#OHD Vehicle Overhaul
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hey yoshi are u a ludwig enjoyer ?
Yoshi you adding swimming cats to this mod? (Pls do it) 
no but anyone know where i can get like free ww2 and ww1 era vehicles that aren't ripped?
i don't want ripped shit in my mod
sketchfab?
I dont think you should have ww1 vehicles in the mod imo
Use Sketchfab to publish, share and embed interactive 3D files. Discover and download thousands of 3D models from games, cultural heritage, architecture, design and more.
Use Sketchfab to publish, share and embed interactive 3D files. Discover and download thousands of 3D models from games, cultural heritage, architecture, design and more.
https://sketchfab.com/kadopl looking on sketch fab this guy has some american and german ww2 vehicles you can buy
View the profile and 3D models by Kado3D (@kadopl). Ab alio expectes, alteri quod feceris
ye big thank
idk it seems to be hard to find models that would actually work in a game
like every model is either super low poly or like 3million tris
maybe i can get the high poly models and remove some of their tris somehow
ye the decimate thing
i tried that in blender for the LODs
they were too weird
maybe i can mess with them more
or just use the engine to create LODs and use those as the default
instead of the 3 million tri version
ya, that could've worked.
@weary lark placing rally points doesnt work even if the setting to place them is enabled on a role
oh sorry, I was playing in singleplayer and had access to use the role but didnt create a squad
sorry for pinging you
It's the vanilla rally system that I just enabled. It was disabled because it didn't work. I just enabled it but haven't touched it.
it does work sorry
I just wasnt a actual squad leader but had the role in sp
btw for anyone trying to make deploying rallypoints possible for a role this screenshot shows how
When is new vehicle coming ? And wich may we see a small leak?
say no more here u go
Honestly just add it
LMAO wtf someone actually made a 3D model of it.

greatest eurpeon aircraft
@bold sparrow
B O A T
Landing craft will be functional, meaning you can put vehicles in them and float around the water
hopefully
S P I N
I'm adding smaller vehicles first like MRAPs and BRDMs since those are easier+people want them+they fit better with the smaller maps
then prob play with boats, I'll literally just give them invisible wheels.
Then heavy vehicles like the BMP-2M above
Maybe even give it a rapid fire mode like this:
https://www.reddit.com/r/CombatFootage/comments/b6wdlq/video_bmp_2_fullauto_fire_causes_fire_and_fumes/
@weary lark Is the interior something you made? if so it looks amzing
No it's Vigilante
idk what that is but looks awesome haha
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
RO2 has tank interiors too
And I've made the interiors performant, so it won't tank your FPS
Better then triple A already ahah
ya I think just the models rn with the default game are already better than RO2 and Arma 3 fidelity wise
definitely
Ya the firing port is an insane level of detail
I wish one day to have fully functional firing ports for the BTRs with animations where you put your gun into it.
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 If anyone is going to do it in a free game its going to be you guys for sure
ye
i cant find this mod in multiplayer
make sure you looking at modded servers on the game
There should be some servers hosted by "The Real Invasion" with this mod.
thanks guys
If you can't find any servers to play on you can always play in single-player. This mod works on both specifically for this reason ๐
i cant find the mod in menu singleplayer
one day the mods will be so advanced you won't need muliplayer haha
gotta install it on the steam workshop
It's uses a gamemode called "Tweaked AAS"
thanks again๐๐ป
oh thats like the pavlov vehicles
its so cool to control a tank in vr in pavlov vr
MRAP WIP
3rd person cam please
single player only
how do i switch third person mode in sg
no I meant I'm only going to add it in singleplayer when I do
Because third-person cameras in multiplayer is insanely OP
yea๐คฃ
Technical plz
screw that stupid damn thing
Another progress update:
MRAP is fully functional, just need to add some seated animations.
BRDM has a full interior, gonna have fun with this one.
how can i move stuck vehical
F2
Squad?
Do they work in multiplayer?
F2 works in multiplayer only if you are a squad leader
OHD silly goose
No. I mean the model ๐ฟ
They are being added
vigialnte
doesnt work
You have to be a squad leader.
thanks mate
how can i select vehicle type when spawning
You can't
Better handling for vehicles + chase camera (single player only)
https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExeXVudW1oMDA4dTZ4OG0xN3JsbjNhNDB0d3lyZ3Q4cGtkcmR5dXNhNyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/xAHb2xRKqzRWGUzrcv/giphy.gif
what about infantry cam
What?
3rd person cam
there is a 3rd person mod already
cant play with this mod duh
yeah, while mods like 3rd person are treated gamemodes thats how its gonna be.
shoots
yeah it can be annoying
I don't want to upset you, but this is not a battleship, but a brdm or mess, as it is called in the army
could be a translation issue
prob ya
it's tough because not everyone using a cyrllic user name is even non-western or in need of translation usage
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.

i was thinking, you know people have found out your super secret keybinds
a thing i do, is check if the PC is admin
so his steam id is listed in the .cfg
Yoshi got MIA after his announcement
nah
bro forgor๐
pulled the classic modder move of promising too much too early. everyone has to do it at some point
going to let the mod bake in the oven for a bit more, not feeling the SDK right now
not me, im perfect, ive never done this, and dont say https://discord.com/channels/93829266994638848/1050301021731180554
@weary lark I hope the break helps man! If u ever need anything im here
do you have any plan on adding WW2/WW1 vehicles?
Slam fire?
you could just remove the pumping animation and replace the shooting animation with the pumping one.
and it'll look like this.
dron plz
Meow
When meow
Im not feelin ohd in the slightest
No vehicles at all rn
But
Cat




Im gonma take a dump today btw
Cant wait
Fuck
Couldnt wait
Came out too early
Now they are trying to kick me out
Of target
most sane OHD mod developer
Meow
[PAUSED] OHD Overhaul [Vehicles]!
๐ฑ
@here Mom has passed away.
All progress on the mod is halted until further notice.
Condolences ๐
Wow... Take care โค๏ธ๐
Is there any way I can create guns with those features? If something like weapon blueprints are available to use.
not yet, maybe, but which feature exactly, you can probably replicate
I'm sorry for your loss. Take your time Yoshi๐
Thank you
Aw man I'm so sorry to hear that. Take as much time as you need, we'll be here if you need us
Iโm sorry for your loss, like ponch said weโll be here when your ready.
I'm sorry to hear that yoshi, mine rested almost a year from now, I know the feeling, take your time.
OHD Overhaul [Vehicles]!
MEOW
we are so back
@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
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.
Would be cool if you made for vehicle gameplay thing where you need 2 people like one will drive and other will shoot
Already a thing, I can just enable/disable it
ye i like this
Battleships soonTM
How bout a HUMVEE and a tiger the Russian armored car? Not to complicated and it would be nice to be able to go around the map easier
Yeah a Russian 'Tigr' would be cool, a good opposition to the mrap
i like this ye
MRAP 


Do you want any help testing this stuff?
ye that would be big helpful 
maybe in a couple days i'll be ready to test out some stuffs
gib mod access plz
Let him cook
Damn nice
awesome!
Just try this one or something and make it deploy by pressing z so it canโt move and be a spawn
Unless you want that
Dam Iโm so behind on your progress
Battlefield 
That's actually dope, when are we gonna test?
next week sunday pls
today.
today
today !111
Dev server?
next sunday plz
Just do a week long test, starting today, ending Sunday haha
smort
week long war
Goom
Goomium
Goomies
feature creeeeeeeeep
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.
After that I think it should be update-ready, aka not completely broken.
3AM updates
did you mess with HDPoiData ? i mean had to replace it, or just made the vehic a child of something listed in HDpoiData ?
Where you able to fix not being able to move when exiting the vehicle? @weary lark
Ye, did some scuffed shit, aka just respawns you when you leave the vehicle.๐
leave the vehicle as a new man
when are you trying to test them
wed-nes-day or frydai
okay
close enough is good enough lol
Added separate data table for POI.
Need to get icons for the vehicles on the map.
I wonder if I can use the icons from PR, idk if that is ok.
๐ฌ redo em'
inconvenient
ok
ya even though you might not risk anything, it just is a big no no in modding to rip stuff
(ik there are some places where they do it, but it doesnt mean it's okay ๐ )
No I'm don't want ripped stuff in my mod, like there was someone who made other icons for the vehicles in PR. I wanted to ask him.
I don't want other peoples things in my mod if they are not aware of it.
Are you making icons for them on the map, I mean I can make you some basic one or something if you need
ya that is what i need
but honestly it's like not really important
i can just have a thicc circle to represent a vehicle
since everything else on the map is a circle
you could make it a large triangle or octagon instead of the circle just so that it is nice and easy to distinguish
ye
y not like squad, each icon represent the vehic(dont even know if u can, prob though)
tissue box
Yup
Super random question
What do you guys think of female soldiers
Like them being different from male soldiers
health/hitboxes/weapon sway/recoil control/stamina
i don't think many people would play it tbh, but i wanna experiment.
@here
I do want to see female soldiers in the game, but I donโt think they should be drastically different. Maybe slightly so, not too much.
why tho
bros before hoes
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.

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.
I'm thinking of giving the vehicles different damage models and adding component damage.
I want PTSD effect
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.
I'm thinking of adding an ammo rack first, then engine health and wheel health.
Plus I want to solve some collision issues with the vehicles and the players
So the bots don't randomly flip the vehicles.
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 ๐
Was also thinking of making the russian vehicles weaker to AT since every passenger can shoot infantry
or potentially being able to kill crew without destroying the vehicle, specifically for the passengers
gonna be hard, you mean with small arms ?
or AT that doesnt hit critical compo of the vehic, doing dmg to occupants ?
im worried its not gonna ''''''feel''''' good to be shot out of the vehic, you know people kinda feel invincible in vehics
(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 )
maybe nerf them a bit, like ammo count, like long reload, small angle of fire
No only AT will do damage to occupants on the BTR
kk
ye and it would have some RNG
wouldn't always kill occupants
just there is a chance
so the APC doesn't really surve it's purpose under heavy fire, you are not completely safe inside it
but the BTR is also faster, and can deal with infantry better
higher chance if you are in a PKP spot, lower if you are safe in the back ๐
ye
yeye after you can balance between vehics and have pro/cons
ye
gotta find the right mechanics ๐
1 to 1 vehicles with different skins would be simplest
but i wanna experiment
i like asymmetrical gameplay
yeeee, hard to balance ๐
can already hear 'so and so is OP'
they said that it's always good to give things trade-offs
like you make the vehicle super OP in one aspect, but shit in another
like lots of firepower, but shit armor
even squad does this with the russian vehicles
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
spawning on them, with condition (far from flag, only when the SL request , acting like a rally,not moving)
Like a deploy feature
Just play IRL a bit more
Cook just took fucking 45 minutes to fail
Skill issue
COOK WORKED
My crossaint has been buttered
Mod is updated
NOTE: MRAP is bugged, forgot to set the projectile class, aka it doesn't shoot ...
Plus rangefinder is not enabled.
Also sway is fucked, way to fast when on low stamina
will fix these ^
any plan on adding M4 Sherman?
every single one
how 2 spawn?
wym
they spawn at main, with all the other vehicels
I only found bradley
wait,
my bad
somehow i have the old version one in the 'Mods' folder
nerdiest Mazda car
@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
is it on SP or MP?
SP
not a server issue then
Itโs in case it rains in the desert
it could've been used to wipe sands on the windows.
Was aware of all but the first, big thank.
Why not
omg gran turnio the game in ohd
@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.
found this menu on the old version of Tweaked ASS.
ye
old squad UI
TRI servers were having issues with Tweaked AAS, effecting other servers. Shut down now.
Component damage
we're getting closer to 1 rpg shot kill.
they are already here with Ponchovies mod.
uhh for some reason I'm no longer able to explode C4 that are being placed before entering the vehicle.
Armour mesh
Antennen physics when
you mean antenna physics?
SHUT
I know where you live
Earth
The new increased zoom makes pointe aim look realy good with your mod especially pistols @weary lark
Adding armour slope damage stuffs
This means sloped armour is 'stronger' since the projectile has more to go through
so 15mm armour is more like 20-40mm at really extreme angles
More vehicle armour
space ships
dam
how to join
Experimenting with penetration
Nothing flashy to show yet, but I got some math printing to the console lol.
skill issue
Just blast the radio at spawn with random beeps enough times, it'll work eventually
Ok will try
nothing to worry about, it's the aliens communicating
(it's a known projectile tracer problem, for some reason it only happens in mods ๐คทโโ๏ธ )
I need to fix, it gets slightly quieter as the RPM spikes up.
you would just miss the target lol
that would be if the radio aimed the strike, right now it just fires into the center of the world, everytime
i scuffed something, it depends on map. rn you give it two numbers 0-9, then it uses that to aim the arty but idk i might of fubbed it up
Got engine health working
It "scales" the engine torque based on the engine health
So you can now engine a vehicle
What
Dam your very far along
big thank
You got the spawns working on them
already working, you can try it rn

- i made an "in-combat" mechanic
like in battlefield
you can't spawn on it if it is being shot at
or moving fast
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
Good thatโs more then battlefield did
I'm going to do ammo racking
And also fuel tanks
Like if you hit the fuel tank it won't be able to drive, and might catch fire
Okay any plans to have it need fuel
And passenger damage
prob will just be like ammo
won't really deplete that much unless it's shot at
Is there a way to restock both
please make the BTR have to reload every 20 shots. It's much more realistic
huh
i thought it had like 300 rounds what
ya prob just be at main base or something
ik you have to like open up the top of the turret to reload it, that might be an interesting mechanic
oh, nvm you're right.
same thing with the AGTMs for BMP-2s and Bradleys
ya 300 rounds is a fuckton
kind of OP
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.`
Engine health:
i like the scaling of engine speed based on health , cool idea. tough i would (test) with a lower limit, like the engine stop working at all when <30% or something, it might be frustrating at very low speed.
turning it on taking longer, hmmm im not sure how i feel
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)
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 ๐ ?
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 ๐ )
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 ? ๐
โ๐ป
I don't think I can change wheel properties afaik.
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
You could have it slide to a halt when a wheel gets destroyed, just to stop it until itโs repaired
maybe ya
The T-72 can generate a continuous smoke screen at any time by injecting diesel fuel directly onto its hot exhaust.
^ They put diesel fuel into their exhaust.
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
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
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
i mean, i dont imagine it being fun. to actually run out of fuel ๐
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
ok fine, but only if infantry can shoot theses fuel cans ๐
and crew has to go out and extinguish the fires ๐
i think i put it in the notes
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
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
not gonna argue against that ๐ฟ
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
Yes it is
I am learning Cascade just to do this
- I need to find lots of engine/ammo cook sounds
sad that niagara ? isnt a thing in 4.25 ?
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
it might be cool if you could overlap a lot of smaller sounds, so it sounds very different for smaller number of samples
I like in Squad when you engine a vehicle, you know that you hits it's fuckin engine.
ye lots of foley an other sounds
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
wanna feel the breeze on my face
oof, i mean i asked for it...
Tanks
do you run faster with knife out , huh yoshi ?
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...
is it present ? might be included already
also not sure how useable this is ๐ but it might help when the times comes
Was looking at how Squad does their VFX for their vehicle damage. They love using sparks everywhere lol
PLZ dont use those UGLY ASS sparks
literly the reason i never played sqouad cuse those sparks รคr UGLY AF
Huh ok lol
Thats a first
Maybe different sparks
But god damn
Once you notice it they all look like rice flying everywhere lol
im talking bout the sparks Squad has dont USE ANY THAT LOOK LIKE THEM i command you as your BOSS
Lol ok
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
smalls steps my boy if you ever need motivation ill send you nudes i got good looking feet
kinda weird
SON
i mean, a bit of sparks is fine, a bit of fire, a bit of smokes
Dude
Holy shit
I just looked at the image on my phone
The sparks are the wrong color
Fuckong f.lux
BMP-2M already in OHD, potentially ๐
Is it possible to use the Rackets? Or agms
oh ya AGTMs are already functional
Needs time
how do you feel about the 'follow recoil' for the crosshair in CS2 ?
thats looking sick
is this a model from the marketplace?
dude, you should make the vehicle gameplay like in Red Orchestra 2
The issue i see with fuel is that youโll have way more instances of vehicles just being stuck somewhere on the map. Like letโs say a vehicle runs out of fuel, youโd not only have to capture it back but youโd also need to bring a gas truck or something increasing the chance that a player just wouldnโt 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 letโs 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. Youโd need to balance it map specifically which would probably be pretty annoying to account for.
yup exactly my point
The issue i see with fuel is that youโll 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
Yah it exacerbates a design issue with Squad and PR already with getting vehicles stuck all over the map.
mm yes
mmmmm
fuck
mmmmm
Ayo?
maybe no fuel depletion, just another thing to explode lol
I like explosions
me lik bomb
Poop
Fobs would be cool or maybe construction so you can add repair stations then (just an idea ๐ )
Why does the matv disapear when it Explodes?
oh shit
forgot to add wreck
๐๐
Uhh, a tent might be a better model to represent a FOB.
superFOB meta incoming ๐
THIS
big boi
chunky boi
i gave more exits so it's not a fish bowl
i hate that shit in squad
camp-the-hab simulator
Camp enemy FOB simulator.
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
one exit one enemy MG waiting.
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.
you should still keep this imo
That shit is so annoying
So when is it drivable?
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
I agree
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.
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
limit.the.scope
N E V E R
maybe faction first then maybe change it for map
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.
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
Have anything to mess around in a playtest with yet since I last joined
Ah
Multiple Habs per fob with overrun mechanics is the answer tbh. It plays better that way
might be a stupid question thats already been covered but, are there going to be planes with this mod?
soon
soon?!
planes confirmed
plane confirmed
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
squad, has helis and land and sea vehicles
no attack helis or jets though
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
how?
they skip across the sky like a powerpoint presentation
its because squad isnt trying to be battlefield
no in general. like no UE games do this
nothing
Can you do it?
one day
no,gotta go
Dev skill. Rising storm Vietnam has nice helis and its UE4
tragic
not it isnt
its ue3
So should probably be even more feasable
FUNCTIONAL ERA
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 gas
Fortnite Sunoco
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...
It's actually insanely detailed.
Any plans for this Yosh?
Yes.

I already have ERA, ammo compartments, and engines.
what about fragmentation, any idea if that will do anything to preformance
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?
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.
Whatโs the limit on them
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.
what always annoyed me about Squad CMDer is : its just a arty spam.
Not an actual commander that is listened to, to get a strat going, and have an actual implicit authority, because it cant give resources to squads
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)
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.
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
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.
What if you regain some on captures
Maybe make classes for vehicles
Like gunner and driver
Maybe
They could be the only ones who can repair
That would entail separate faction kits for each faction, and I don't know how that would work espeically with modded factions.
Just give them a pistol and a new bag for now, which is a repair kit
I'll probably just do some repair station mechanic, or something where you will heal at main.
Eventually you could do something like enlisted just added
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.
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 youโd 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.
Ye.
I guess you could still limit the โvehicle poolโ on a layer basis.
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.
Ye maybe I'll will use the size of the map/landscape as a rough estimate on the maximum amount of vehicles.
That might be hit or miss depending on if the landscape is the full map or if the map maker is only using a small portion of it like Chita
Chora*
You could maybe put those values in an ini file and let the server owner decide
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
Ya I will always give manual override for the server owner.
But I also want to make the best guestimation I can.
Could you put the fraction flags on a Pole at the back from the vehicle ?
I actually did this before. Might re-enable it in the future. I removed it because people were complaining it wasn't realistic.
Going into battle with bright-ass flags is not the smartest idea.
Oh okey ๐
Yah Iโm not a fan of it either, though Squad Kart could be a fun mod idea 
i mean it does happen in real life, ive seen more vehicles in ukraine with at least a tiny flag on them than not but yea i could see why some might find it dumb
If itโs 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
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
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
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
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
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
^ Something like this.
Probably the only way I can think of that would make it so you can add penetration values to weapons from another mod
Well I could add defaults/fallbacks for vanilla factions.
But if certain tags are present, then those will take precedence.
oh yea you could do that, as most modded factions use vanilla weapons or projectiles
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.
yea, and then those that need different pen values can always add them
such as my tandem RPG warhead / mines
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
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.
nice, just like a special tag on the proj or something
that'd be sick, cuz then you can do other things like extra spall weapons or shockwave based weapons
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.
oooooh
Yah PS armor update was pretty insane. Took them like 3 years or something to release it though lol
@weary lark did you Update the animation when you die?
Maybe
Looks better then the old one damn
Oh the post process effect when you die.
I actually just reverted it to the default damage effect.
@hereNo need to fear, feature creep is here!
HABS AND RALLIES ARE FULLY FUNCTIONAL/REPLICATED.
BIG rally points
Just make it an item crewman can have and place on vehicle, costs ammo from the Fob.
Just like how mines work in squad.
true
Big thank
Whats the difference between the HABS and the rallies rn?
just now from squad but, habs are for the whole team and rallies are for your squad I believe
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.).
cool thx
REPAIR STATIONS
Yes.
Is it done yet? 
Right right mb
@weary lark
Tanks
and other stuff ๐

Personally I'm buying that pack for $30 ๐
Body dismemberment?
nah, too much -FPS
attack markers for SLs
Fixing up VOIP/comms for vehicles
So squad comms works properly and local has proper attenuation
Yoshi over here , remaking old Squad, better than OWI did, with mod tools ๐
Does anyone know how I can test VOIP stuffs in-editor?
No VOIP thingy when I press 'V'.
Weird.
prob cant as is, i tried also and its not working
was the same in squad, but thats because they used a proprietary plugin
iirc OHD uses vanilla UE4
i havent looked into it, but i guess its because the mic isnt confugured
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.
ye
and also most of it is in c++ / UE4 vanilla stuff
i tried looking at channels and teams etc
(since i have 3 teams in CTZ)
but i gave up
didnt find a way to setup a 3rd team and give them a local / squad / SL (idk if its even a thing )channels
ye
when you enter a vehicle, it's like the spatialization is just turned off
local and squad comms can be heard from anywhere
no that is what happens right now
i just need attenuation for local comms and i'm good
to get location and squad info
well there is a VOIPTalker component that has it's attenuation settings changed when someone is talking
but when you unpossess a character it gets destroyed
yep
i was thinking i could just make my own and attach it to the vehicle
like when it is entered you just register the talker or something
Maybbee
there is some code exposed that handle unposses and mention the voip talker
yup
i think all it does is change spatialization settings
so local is attenuated, and squad comms has no attenuation
nod
there is this "source effect chain" thing
I wonder if you can add a mic filter or something
and beeps
or when you are using local chat inside a vehicle it changes the sound of your voice
like you are actually inside a big metal box
add a nice chonky bass engine sound
ah you mean metalic reflection / echo ?
ye
Slightly closer to figuring out the VOIP stuffs.
do let me know what u find out
ye
I also added the repair station as part of the HAB.
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
ye, for athena we wanted 3 (but thats pretty extreeme ) 5 is fine for a more relax experience

even les work

