
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In my personal option, they should probably be the same compared to male soldiers. Due to making female soldiers different in terms of heath and etc will cause gameplay issues. Like example, GTA, female characters has a max health of 175 vs 200 for male models. This makes anyone using a female model has a disadvantage when in shootouts or normal gameplay.

weary lark
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Was going to start revamping half the shooting mechanics, then realized I have ADHD.
Just going to focus on vehicle stuffs for the time being.

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I'm thinking of giving the vehicles different damage models and adding component damage.

jagged spire
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I want PTSD effect

weary lark
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This way you are incentivized to shoot the vehicles in weak spots.
Because right now as long as you hit it the full damage will be done.

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I'm thinking of adding an ammo rack first, then engine health and wheel health.

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Plus I want to solve some collision issues with the vehicles and the players

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So the bots don't randomly flip the vehicles.

regal turret
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yeah, damage models, and different infantry AT would be nice, mines also. Smoking the vehicle (to counter the people shooting from inside)
some kind of balance ๐Ÿ˜‰

weary lark
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Was also thinking of making the russian vehicles weaker to AT since every passenger can shoot infantry

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or potentially being able to kill crew without destroying the vehicle, specifically for the passengers

regal turret
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gonna be hard, you mean with small arms ?
or AT that doesnt hit critical compo of the vehic, doing dmg to occupants ?

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im worried its not gonna ''''''feel''''' good to be shot out of the vehic, you know people kinda feel invincible in vehics

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(not defending the choice but) in squad heli pilo were invinc , even if the glass isnt supposed to be bullet proof, you couldnt kill them cauz , idk maybe people complained, or it was a problem when bleeding (no medic at base, idk )

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maybe nerf them a bit, like ammo count, like long reload, small angle of fire

weary lark
regal turret
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kk

weary lark
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ye and it would have some RNG

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wouldn't always kill occupants

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just there is a chance

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so the APC doesn't really surve it's purpose under heavy fire, you are not completely safe inside it

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but the BTR is also faster, and can deal with infantry better

regal turret
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higher chance if you are in a PKP spot, lower if you are safe in the back ๐Ÿ˜‰

weary lark
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ye

regal turret
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yeye after you can balance between vehics and have pro/cons

weary lark
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ye

regal turret
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gotta find the right mechanics ๐Ÿ˜‰

weary lark
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1 to 1 vehicles with different skins would be simplest

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but i wanna experiment

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i like asymmetrical gameplay

regal turret
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yeeee, hard to balance ๐Ÿ˜„

weary lark
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ye

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i was watching GDC talk on game balance

regal turret
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can already hear 'so and so is OP'

weary lark
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they said that it's always good to give things trade-offs

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like you make the vehicle super OP in one aspect, but shit in another

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like lots of firepower, but shit armor

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even squad does this with the russian vehicles

regal turret
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yup in athena, we thought of making vehics literal glass canon, to make them afraid of other vehic and inf, so that they would act more as combined arms and support their INF

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spawning on them, with condition (far from flag, only when the SL request , acting like a rally,not moving)

floral shale
#

Like a deploy feature

fathom pine
weary lark
#

Attempting to cook mod

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We will see what the Unreal gods have in store for us

jagged spire
#

update

weary lark
#

Cook just took fucking 45 minutes to fail

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Skill issue

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COOK WORKED

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My crossaint has been buttered

weary lark
#

Mod is updated

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NOTE: MRAP is bugged, forgot to set the projectile class, aka it doesn't shoot ...

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Plus rangefinder is not enabled.

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Also sway is fucked, way to fast when on low stamina

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will fix these ^

jagged spire
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any plan on adding M4 Sherman?

weary lark
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oh ya

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not anytime soon,

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but oh ya

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all the vehicles

oblique cradle
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every single one

weary lark
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No need to fear, BRDM is here!

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lol

jagged spire
weary lark
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wym

weary lark
jagged spire
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wait,

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my bad

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somehow i have the old version one in the 'Mods' folder

jagged spire
#

nerdiest Mazda car

wet void
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@weary lark bugs ive found as of the lastest update 1.When you fully Zoom in with the stryker when you in the gunner sight your controls lock wont be able to look around after you fullly zommed in it takes a couple of sec s for it to happen 2.When the vehicles spawn they sometimes get flung and or start moving forward or backwards on their own the sec a match starts 3. The F2 ability to move vehicles with dosent seem to work on the MRAP and BRDM 4. Ammo dosent get used upp anymore on vehicles in terms of thier main armement

jagged spire
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is it on SP or MP?

wet void
jagged spire
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not a server issue then

wet void
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The wipers are also in the way on the MRAP

floral shale
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Itโ€™s in case it rains in the desert

jagged spire
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it could've been used to wipe sands on the windows.

weary lark
torn magnet
torn magnet
lime zodiac
weary lark
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@wet void
Everything but the spawning is fixed. Spawning is kind of borked on some of the maps, need to fix.
Also the ammo counts are fubbed in offline mode, but they do infact deplete afaik.

wet void
lime zodiac
wet void
jagged spire
#

found this menu on the old version of Tweaked ASS.

weary lark
#

ye

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old squad UI

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TRI servers were having issues with Tweaked AAS, effecting other servers. Shut down now.

weary lark
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Component damage

weary lark
#

more in-depth shibbs

jagged spire
#

we're getting closer to 1 rpg shot kill.

weary lark
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they are already here with Ponchovies mod.

jagged spire
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uhh for some reason I'm no longer able to explode C4 that are being placed before entering the vehicle.

weary lark
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Armour mesh

weary lark
lime zodiac
lime zodiac
#

Antennen physics when

wet void
lime zodiac
wet void
jagged spire
#

Earth

wet void
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The new increased zoom makes pointe aim look realy good with your mod especially pistols @weary lark

weary lark
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Adding armour slope damage stuffs

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This means sloped armour is 'stronger' since the projectile has more to go through

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so 15mm armour is more like 20-40mm at really extreme angles

weary lark
#

More vehicle armour

torn magnet
lime zodiac
floral shale
#

dam

hardy shard
#

how to join

weary lark
#

Experimenting with penetration

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Nothing flashy to show yet, but I got some math printing to the console lol.

jagged spire
#

been enjoying the arty strikes

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loves it

lime zodiac
wet void
#

i dont even know how to use it

jagged spire
serene hare
latent iris
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little bug i noticed when playing single player mode

regal turret
#

nothing to worry about, it's the aliens communicating

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(it's a known projectile tracer problem, for some reason it only happens in mods ๐Ÿคทโ€โ™‚๏ธ )

latent iris
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aw ok

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also sound when driving goes away

wet void
#

still waiting for the sex mod

lime zodiac
oblique cradle
weary lark
jagged spire
serene hare
weary lark
weary lark
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Got engine health working

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It "scales" the engine torque based on the engine health

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So you can now engine a vehicle

floral shale
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What

weary lark
#

what

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?

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The engine will perform like shit if it is damaged

floral shale
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Dam your very far along

weary lark
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big thank

floral shale
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You got the spawns working on them

weary lark
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i like this in-the-weeds stuffs, making everything super in-depth and complicated

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ye

weary lark
floral shale
weary lark
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  • i made an "in-combat" mechanic
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like in battlefield

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you can't spawn on it if it is being shot at

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or moving fast

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i added the speed limit for spawning because it would be OP to have a vehicle zoom by and 10 people spawn out of it

floral shale
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Good thatโ€™s more then battlefield did

weary lark
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I'm going to do ammo racking

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And also fuel tanks

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Like if you hit the fuel tank it won't be able to drive, and might catch fire

floral shale
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Okay any plans to have it need fuel

weary lark
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And passenger damage

weary lark
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won't really deplete that much unless it's shot at

floral shale
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Is there a way to restock both

jagged spire
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please make the BTR have to reload every 20 shots. It's much more realistic

weary lark
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i thought it had like 300 rounds what

weary lark
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ik you have to like open up the top of the turret to reload it, that might be an interesting mechanic

jagged spire
weary lark
#

same thing with the AGTMs for BMP-2s and Bradleys

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ya 300 rounds is a fuckton

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kind of OP

lime zodiac
wet void
weary lark
#

I'm trying to outline what features I want to add to the vehicle health system.
LMK if you like/dislike anything and I'll tweak/add/remove features.
These are some of the notes I came up with:
`

  • Engine health:
    5 *> Scales engine inputs based on health. A dead engine means forward/reverse
    6 *> inputs are ignored. Also hitting the engine has a chance of shutting it
    7 *> off. Turning the engine on takes time like in Squad, but now if it is
    8 *> at less than full health the turn on time takes longer.
    9 * Ammo health:
    10 *> Depletes ammo every time it is shot. Under 50% health, it starts cooking
    11 *> off, depleting over time until all ammo is gone. Depending on the vehicle,
    12 *> this may do nothing, or kill it as the ammo has detonated.
    13 *> Certain vehicles have fire extinguishers to handle ammo detonation,
    14 *> ones that do will have the fire extinguishers turn on after a set delay.
    15 * Fuel tank health:
    16 * > Normal driving takes fuel to move the vehicle. The lower the engine
    17 * > health, the more fuel it requires to move the same distance. Hitting
    18 * > the fuel tank will deplete some of it. If fuel goes to 0, then the engine
    19 * > will shut off. The fuel can also catch fire and/or leak if it is hit
    20 * > and/or below a certain health percentage. Using engine smoke also depletes
    21 * > the fuel tanks.
    22 * Crew health:
    23 *> Line traces are done so simulate the projectile traveling through the
    24 *> vehicle. Each seat has a percentage chance if hit with the trace to kill
    25 *> any occupant inside said seat.
    26 * All types of health can be regenerated/healed at main base.`
wet void
regal turret
#

Ammo health:
do you have a system in place to rearm ? (even without the feature of depleting ammo when shot it might be nice to have)

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Certain vehicles have fire extinguishers to handle ammo detonation,
ones that do will have the fire extinguishers turn on after a set delay.
how will this work ? will it have a representation in game ? will it need user action?
it might be fun if you had to repair with a toolbox, and have to extinguish fire with extinguishers , physically from outside on the flames going out of the vehic ^^

#

Fuel tank health:
Hitting the fuel tank will deplete some of it.
why not leaking slowly ๐Ÿ˜ ?

The fuel can also catch fire and/or leak if it is hit and/or below a certain health percentage.
nvm ^^

#

Using engine smoke also depletes the fuel tanks.
bit weird to me, i would make it a consumable, you got X smokes, replenishing uses ammo from fob/main (when its implemented obviously)

#

idk if having fuel is a fun mechanic, i wonder if thats why its not in squad. (might be wrong i never uses nasty vehicles ๐Ÿ˜„ )
also wonder if they never implemented it in the past

#

All types of health can be regenerated/healed at main base.
heh, i would make it possible so you can heal everything using crewman kit's toolbox, like squad.
but make it so you cant max it out, it would allow for the vehicle to be able to have a chance to fight back against other vehics / inf while making its way back to main / fob

#

i like the idea of having a chance to die while in a vehic, though i would make this chance pretty low

#

What about Wheels and tracks ? ๐Ÿ˜

oblique cradle
#

โ˜๐Ÿป

weary lark
#

Like friction, torque, to essentially disable a wheel.

#

Maybe I can remove one of the wheels from the array in the movement component, have not tried that yet

floral shale
#

You could have it slide to a halt when a wheel gets destroyed, just to stop it until itโ€™s repaired

weary lark
#

^ They put diesel fuel into their exhaust.

regal turret
#

lul so its a thing

#

alright, still my comment was more about gameplay mechanics and balance, i would still make it so it's a consumable, i'm still not convinced having fuel you have to worry about is a great gameplay mechanic

regal turret
# weary lark I don't think I can change wheel properties afaik.

ah thats sad, i would have seen multiple state for wheels, damaged, and you loose quality, like you said friction torque (could even work differently on Ice / sand / roads)
front wheels damaged and your turn, sucks (radius / speed)
back wheel and it's reducing torque

weary lark
#

ye

#

I can just scale the inputs to the movement component

weary lark
#

so 50% engine health just really means that you are only putting the throttle up to 50%

#

lol

#

I think fuel is fine, it just depends on how much fuel there is and how quickly it depletes

#

also i was thinking of having backup fuel cans on the vehicles be functional

#

so if you run out of fuel you aways have enough to get back to main base

#
  • most vehicles have multiple fuel tanks
#

so you can destroy one, but still have plenty of fuel

regal turret
# weary lark I think fuel is fine, it just depends on how much fuel there is and how quickly ...

i mean, i dont imagine it being fun. to actually run out of fuel ๐Ÿ˜„
Being fucked up by another vehicles, ok you messed up , but it was actually an other Hooman doing it.
being fucked by fuel running out is , meh.
Anyway, the best way is as always implementing it and seeing how it feels in a match, and what people say as a feedback ...

As for the backup fuel can, you can bet people will use it to prolong their time on the field and will still run out of fuel

regal turret
#

and crew has to go out and extinguish the fires ๐Ÿ˜„

weary lark
#

ye i was thinking of this

#

fire extinguishers

weary lark
#

i think i put it in the notes

regal turret
#

only if you can make the foam VFX ๐Ÿ˜„

weary lark
#

I think the fuel tanks would be good to stop a single vehicle reigning it's terror driving around killing half the team

#

like 99% of the time you will never run out

#

It would only be intended for people who start the match and drive the vehicle around the map 10 times.

#

and never come back to mai

#

main

#

its like ammo but for mobility

regal turret
#

i mean, to mean thats the purpose of Ammo balance, you run out of ammo you can still go back to main, but again, fuel isnt a huge task and can still implement and see how it plays

weary lark
#

ye

#

also i want another excuse to have the vehicles catch fire

regal turret
#

not gonna argue against that ๐Ÿ‘ฟ

weary lark
regal turret
#

damn cant wait for ammo cook out with huge VFX and especially the sound when you hit ammo, sa tis fying

#

it isnt a thing in squad , right ? havent played in ages, i cant even remember

weary lark
#

Yes it is

#

I am learning Cascade just to do this

#
  • I need to find lots of engine/ammo cook sounds
regal turret
weary lark
#

I need to get lots of visual/audio feedback when something is hit

#

aside from the UI that I'm going to give the driver

regal turret
weary lark
#

I like in Squad when you engine a vehicle, you know that you hits it's fuckin engine.

weary lark
#

like i need

  • The engine sound
  • The tires/tracks moving across the ground
  • The rumble from the air displacement of the vehicle
  • Sounds when the vehicle hits a wall/terrain
  • Sounds for the suspension moving
#

Plus i want to add a little camera shake when they drive by

regal turret
#

wanna feel the breeze on my face

weary lark
#

poops

#

there is your breeze

regal turret
#

oof, i mean i asked for it...

weary lark
minor moat
#

Tanks

regal turret
#

do you run faster with knife out , huh yoshi ?

weary lark
#

no

#

Mom can we have Niagra?
Mom: We have Niagra at home.
Niagra at home:
https://www.youtube.com/watch?v=OXK2Xbd7D9w&list=PLZlv_N0_O1gYDLyB3LVfjYIcbBe8NqR8t

For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gYDLyB3LVfjYIcbBe8NqR8t

This video covers some key terms that you will need to know in order to comfortably use the particle effects systems in Unreal Engine 4.

(00:05) - Particle terminology
(03:27) - Particle System Components
(05:22) - Cascade
(06:29) - Emitter...

โ–ถ Play video
regal turret
#

sad

weary lark
#

won't cook in am od

#

afaik

regal turret
#

is it present ? might be included already

#

also not sure how useable this is ๐Ÿ˜„ but it might help when the times comes

weary lark
#

Was looking at how Squad does their VFX for their vehicle damage. They love using sparks everywhere lol

wet void
#

PLZ dont use those UGLY ASS sparks

#

literly the reason i never played sqouad cuse those sparks รคr UGLY AF

weary lark
#

Huh ok lol

#

Thats a first

#

Maybe different sparks

#

But god damn

#

Once you notice it they all look like rice flying everywhere lol

wet void
#

im talking bout the sparks Squad has dont USE ANY THAT LOOK LIKE THEM i command you as your BOSS

weary lark
#

Lol ok

wet void
#

those mf be putting sparks every where it makes the visual effects look ugly af they even put them on AT mfs UGLY AF THEY SHOUD DIE

#

BURN

weary lark
#

Oh also imma make ERA and RPG cages

#

Functional like arms

#

Arma

wet void
#

smalls steps my boy if you ever need motivation ill send you nudes i got good looking feet

weary lark
#

Wtf lol

wet void
#

goota keep the vehicles coming OHD neds vehicles

#

Anyway update when

lime zodiac
wet void
weary lark
regal turret
#

yes sparks master ?

#

here , tracers already do what u need ๐Ÿ˜

weary lark
#

im making the sparks

#

fight me

#

Not amazing looking, but progress

regal turret
#

i mean, a bit of sparks is fine, a bit of fire, a bit of smokes

wet void
weary lark
#

Dude

#

Holy shit

#

I just looked at the image on my phone

#

The sparks are the wrong color

#

Fuckong f.lux

regal turret
#

๐Ÿคฃ

#

ye didnt notice either, nice white ๐Ÿ˜„

weary lark
#

BMP-2M already in OHD, potentially ๐Ÿ”œ

bold sparrow
#

Is it possible to use the Rackets? Or agms

weary lark
bold sparrow
#

Is the bmp already in or does it need time ?

#

I cant wait to play it

floral shale
#

Needs time

weary lark
regal turret
#

how do you feel about the 'follow recoil' for the crosshair in CS2 ?

oblique cradle
#

is this a model from the marketplace?

lime zodiac
ember minnow
#

dude, you should make the vehicle gameplay like in Red Orchestra 2

loud spire
# weary lark I think the fuel tanks would be good to stop a single vehicle reigning it's terr...

The issue i see with fuel is that youโ€™ll have way more instances of vehicles just being stuck somewhere on the map. Like letโ€™s say a vehicle runs out of fuel, youโ€™d not only have to capture it back but youโ€™d also need to bring a gas truck or something increasing the chance that a player just wouldnโ€™t want to bother getting it back. I guess you could have each crewman have a single gas canister or something to briefly increase the fuel level of the vehicle to get it back to base.

But even then letโ€™s say someone is using your vehicle mod on a variety of maps, would you have the same fuel amounts on a Sumari sized map vs Yehrivnoka. Youโ€™d need to balance it map specifically which would probably be pretty annoying to account for.

regal turret
#

yup exactly my point

The issue i see with fuel is that youโ€™ll have way more instances of vehicles just being stuck somewhere on the map.

#

if you ran out of ammo, welp, just go back to main

loud spire
#

Yah it exacerbates a design issue with Squad and PR already with getting vehicles stuck all over the map.

wet void
lime zodiac
#

enhance

weary lark
#

maybe no fuel depletion, just another thing to explode lol

loud spire
jagged spire
#

me lik bomb

lime zodiac
weary lark
#

Poop

wet void
weary lark
#

Wtf lol

#

Might add fobs

#

Maybe

#

Bmp is lots of work

#

Need break

minor moat
#

Fobs would be cool or maybe construction so you can add repair stations then (just an idea ๐Ÿ˜„ )

weary lark
#

I wanna make the fobs actually defendable

#

like not just a HAB

#

it's not enough

bold sparrow
weary lark
#

forgot to add wreck

bold sparrow
#

๐Ÿ˜ƒ๐Ÿ‘

weary lark
#

Hab idea

#

instead of this:

jagged spire
#

Uhh, a tent might be a better model to represent a FOB.

weary lark
#

we have this:

regal turret
#

superFOB meta incoming ๐Ÿ˜

jagged spire
weary lark
#

big boi

jagged spire
#

chunky boi

weary lark
#

i gave more exits so it's not a fish bowl

#

i hate that shit in squad

#

camp-the-hab simulator

jagged spire
#

Camp enemy FOB simulator.

weary lark
#

ye

#

i don't like the overrun mechanic to trigger when there is like 1 enemy

#

that sucks

#

but then you can have a single dude just spawn camp the hab

jagged spire
#

one exit one enemy MG waiting.

weary lark
#

so i made the hab large enough with enough exits that one person cannot spawn kill for very long, if at all

#

ye that is why there are 6

#

this is one big deployable

#

also because there are so many spawns i can choose to spawn players in the tent farthest away from enemies.

oblique cradle
torn magnet
floral shale
weary lark
#

Im thinking of making it have a logi requirememt

#

Or maybe multiple SLs

#

To build

#

And overrun mechanic so its not aids

#

Also maybe ill put a radio in the center or some shit

#

If you kill that the base decays

#

Like its being dug down slowly over time

#

It looks weird in squad to smash a radio with a shovel and all of a sudden the hab disappears

floral shale
#

I agree

loud spire
# weary lark this is *one* big deployable

The issue I see running into this is placement. If you want to put the hab in buildings or in heavily forested areas might be impossible without overlap.

One solution might be splitting the assets into different builds. Like if you put a hab down then you can place another hab and 6 hescos within a specified radius of the first hab without costing additional build. That way you can add some flexibility with its placement for different map designs.

weary lark
#

ye

#

i need to figure out if maybe i should have different types of structures for different maps

#

but that just complicates things, cuz a hab on one map is different from a hab on another

#

i just don't like getting spawn killed in the hab, so i give the people spawning more of a chance

#

but on the flip side i don't want the spawn to be overrun if like 1 enemy is too close to it

#

a long time ago in squad they did not have any overrun mechanic

#

so you could just spawn kill have like 10 people spawn on the hab with enemies right in front of them

#

no one liked that

#

but the overrun is still shit because it makes the spawn so delicate

#

couple people stumble on the hab, the entire spawn is fucked

weary lark
#

N E V E R

floral shale
loud spire
# weary lark couple people stumble on the hab, the entire spawn is fucked

Yea they only way I could see that being remedied is encouraging building a 2nd hab that people can spawn at if one hab gets overrun (build one hab get a second one free). But it feels like a awkward solution, Squad has been screwing around with the overrun mechanic for forever and it never really addressed the problem.

To me the issue is that since fobs are purely useful for spawning in Squad, people have less incentive to hand around and guard them. In PR fobs were much more powerful because hmgs were actually effective at taking out light vehicles and AA was vital against aircrafts. This encouraged people to hand around fobs and actually catch people who were sneaking up to them instead of just spawning and running toward the nearest point.

#

But at the end of the day I think this problem will always be in this genre, the best thing you can do is mitigate it.

weary lark
#

Maybe sweetie

#

Maybe im thinking to make the hab spawnable you must place N additional fortifications and maybe N more spaw bunkers otherwise nothing is spawnable

#

And also i want hmgs spgs and maybe tow emplacements

floral shale
#

Have anything to mess around in a playtest with yet since I last joined

weary lark
#

just lots of feature creep

#

I'm improving main-base protection

floral shale
#

Ah

fathom pine
#

Multiple Habs per fob with overrun mechanics is the answer tbh. It plays better that way

polar lotus
#

might be a stupid question thats already been covered but, are there going to be planes with this mod?

weary lark
#

soon

jagged spire
#

soon?!

weary lark
#

not really

#

lol

regal turret
jagged spire
#

plane confirmed

floral shale
weary lark
#

have there been any Unreal engine games that have full land, air(including attack helis/jets), and sea vehicles?

#

I think it's only been Battlefield that has done this well

torn magnet
#

no attack helis or jets though

weary lark
#

Ya i know Squad but they don't have attack heli or jets

#

And their helis suck ass

#

Idk if it's an Engine issue or a dev skill issue, why no cool attack helis with lock-ons?

#

like that shit was achieved in 2011 in BF3 on a fucking Xbox 360

#

Like just BF3/4 with better visuals is all what people want half the time

torn magnet
weary lark
#

they skip across the sky like a powerpoint presentation

torn magnet
weary lark
#

nothing

weary lark
lime zodiac
weary lark
#

gotta poo

#

@frank blade

#

Time it

frank blade
#

no,gotta go

fathom pine
weary lark
#

tragic

torn magnet
#

its ue3

fathom pine
#

So should probably be even more feasable

weary lark
#

FUNCTIONAL ERA

polar lotus
#

mig 29 was nice too

floral shale
#

Whatโ€™s the next thing?

weary lark
#

MORE ERA

#

MORE

floral shale
#

You could do a vehicle customization thing, where they choose a loadout or something

#

Where they can have era or decide to take it off to have it move a little fast or something

#

There could be stuff like that for all of them maybe

#

And then gasgasp

#

Fortnite Sunoco

weary lark
#

I didn't realize that Post Scriptum already has the mechanics I am working on.
https://www.youtube.com/watch?v=Rv6t_X_3TEs&ab_channel=PeriscopeGames

The Post Scriptum: Armoured Update will be available November 24th for all Post Scriptum owners.

New players can get into the action during the Steam Autumn Sale where Post Scriptum will be on sale with a 75% discount for which runs from November 24th - December 1st.

Read more: https://store.steampowered.com/news/app/736220/view/31204270487213...

โ–ถ Play video
#

It's actually insanely detailed.

floral shale
#

Any plans for this Yosh?

weary lark
#

Yes.

floral shale
weary lark
#

I already have ERA, ammo compartments, and engines.

floral shale
#

what about fragmentation, any idea if that will do anything to preformance

weary lark
#

depends on lots of stuffs

#

might do it

#

but at that point i might just do RNG

weary lark
#

Super random thought.
Squad has talked about having a command-point system. What if I added a point system that some SL/commander uses to "purchase" vehicles?

floral shale
#

Why not

#

It would make it a squad vehicle

#

Not whoever gets to the spawn first

weary lark
#

Oh ya that is a good idea as well. Only issue would be one Squad hogging the vehicles. Would need to figure out who gets it.

floral shale
#

Whatโ€™s the limit on them

weary lark
#

I don't know I would have to fuck around and find out.

#

Maybe like you get N points, and each vehicle costs N points.

#

When a vehicle dies, you get those points back after X amount of time.

#

So you never gain or lose points.

#

That means you have the option to have a bunch of weaker vehicles, or a few heavier vehicles.

regal turret
#

the first thing you could do is a bit like HLL, where the CMD is spawning vehics for squads, using ressource point gathered from buildable resource nodes on the map (i dont like this system , the build one)

#

what i tried to push for in Satcom (squad mod) but fabian wasnt having it

#

is giving incentive to vehic squad to not waste assets : so having a point system that everyone can see, you can see which squad is doing well (kills capture point vehic destroyed, time alive , etc)

#

and you can let the CMDer assign vehic to certain squads (kind of the claim system of squad, with a specific state for when a vehic is spawned , reserved to that squad, and if not claimed for 5 min , its open for everyone )

#

i also wouldnt be opposed to trying to make the FOB position planned and accepted by the CMDer

#

since FOB placement is said to be what wins games in squad (which is intrinsiquely linked to the fact that squad is a Lemmings/zerg rush from FOB to Cap)

weary lark
#

Just learned that HLL has the commander spawn in vehicles. That's kind of cool.

#

If I want to add that ability, I would need to add a commander role.

#

That is a lot of effort, but I might do it.

#

Feature creep to the max, woo!

#

Either a commander role, or having a voting system for SLs only.

floral shale
#

For the commander they have to have engineers build stuff up for them

#

Like resources

#

You would also need to do a thing thing with armor classes

weary lark
#

For vehicles at the moment, I would some set amount of points that each team gets.

#

When you spawn in a vehicle, that costs some amount of tickets, proportional to the armor/lethality of the vehicle.

#

When it dies, then you will get those points back after some set delay.

floral shale
#

What if you regain some on captures

#

Maybe make classes for vehicles

#

Like gunner and driver

weary lark
#

Maybe

floral shale
#

They could be the only ones who can repair

weary lark
#

That would entail separate faction kits for each faction, and I don't know how that would work espeically with modded factions.

floral shale
#

Just give them a pistol and a new bag for now, which is a repair kit

weary lark
#

I'll probably just do some repair station mechanic, or something where you will heal at main.

floral shale
#

Eventually you could do something like enlisted just added

weary lark
#

Ye might do a combination of having commander-spawned vehicles and also some set of vehicles that will always spawn at main.

#

For example transports, jeeps, etc.

#

Because especially with Squad some maps have almost 20 vehicles in total for each team.

loud spire
#

Yah I always wondered what happened to the vehicle depot idea for Squad from a few years back. The only issue with it id see is if vehicle metas started popping up, where every game youโ€™d see the same vehicles spawn and it would stagnate gameplay.

Though I do like the fact that it would prevent one manning vehicles more and also the commander could stop giving vehicles to squad or pilots who are consistently losing them.

weary lark
#

Ye.

loud spire
#

I guess you could still limit the โ€œvehicle poolโ€ on a layer basis.

weary lark
#

I think the point system for vehicles would hopefully not create a single meta for particular maps, and you would have to make decisions based on what the enemy team currently has and what you anticipate they will have.

weary lark
loud spire
#

Chora*

#

You could maybe put those values in an ini file and let the server owner decide

weary lark
#

Ye, maybe distance between capture points or distance between main bases.

#

Ya.

loud spire
#

Yah but then what if elevation is a factor or a lot of windy roads make the points farther then how the crops flies. Best to give the map owner/ server owner control

weary lark
#

Ya I will always give manual override for the server owner.

#

But I also want to make the best guestimation I can.

bold sparrow
weary lark
bold sparrow
#

Oh okey ๐Ÿ‘

loud spire
#

Yah Iโ€™m not a fan of it either, though Squad Kart could be a fun mod idea KEKW

serene hare
loud spire
#

If itโ€™s a little one on the armor, that makes sense. But on a pole sounds weird especially any modest amount of damage would send it flying

weary lark
#

Ya that's why I just put flag decals on the armor.

#

That was mainly when I only had the BTR-82, and you had RUS vs UKR and they were the same looking.

#

Also

bold sparrow
#

It would be cool if we could customize the vehicles like give it a imperial decal or sum

#

I want an imperial Logo on my brdm2

weary lark
#

lol

#

I will probably add some customization options in the future.

#

So you can put whatever flag you want.

#

@serene hare I'm thinking of using actor tags to convey penetration information. Do you think this is good idea, as a hooman that has made a metric fuck-ton of factions with fancy gear?

#

like maybe some projectile has a penetration tag named _some_prefix_penetration=100mm

serene hare
#

bold of you to assume i remember what an actor tag is, but yea probably if it doesn't depend on having a reference to a blueprint thats not a part of my mod

weary lark
#

lol

#

ok

serene hare
#

ah ok just checked the documentation, yea that would work

#

then vanilla factions would be fucked for trying to kill vehicles, but yea it would work with a select few factions that work to do that

weary lark
#

^ Something like this.

loud spire
#

Probably the only way I can think of that would make it so you can add penetration values to weapons from another mod

weary lark
#

But if certain tags are present, then those will take precedence.

serene hare
#

oh yea you could do that, as most modded factions use vanilla weapons or projectiles

weary lark
#

Ye most people base their projectiles off of vanilla ones. So they will have their defaults, and I can check for certain tags and those will override.

serene hare
#

yea, and then those that need different pen values can always add them

#

such as my tandem RPG warhead / mines

weary lark
#

Yes.

#

Because tandems in particular need to behave differently.

serene hare
#

im not likely going to make tandems work as real tandems with the double explosion, im just going to crack the ever loving shit out of the pen values

#

unless it will be glitchy with ERA panels

weary lark
#

Well you wouldn't need to because I'm most likely going to make tandems behave differently.

#

Like if something is a tandem it can go straight through ERA.

serene hare
#

nice, just like a special tag on the proj or something

weary lark
#

ye

#

maybe like biglearning_tandem or some shibbs.

serene hare
#

that'd be sick, cuz then you can do other things like extra spall weapons or shockwave based weapons

weary lark
#

Yes.

#

I also need to add projectiles shattering. Apparently Post Scriptum does this. If a round cannot penetrate, it will "shatter" and send shrapnel everywhere.

serene hare
#

oooooh

loud spire
#

Yah PS armor update was pretty insane. Took them like 3 years or something to release it though lol

bold sparrow
weary lark
#

Maybe

bold sparrow
#

Looks better then the old one damn

weary lark
#

Oh the post process effect when you die.

#

I actually just reverted it to the default damage effect.

weary lark
#

@hereNo need to fear, feature creep is here!
HABS AND RALLIES ARE FULLY FUNCTIONAL/REPLICATED.

jagged spire
#

BIG rally points

fathom pine
floral shale
#

true

lime zodiac
unique arch
#

Whats the difference between the HABS and the rallies rn?

torn magnet
weary lark
#

rallies need 1 squad member to create.
only squad members can spawn on them.
they will be 'burned'/destroyed if an enemy is within like 35m or something.

hab needs one team member and a vehicle to create.
all team mates can spawn on them.
habs cannot be placed within like ~50m or something next to each other.
they can be 'overrun'/not spawnable if like ~9 enemies are near.
they have health and are effected by radial damage, (rpgs, grenades, etc.).

unique arch
#

cool thx

weary lark
#

More feature creep

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MORE

weary lark
#

REPAIR STATIONS

severe pendant
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holly shit thats sick

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that generator is for repairing?

weary lark
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Yes.

weary lark
#

what else

#

construction?

weary lark
#

HELICOPTERS?

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one day

solar basalt
weary lark
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lol no

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one day

solar basalt
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Right right mb

minor moat
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@weary lark

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Tanks

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and other stuff ๐Ÿ˜„

floral shale
minor moat
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Personally I'm buying that pack for $30 ๐Ÿ˜„

jagged spire
weary lark
#

nah, too much -FPS

weary lark
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attack markers for SLs

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Fixing up VOIP/comms for vehicles

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So squad comms works properly and local has proper attenuation

regal turret
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Yoshi over here , remaking old Squad, better than OWI did, with mod tools ๐Ÿ˜

weary lark
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Does anyone know how I can test VOIP stuffs in-editor?

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No VOIP thingy when I press 'V'.

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Weird.

regal turret
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was the same in squad, but thats because they used a proprietary plugin

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iirc OHD uses vanilla UE4

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i havent looked into it, but i guess its because the mic isnt confugured

weary lark
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Ya I'm trying to understand how the current VOIP system works but it's kind of hard since I can't actually use it inside the editor lol.

regal turret
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ye

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and also most of it is in c++ / UE4 vanilla stuff

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i tried looking at channels and teams etc

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(since i have 3 teams in CTZ)

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but i gave up

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didnt find a way to setup a 3rd team and give them a local / squad / SL (idk if its even a thing )channels

weary lark
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ye

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when you enter a vehicle, it's like the spatialization is just turned off

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local and squad comms can be heard from anywhere

regal turret
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you did that ?

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oh

weary lark
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no that is what happens right now

regal turret
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OH

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maybe because it expect a OHD pawn

weary lark
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i just need attenuation for local comms and i'm good

regal turret
#

to get location and squad info

weary lark
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well there is a VOIPTalker component that has it's attenuation settings changed when someone is talking

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but when you unpossess a character it gets destroyed

regal turret
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yep

weary lark
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i was thinking i could just make my own and attach it to the vehicle

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like when it is entered you just register the talker or something

regal turret
#

Maybbee

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there is some code exposed that handle unposses and mention the voip talker

weary lark
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yup

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i think all it does is change spatialization settings

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so local is attenuated, and squad comms has no attenuation

regal turret
#

nod

weary lark
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there is this "source effect chain" thing

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I wonder if you can add a mic filter or something

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and beeps

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or when you are using local chat inside a vehicle it changes the sound of your voice

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like you are actually inside a big metal box

regal turret
#

ah you mean metalic reflection / echo ?

weary lark
#

ye

weary lark
#

Slightly closer to figuring out the VOIP stuffs.

regal turret
weary lark
#

ye

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I also added the repair station as part of the HAB.

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Probably going to make a team-wide HAB limit of like 5 or something idk.

#
  • adding observe, defend, and attack marks
#
  • potentially adding ability for SLs to add enemy markers
regal turret