#OHD Vehicle Overhaul
1 messages · Page 3 of 1
I think the markers + vic comms will help a lot
Also i wanna add fuzzy marks
And makrs you can move on the map
what is fuzzy mark ?
ah thats interesting, marking vehicles was always a pita
btw what class of actor do you use to make it show on the map ?
empty actor, then i change the icon based on whatever it represents
It's like an estimate mark, literally fuzzy because the mark is not confirmed accurate
like if a vehicle is driving in circles around some area, you put a fuzzy/estimate mark in that area
it conveys to people that the location is not exact
maybe i'm also thinking of adding a red circle around the marker to indicate that it is an estimate mark
- I want to be able to drag around existing markers on the map
having to delete and re-create one constantly in squad is a pain in the ass
I added the lines when you have anattack mark
Like from your char to the mark
Next is marks showing up on the compass
Tweaked ASS
Twerked ASS
Squad At Home
The Garry's Mod of tactical shooters: Operation: Harsh Doorstop, is a (work in progress) free game; which, through community funding has seen swift development progress over the past year.
Support the development of O:HD: https://www.patreon.com/drakelinglabs
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advanced damage
ammo/engine health, advanced penetration
habs
rallies
attack/observe/defend markers
need me for something, or you wanted a 'witness me' ?
it's 5am
i need to make a damn tutorial for this mod lol
go to bed
i mean you have access to a server right ? if you get a playtest going with a few people ill try to join
lul
i wish
well, do let me know/ping if you do a playtest
Notes from playtest:
BUGS
- Being prone or crouched causes player to be offset when entering vehicle.
- Random vehicles-flying-into-the-sun as usual.
OnBecomeViewTargetseemingly not being called when entering a vehicle, causes turret to use 3P smoothing method on gunner.- Triple turret flying when vehicle is killed.
- New spawn mechanics cause vehicles to fly into the sun even more than before.
- Damage was accidentally disabled for players; aka we are no longer applying point damage.
- Advanced damage has a divide by 0 error somewhere.
Gamethread randomly fluctuates from 10ms up to 25ms randomly; this could be a sign of something spamming errors every tick causing delays.- BRDM turret not animating at far distances. Gunner actor not relevant at proper distance?
- Replicated projectile has it's impact explosions enabled even when client-predicted projectile has already exploded.
- ERA does not explode; might be related to divide by 0 error.
- Extra ERA modules on bottom of BTR-82A causing collision issues with it flipping.
- MRAP driver seat is too low.
- Make HABs cost tickets when they are destroyed.
- Compass in vehicles would be nice.
yeah thats how you do it I think
Ye its the old radial
From marketplace afaik
I will prob use perps notif system to give feedback
Cuz rn if it cannot be placed nothing happens
Also i fucked something with FPS
not familiar with it, did he share it with u ? or is it open source?
i saw, you'll figure it out
I think he open sourced it
Ya the game time would randomly go from 25 to 10 ms
Im like wtf
Updated mod
#1087495326790852729 message
It was my first mod, soooo it's not good really 😬
sorry, should have said ive found it
#1136428713135853630 message
already included in the opensource repo
i dont care, i just wanna list everything, and anything is good to take, especially prototype for what will be in the game
BUGS
- Weird thing when
OnBecomeViewTargetis still there; in addition vehicle damage does not work when in this state. - Weird conflict between client-predicted and replicated projectile where the replicated one is colliding with the vehicle mesh while the predicted one is hitting on target.
- Call-in artillery can kill passengers; putting them in limbo where they are sort-of possessing their character and cannot respawn.
TODO
- Add ability to turn engines on/off.
Weird conflict between client-predicted and replicated projectile where the replicated one is colliding with the vehicle mesh while the predicted one is hitting on target.
which proj ? one from small arms ? or from your vehic ?
I need to look over how im doing projectiles cuz its scuffed
ye
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Music / Credits:
Outro:
Dylan Sitts feat. HDBeenDope - For The Record (Dylan Sitts Remix)
Paid content in this video:
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Reminder about keybinding, where you can use the InputAction defined by vanilla OHD , EqpSlot 0 instead of the vanilla UE4 binding
how's the aircraft carrier coming along?
you should start teasing the hover craft aswell for those island assault maps
LMAO
update looks good so far, but can there be like two setups for the type of guns, like BTR, when you scope in have to reticles, 1 for the big PP and one for the small PP
Reinventing the wheel for the nth time
Making everything over again
Slightly less scuffed
OHD overhaul remastered
please do

I did it
I think
I straight up re-invented how the weapons work in vanilla
but all in BP
and worse
you did what? follow up question, why?
woooooooooooow ?
again, why ?
your projectile issue ? where it wasnt giving you the same result ( trajectory?) between server and client ?
what thing
@regal turret i did thing because i need to get hit info from client and send to server
Cuz no anims on server
For players or vehicles
I did run into that but i fixed it. It was caused by the server moving the proj and by the time its replicated to client it starts in a different pos
Only thing im running into is how to deal with proj when we get a hit
Cuz on sim proxy the replicated proj might not of hit
Also i cant set bNetTemporary so that sucks
Maybe ill replicate an array of syructs describing hits
Instead of separate actors
Like maybe struct HitThing { int ShotID; FTransform InitialTransform; int ProjType; }
Idk
Im limited with bp
Plus i need to see if i fucked perf
Particularly for replication with lots of players
Also i need to measure replicatiom for a real server
I have no baselinr
can I expect bullet penetration in the near future?
Potentially
sounds good.
again why ? because you have ur custom proj ? because you cant use vanilla proj for vehic cauz server is rejecting hits ?
like yeah, it might be a significant issue, thats why i asked why you need to replicate the hit, and also cant you get the info from the server ? no you cant since its your own proj.
hmmm i guess the vanilla proj is also rep to server anyway (might be donne more efficient in C++)
no because you need a client that has animations running to get proper hits
yeye i understand why you need to rep to server, not what it is used for, i mean, i figured it out in the next message
with RPG right? right?
Ye
oh
Rpg/at4 both do 240 damage
Same
?
I have the lav resistant to30mm from front
And 14.5 from sides
And small arms from the bum
So a lav can take like fucking 6 to 8 rockets to the front
I dont think thats realistic at all idk
you smoking that good kush, talking 'bout .50 cal protection on the sides 💀
No LAV 6
ah gotcha
The problem is that I need to add a differentiation between kinetic warheads and HEAT projectiles.
ya maybe
speaking of the actor tag thing, how is that going for penetration values?
idk
i have like 3 different variations of the weapon system that i am working on
cuz the current method is scuffed
and now i need to fix the getting-in-and-out again cuz it's still fucking scuffed
damn, whats broke with it this time?
just weird shit when you spam get in and out
i could just add a delay to get in and out
but there is already so much hackery
yea, but whats a little more 😈
But the HABs and rallies worked almost flawlessly. HABs got overrun when they were supposed to, rallies were burned when they were supposed to.
It was amazing.
Feedback
-People abusing the 'Untuck' mechanic to move vehicle around when not stuck. Idk how you would detect that it is stuck, i feel like it should only be possible when it's not on its wheels (all of them ?)
-Delay before entering / leaving / switching seats
-When you die in a vehic, the camera is scuffed.
-mrap wheel too big, collision
Striker infantry just has a square camera, might be nice to see a bit of the vehic interior / window port
UI
-When shooting you have the vehic scope, and opening the map the scope texture is still there
-Feedback for rallies 'enemies too close' (using the notification(will be implemented in vanilla so you can use that)) =>
https://cdn.discordapp.com/attachments/1087495326790852729/1087495327248027708/Capture1.JPG?ex=655bd672&is=65496172&hm=1d5a755ccd7fa7cfa9645c2444167ff6a0f07dc525c5a00dbe9617f472a4f532&
#1087495326790852729 message
-Feedback for vehicle health / compo destroyed
@weary lark
@regal turret For the unstuck abuse, I have no stuck detection rn, although I will prob add it.
rn the unstuck is on a cooldown like every couple minutes and the vehicle can only be moved like 5 meters from it's current position. this is to mitigate people trying to abuse it.
UI is the enemy.
I really need to make some better vehicle health UI; especially for the different health components.
Cuz rn for example the Stryker has no indication that it's engine health is fubbed, so you just press 'W' and nothing happens lol.
with the current restriction, ive seen BD abuse it a shit ton
moving it around to bypass walls , getting it unstuck when it should have stayed stuck (was on it's wheel
Well he is also an admin @regal turret . They have no restrictions for moving it. No cooldown, no distance restriction.
o
Thats for admins and in offline mode
So he can yeet it around the map in multiplayer
But not any random SL
flying strykers ?
Idk make a rover that you can use to travel across the moons
Or a baby rover with a gun
I love those types of games
Yeah
This has probably already been asked, and I just can't find it, but how do I set my servers gamemode to Tweaked AAS?
check the workshop page
Meow
Will you add those cope cages in future?
copium
I already have ERA, cope cages and RPG cages in general are some-what the same gameplay wise
so ya
most likely a RPG cage for all the APC/IFVs
👍
Can i start working on the mod too?
are any aircraft coming with this mod
Not anytime soon
The ground vehicles are the first phase
Get them polished and working well then we can start working on the tanks then aircraft followed by naval which will need a different version of unreal to get better performance on water physics
I’m going to be messing around with aircraft but I don’t know what I’m doing so it may take a while
I changed the weapon handling again
Made the game worse 👍
Cant wait to piss people off with my changes
The weapon sway is now random
Abnd the gun itself moves up when you shoot
random ?
Lol
🤦♂️
stormtrooper wish edition
you made them homing ? like, in vanilla it's basically a laser 😄
Well everything is a laser the first shot
Then it starts shittinh
But in vanilla it never shits
I wanna add bleeding
And bandages
I always wondered what would be a better way of doing things. Just blueprint translating the gun with IK like it is now mixed with a single animation.
Or blending between 4 animations: the gun recoiling straight up, straight down, right, and left.
I actually just rotated the spring arm
Oh right, but my point was if you could use animations instead of just manually moving the gun in blueprint. I think Squad did the latter for the ico update and it looks wonky, I wonder if blending a bunch of animations instead would make it work better or if there would be an optimization issue with doing that.
Kinda like how with bipoding you could either rotate the character around the gun with a blueprint or use the animation blueprint to do the same thing.
idk moving the spring arm seemed simpler and it is already done for free-aim
Oh it’s definitely easier, I’m not requesting it for the mod. You’d need a good animator to make at least 4 new animations. I’m just kinda curious why Squad didn’t do it for their implementation either given they have the resources. Might be hard to implement it with universally for shorter weapons and longer weapons now that I think of it.
@weary lark Hi! Can I ask you about how the artillery works?
I've managed to found the radio (also it should be relocated, because sometimes it spawns in the grass and is hard to find), when I press F it beeps, but what do I do next?
I've managed to call an artillery strike by beeping random dots and dashes, but I cant control it. Please help.
Morse code
How long is the delay between entering the code and the artillery strike? Do I enter square coordinates like G5, A2, etc?
Can you give me more detailed explanation, please?
I mean that’s my guess I kinda just guess and it works
Oh.
My dissapointment is immeasurable and my day is ruined 💀
Well it is actually Morse I just don’t know what it uses
It may use the grid squares but I haven’t been able to hit the target by entering the location, I also could have done it wrong
@ashen ravine
omg thanks man
--. --- --- -.. / .-.. ..- -.-. -.-
there's usually a grid on most map that you could use as a baseline/ reference.
yeah
How can I add a tank gun?
Press the add tank gun button
If you haven't realized already it's a sarcasm.
I swear to you that I am new to the game I do not understand much
... Is there an explanation on Youtube?
To the game or the mod
For the mod pick the game mode
are all APC going to be solo vehicles or planning to spilt driver/gunner and passenger seat like squad, pr, etc.
@weary lark
Separate driver gunner
Its just hard to get a server with more than 10 people rn so separate seats wouldnt be that fun
Is there a way to refill your ammo in APC RN? If not is that something you would add in near future?
😳
add a shit ton of camera rotation when shooting plz
i think a mig 29 or smt would be a good first start
....-..--------
-....----.
.....
Learning to call in artilery
How fast do I need to click the dots? How long for lines?
wtf world of tanks
should we do an extraction shooter in OHD with vehicles?

u just need the helicopters
Down the material rabbit hole.
Procedural multicamo with dirt. Each vehicle get's it's own splotch pattern; and everyone sees the same pattern for each vehicle.
balling, but at what network cost
none
uses replicated actor time as a random seed for all the 'randomness' in the material
thats some big brain shit
yeah even without all that actor time replicaton randomness, if it was set at spawn and replicated it would be very minor and one time
runtime mesh painting
yes that is the goal. it's damaged/hit by an autocannon/rpg
Gonna be nice af playing the updated overhaul mod with the new update cant wait

I hope in the future vichles roll to a stop when destroyed like in reforger rather than become instantly static when destroyed in motion.
(cuz immersion)
maybe one day. I could also use the mesh painting I posted about to rapidly change the vehicle from it's normal state to having the mesh be fully burn/destroyed looking, then swap to the static mesh wreck.
One could only dream
And in da future maybe you can have it so that if someone dies inside of the vehicle their body doesn't just tp out of the vehicle like Squad (very immersion breaking)
reforger dose it best
Could use the mesh painting for 'holes'
yes
you mean like a bullet decal
or like you see through the vehicle
I could add all sorts of textures/warped normals to make the armour look like a chunk of it came off
Decals are expensive. I mean with your mesh painting shader
ok just mesh painting instead of decal
Yeah, make it chunky or something by vertex animation
ya probably will mess with that
i tried vertex animation, there are not enough verts on the vehicles for it to look good
Basically free, with a minor offset it may look good
nah
Ah gotcha
would be really cool, but i would need way more verts
Normals would be your deal then
it's really cool
idk if it's possible to have the part of the vehicle that got hit have red sparks come out of it brefily before it transitions to the burnt texture
With UE5 there is a paid plugin for runtime vertex painting, super cool technology. Idk what you're doing exactly
Sure it is
i'm doing the most scuffed shit on the planet. i saw it from a BP only tutorial.
Lol send me the link
As in not as particals but shader? Could make the spot that gets hit start off red then transition to burnt look after a short time
ya idk if that would work with a shader
Just lerp BTW the two textures
maybe i could lerp between the regular texture, the burnt texture + some red emissive, and the normal burnt texture idk
Love me some feature creep
dude
i had no clue you could change the amount of tessellation for different parts of the mesh
i made it so there is more tessellation on the damaged areas and then i moved around the verts
Neat, maybe damaged Armour is possible
Yup, the one thing to not though is that it has no effect on collision only affect gpu. So changing the vertices too much could screw with gameplay.
I was messing with the tessellation stuffs
there is some weird stuff where there are holes that morph in the mesh and stuffs
but it looks so cool in wirebrush mode
you can see where it is dynamically adding verts when you shoot and deform it
like model put on top of the vehicle?
all this feels like way too meh ratio of pain / reward
i've witnessed
Yoshi do the basics first 😡
Just get it done and out of the way so you don’t feel less obligated to do it when you get more into this version
Lod's might be a big issue too, since with less vertices the tesselation will have a more dramatic look. You will probably have to fade the tessellation when it switches to the higher lods
it already does that without me messing with it, which is very nice
Explore vast, open worlds where the magic of LEGO building and Fortnite collide.
Collect food and resources, craft items, build shelter and battle enemies solo or team up with up to seven friends.
Get creative in building and customizing your ultimate home base using LEGO elements collected from the world around you, then recruit ...
Looks kind of awesome. I don't get the fortnite part though. Looks more like lego minecraft with slightly souls-like combat
Oh.
It’s a game mode likely using UEFN
OHD Lego mod when @weary lark
rip
There's low-poly and army men right now
I got attack/defend markers working on the player's compass
to help orient people
next step is to see if i can get the vehicle HUD working properly with the rest of the game
and then maybe see if i can get voip attenuation working properly inside vehicles
Dunno why squad never did that, breaks immersion for sure.
Would you end up adding the ability to 'turn-out' of your turret like in Post-Scriptum and Arma? This would change attenuation so you could talk to infantry
any proggress on the logi?
can't wait to see this mods being used in a populated servers!
20th
wow, thanks for letting us know that the AI now pooped good.💀
THE AI SHOOT AT THE VEHICLES
I saw this live. It was truly an amazing sight to behold. Absolute chaos and anihilation
so do they just shoot with anything they have out or do they specifically swap to AT if they have it?
T-90 & Abram 😔
They use their sight to look for vics, and if they have an rpg they shoot it
nice, so normal bots wont shoot it with their rifles?
How did you change AI behavior like that?
GOAP and AI Handlers
Ah shit I didn’t realize you could script the AI like that.
That’s cool
Ya they kill the vehicles now its really cool
Plus bots have infinite ammo 💀
So they are harder than normal players
Outstanding news, very victorious achievement
OHD update coming soon, wooo!
I'm going to update my mod when the game update comes out
prob no new features for the update
maybe some balancing idk
Just fixing everything that breaks?
ye
That should be fun 
@here Almost done updating mod for game update!
no headbob 😠
Ok
@weary lark How does the vehicles sound like?
I'm asking this because I'm a sound modder for War Thunder and I'm curious.
@lunar zephyr They need work with their sounds. I am only using the vanilla sounds that come in the SDK. The American vehicles have two sounds cues for everything.
That's very limiting, yikes
@lunar zephyr There are no limitations on how many sounds there can be or how complex you mix/smoosh them together. I'm just saying at the moment I don't have many sound samples.
I have resorted to recording YouTube audio and it sounded like ass shit.
So I gave up.
I mean just 2 cues is very limiting, that's what I mean.
Oh ya.
I know you can make it more complex
I stopped with that for my sound mod long time ago
Which American vehicle?
The LAV 6, Stryker, and MRAP.
Wait so how many vehicles do you have in total?
6
Ahn well, I have a large collection of samples. If you're interested, you can DM me.
This one for example was done with samples from squad mixed with some of my own.
Did they update the testing ground map???
Yes
one day yoshi will reach this type of quality
what key do you flip vehicles now?
LAV is kill
"no 😢"
Do destroyed vehicles stay for the entire match?
no they respawn
I just gotta correct the firerate and then its done
how do you spawn the vehicles?
how do i install this
steam workshop
@here
CHANGELOG:
Added back nametags.
nametag dots and player names are larger / easier to see.
Removed sprinting head bob.
Fixed weapon sway being at max instead of scaling with stamina.
Started adding admin tool features; on hold for now.
Hopefully added proper spatialization for VOIP when inside vehicles.
SubVehiclePawn has an update frequency of 1 but the KPVT and CROWs had theirs set back to 64 since they shoot.
Used notification system to add feedback/instructions for spawning in rallies and fobs.
Increased distance for players to create rallies and habs to 8 meters.
Unstuck cooldown is now 30 seconds. Vehicles can now be moved up to 10 meters.
Created dummy AI controller that auto-possesses vehicles. This is just to have the handbrake on when they spawn.
Added VOIP talker to BTR-82A/80.
Damaged HABs are no longer spawnable.
Vehicles now heal nearby HABs when they are in range of a repair station.
- Once a HAB is damaged and cannot be spawned on, it "decays".
- The HAB will slowly lose health over time until it is destroyed.
- A friendly vehicle being by the HABs repair station will stop the decay.
Disabled visibility tick option and URO for vehicle skel meshes for gunner. This was causing stuttery behaviour when fully zoomed in.
Sub vehicles will now reach into their attach parent and set the visibility tick and URO for the local player possessing the sub vehicle.
This gets reset to normal URO when the player exits.
Disabled radios as they were causing problems, will fix later.

Only thing i don't like with this update is the head bob change 
Movement will feel more floaty
Without some feedback
just my opinion
I hope vehicles will need a driver and a gunner, like the BRDM.

CHANGELOG:
Added optic zoom for BRDM KPVT and MRAP CROWS.
Fixed issue where projectiles were inheriting the scale of the muzzle socket. This was causing projectiles to be massive and look like Star Wars lasers. It was also causing issues with the BTR-80 and BRDM as the scaled up
projectiles were colliding with the vehicle mesh immediately.
ive never seen the mrap lol
It's shit, it gets rekt in every way.
CHANGELOG:
Added max vehicle value to GM.
Added impact sounds. Sounds are different depending on damage done.
Tweaked impact sound cue.
Changed ammo pools for all vehicles.
All vehicles have much lower ammo and will start to replenish ammo after about 15 seconds instead of just 5.
Ammo replenish rate is increased from 1-5 rounds to ~50 rounds every 5 seconds.
F1
that spawns the btr or what is it called
CHANGELOG:
Tweaked damage values for incoming rockets.
BRDM/MRAP are 1 hits.
BTR/Strykers are 1 hits to the back, 2 hits from the side/front.
LAV is a 3-6 hit from the front, but still a 1 hit from the back.
needs to be way higher imo
When will the other side get a LAV contender?
For me I just want to drive the finished transport trucks around
CHANGELOG:
Fixed issue where there was a delay when firing the primary weapon of a vehicle.
One day.
Maybe a BMP-2.
Did you fix the passenger window of the scout car?
No. maybe later.
@weary lark is the torque still shit that they get stuck on a pebble?
potentially.
I'll change it later.

Yoshi put head bob back in and ill send you nudes
We need headbob again
@weary lark be a good b and put bring it back.
lol I'll make it an option at some point.
goomes will kill him if he brings headbob back😔
then lets kill goomes problem solved
Goomes opinion = Trash
i live in hes walls if he forgets about it ill remind him
Thank you, I was about to ask about impact sounds
Down with the headbob! Long live the name tags!
Its better then gliding acroos the map
It felt like my soldier was throwing his arms around trying to throw his hands off from his body
Too much movement
Attack this man with cat gifs hes opinion is wrong 
@boreal burrow look what you have started
wut
nah you can walk around that area
yeah but you cant leave it
oh wait I get what your saying
removing head bob is L fr
i think its fine to bring it back, but that implementation was not good im sorry lol it was way too much, and it went too far up/down
i think something like that should be a lot more subtle
like when you sprinted the camera would move up and down rapidly
im all for it for sprinting and just normal walking, but it shouldbe subtle
it should have stayed yalls opnion is wrong 
skill issue
Wait did ur message get deleted?
bot got it

caps
yea bot dosent like caps

anyway head bob is good i dont give a dam what others think
dont think anyone is sayign it isnt
So why u mad
but that implementation was not
jk
@yoshi_Five is it intentional that the movment speed in the mod is like 10-15% faster then vanila or a bug?
welp its def faster tested it out
I wish me some vehicles that don't trun static upon dying. Me want able escape burning vehicle.
nobody cares
Merry Christmas, Hoomans!
No need to fear, speed of sound is here!
Speed of sound is now in the Overhaul mod for the vehicles.
For more educational videos please subscribe! Cat gun go brrrrrrrr
cat in ohd when?
he poops it out
@here
Multiplayer helicopters inbound
dayum.
we pooping good tonight
Pfff... Anybody with an old calculator for a computer can do helicopters...Fully simulated earth-space combat with no loading screens when? Where the heck is docking in space?
Moon missions when?
How did you get the Vigilante models into the SDK (or any marketplace content)? i cant figure out how

he probably backported it from another version of UE
wait so the change to the hab is that it takes damage overtime even if it isnt shot?
oh right
you mean when its damaged it can no longer be spawned on
and THEN it will take damage overtime
for a second I thought you were making them decay just overtime for no reason
Ye
Placing hsbs has a distance restriction to other habs
Its like 100 meters or something
They cant be bunched together
I didnt want people to half destory a hab intentionally to not allow another one to be placed
So now if its not spawnable it slowly dies
Squad kind of had the same problem with vehicles
You were incentivized to not kill logis but capture them. This way they wouldnt respawn and the other team was fubbed
But they fixed it with vehicles slowly dying if no one was around
yours didn't have that issues right?
because if the enemy didn't kill your vehicle it'll become a mini spawnpoint your team to use.
@here
UPDATE:
Fixed hidden player shadow appearing when invisible inside of a vehicle.
Added aircraft carrier assets into NotReadyVehicles. Only meshes and materials right now, too much effort for boats.
Added air absorbtion to helicopter sound cue.
Added UH60A (Black Hawk) to the game.
Takes small arms damage.
Players can be shot out.
Passengers and pilots have separate anim instances.
Impact damage when crashing.
Rotor collision causes impact FX and will kill helicopter.
Rotor collision will kill players.
Helicopter can fit 12 players.
Added all sockets for seats and cameras.
Added flyby camera shake for helicopter.
Has replicated engine status with warm up time.
Fixed spawn protector making enemies invincible.
Added vehicle claiming.
RULES:
Any player that wants to enter a vehicle MUST be in a squad.
Only squad leaders can claim an unclaimed vehicle.
There are minimum squad size requirements to claim a vehicle.
All non-sl members can enter a claimed vehicle.
If a vehicle is full, and a player who is part of the claimed squad attempts to enter, the first player who is NOT part of the claimed squad will be kicked to make room.
TL;DR: Squad members have priority when getting in vehicles.
NOTE:
No UI for vehicle controls yet.
Jump/Crouch(Space/Ctrl): collective up/down.
MoveLeft/Right(A/D): tail rotor pedals.
Mouse: Cyclical control.
LeanRight/E: Engine One.
Hard-coded controls are not ideal and I will probably try to find a way to make it customizable one day.
SPEED OF SOUND:
Implemented speed-of-sound for vehicle guns. Sounds are now properly delayed based on their distance to the player's camera.
how spawn?
Secret key-bind to spawn in helicopter is Home. Only server admins can spawn them in in multiplayer. Proper helicopter spawning is something that will be done in the future. The random-ass key-bind is just temporary.
oh good
Vehicle torque is still the same 
But helis are in so it doesn’t matter
I'm so excited rn.
@weary lark Small arms from froeidnlys can also damagde the heli and mfs keep shoting it down
froeidnlys - wut
@weary lark i saw someone walk into the tail rotor and the heli exploded, u shuld check that out. (the rotor wasnt spinning). it also dies way to fast from small arms, like one burst of full-auto and its ded.

oh ya i'm fixing rn
G1ood b
how to claim the choppa?
Only squad leaders can claim an unclaimed vehicle.
There are minimum squad size requirements to claim a vehicle.

Update inbound
Heli
Joshi, fix heli!
Yoshi u lie, the thing is impossible to fly. You need to crash and burn like 100 times just to hover for mili-second. fix or i kill
tbh, skill issue
sklissue even
@weary lark is inbound past or present or future
3rd time is the charm; fixing helis getting fubbed after 2 hits
i thought i filtered out projectiles from being counted as impact damage; like when you crash
Server made me crash 😭
Posture check
Yoshi is awesome!
Flight model feels very good i just did som crazy maneuvers already a certified pilot 
yoshi heli keeps falling on my head and killing me
pls fix 
even in god mode i die
(I do that on purpose)
Helis are so much fun tho, they handle pretty well just gotta get used to it
What flight model did you use? Looked real cool in BD’s video
get physics
Now for the vietnam era heli
.
this is already a thing
zamn
You can find controls on ohd: overhaul mod page in Steam, in the discussion section
Here you go, sir
isnt this the discussion section
No, i mean in Steam store
#1110291763941355691 message heli controls here
workshop page doesnt have controls last i checked (earlier today)
yo
False
why hydra rockets
so we can shoot people from the sky with the rockets?
why not just rockes
O hey, hold on.
The controls are in the "updates" section of the page, I forgor 💀:
@weary lark Hello everybody. The first day of helicopter playtest is over.
So lets summarize all the problems we've encountered:
-
The helicopter is too easy to roll over. This is very annoying, because 90% of the time we cant even lift off due to the fact, that people push the helicopter they try to cram into, turning it upside down resulting in an explosion.
-
Helicopter remains are broken in multiplayer:
When the helicopter explodes, there are 3 models flying across the map.
Also, when heli remain lands on its roof, it floats in the air, probably due to the big hitbox. You could probably lower the hight of the hitbox, so that the model can sink into the ground just a little. -
Helicopter is too rare:
We need helicopters spawning like a regular vehicle. It would be nice if helicopers spawned on helipads for the Blufor, and on some open space for opfor. -
Helicopters damage system is stoopid:
Every time Something touches heli rotor or tail for more than 5 seconds, it explodes, killing everyone onboard. I propose making a different animations for
A) Blades - when blades of a rotor are hit, they fly off or bend (no explosion)
B) Tail - When the tail hits something, it bends and catches on fire (also no explosion)
C) Full wreckage - when the fuselage is shot multiple times or helicopter hits something fast enough, it explodes
oh ok
Open to helping in development of this, I had already developed a physically simulated flight model in the SDK didn’t know anyone else was working on it.
@weary lark
I also work on the MH60s and am very familiar with the technical aspect and flight model of these helicopters. However I don’t want to go to realistic like Squad did because it ruins the fun aspect. Aiming for a similar model like battlefield.
https://youtu.be/1UrTSlZi7wg?si=iV3RkaftZMiFrOW4
Here is some work I did about a year ago for a game called warbox
i think the general concensus is arma basic flight model being the goal
its just complicated enough to have intricacies, but not super arcade to the point where it feels too gamey
oh shit you made warbox?
I worked on it
The OHD SDK gives users the power to create total conversion mods on a completely free game. The freedom this SDK offers allows us to integrate true to form vehicles inspired by the classic Star Wars Battlefront Games on a 120 player dedicated server. Check out more in the discord here: https://discord.gg/FH4wfpMsQ3
Here is my original flight model from a year or two ago in OHD before vehicles were a thing as well
Yeah I’m willing to put in some time to assist
https://youtu.be/NjbfxqQG89c?si=GhQe6wqVpYrmJdWu can bring this code over as well
vehicles dont have a hitbox sometimes
thats fire
oh damn its you, one of the first videos I watched about OHD
Looks cool af.
I was wondering is the main rotor itself pitched forward at all? I've noticed some Black Hawks hovering and the fueslage is always super pitched up.
Also i might have to mess with the suspension in my mod cuz it looks like in this video that the heli ends pitched down when it is finally landed, but in my mod the whole thing is pitched up when landed.
Imma see if I can fixup some of the UI stuff in the vehicles.
And add some basic UI for when you are near it.
UI breaking and compass not working in the vehicles just makes it look like a jank as fuck mod.
I agree with everything said. Yes to everything. Note that the helis at the moment are only spawnable to admins. That's why you don't see them often. This is only temporaray though.
Oh yeah, I know
If there was one thing it would be the bumping
Like I was genuinely tweaking trying lift off the 5th time lol
Kind of made teamplay hard cause you'd have to avoid teammates to take off
@weary lark Also some future ideas:
- Add m60 lmg's on the sides of the heli that can be controlled by gunners, like on the BTR-80.
- Add Red/Blue marker smoke grenades
- Controls:
Shift - engine on/off
Space/Ctrl - Collective
A/D - Roll
W/S - Pitch
Q/E - Yaw
some random button - plays "Fortunate Son"
Also pilot must be able to use mouse to look around, because it is crucial for landings
4) Maybe we should put a manual in there?
Like, when you press R, it opens a leaflet that says "so you decided to be a pilot" or smth like that..
This manual will give some detailed explanations of controls.
Would be pretty useful to read while you're flying as a passenger
5) Deployable rope, used to deploy troops without landing
Yes I want to add customizable controls but it's probably a pain in the ass with the current version of Unreal Engine and how the input system works.
I have been thinking of some solutions but I really want to get away from having hard-coded inputs.
Especially with the helicopters lot of people have been complaining that the controls are weird, or that they are not used to the current control scheme.
the controls are werid but it only took me like 4 hours to get used to them
I got used to the controls in a day
But I mean just copy squads layout or something
Yea
When they upgrade engine we will have enhanced input https://docs.unrealengine.com/5.2/en-US/enhanced-input-in-unreal-engine/
Yes the main rotor pitches while the fuselage remains static
Uses something called a swash plate
Oh ya I know what a swash plate is. I was thinking like the rotor hub itself isn't directly up for some reason.
idk
@weary lark do you know about the infinite zoom bug?
alr
These attack markers make it confusing to know what flag actually needs capped
Fortunate son button is absolutely necessary
Helicopters come to a complete stop when killed mid air while in motion and it looks super scufed, one sec heli going 120 the next 0 and plobs down to the grund. immersion ruined, 0/10 not recomended!!!. :((((((((

player placed attack markers should look differerat.

and they should despawn when you place a new one 
Lol
You should have to perform flight checks and refuel before you can take off
Also need a Heli license IRL to fly 🕊️

Very nice
Now we only need a Hind and an Mi-8 for the Russians and a Bradley for the Americans. That u would be done 
abrams!
T90M !
I would assume tanks are harder to add
Also what about a techie with a Big BMP-1 turret
militia should get some Vic’s aswell
@here
I've been aware that there are some severe performance issues with my mod. It's just a skill issue on my end that I have to fix.
I would suggest in the meantime to any server owners to not use the helicopters at the moment on high player counts.
wtf, thats not even like metal, it seems like wood
dollar store killdozer
are you planning to implement sometype of AA
Imagine we get a stinger for a load out
@lilac sequoia
no we have AA at home
it's called a rifle
lmao
I shoot at enemy helicopters. Not because it's gonna do anything. But because It makes me feel better
you can shoot them down
Did they just scream allah uakbar after hitting a wall?
That is over kill can't have that
No balls
There's no kill quite like overkill!
Can i still play your mod singleplayer?
yes; everything works in singleplayer and multiplayer
Do i have to enter with the TWEEKED AAS gamemode?
yes.
I thought I renamed it but I guess it is still called Tweaked AAS in the main menu.
Alright thank you very much 👍
Would be nice if the vehicles have their engine off when they spawn in cuse its really annoying trying to speak to your squad over the engine noises
Ah yes, and "ToggleInfiniteClipAmmo" command is C-Ram at home
M E O W

update when
how goes adding back in modded items being able to damage vehicles? 👀
My adhd
Has brought me to make many things
Helis, trains, and now battlefield at home i guess
I might make bf4 mod for ohd
Well im making it now
But idk if i finieh
Cuz i got ground vics and helis
So ehy not bf4 at home
@here
What about vehicles being damaged by modded items? Pls 🙏
Cough cough admin tools 😂
Bubba field
What does a battlefield mod look like in ohd? Full destruction could be a doozy
What about the gunplay? Recoil and cone of fire changes?
ye
Shweet
Yea, you've been sending it pretty hard recently. Come back when you feel good and ready to
@serene hare I'm adding vehicle damage back to vehicles. You might have to add an actor tag to your weapon BPs for anything that isn't a normal RPG. I'm making + testing it out rn.
@sturdy flax
I might even make more fancy thing where you can kill engine compartments and the ammo racks.
Cuz rn only RPGs and other vehicles can do that
What 'bout their tracks.... they dont need those
imagine a BMP just zipping it down a highway on a whole bunch of stolen spare tires instead of tracks
brick rigs style
Add this actor tag to your weapons: BigLearning_VehicleDamage
I will put this somewhere else in the mod description I swear.
Be careful with the damage values
MRAP/BRDMs have 460 health.
Almost everything else has 700.
The way I have to do things atm, there is no angle of attack/RHA/internal component damage like there is with RPGs and vehicle on vehicle combat.
So 300 damage is always 300 damage
From the ass or the frontal armor
bet
is there any way I can distinguish a certain type of vehicle or is that out of scope for now?
prob out of scope for now
ye
how tf do i communicate info with another mod
actor tags only go so far
like i don't wanna have fucking config files stuffed into an actor tag
Does anyone know
how to do this
I know that you cannot reference another mod in your mod
but what if you ahve the same struct with the same layout as another mod?
I feel liek that would not work
I'm thinking maybe to have a string table thingy
like my mod will look in other peoples mods for a string table asset
and then idk
Vehicles not becoming a static mesh when knocked out? Yes please!
I got ammo racking working for all heavy vehicles.
The vehicles will explode once the ammo compartment's health is depleted to 0.
Also I have engine compartments.
pop nice!
It basically make the engine weaker as it gets shot at.
Also once the ammo rack goes below a certain health, it will start "cooking" off ammo.
Meaning the primary weapon's ammo will keep depleting until it is gone.
Also WarriorJ made me proper top-down icons for the vehicles.
So no more tiny dots.
Also the vehicles now have full UI.
All the health and ammo ammounts are shown; no longer hidden.
Maybe next week.
Also I'm thinking of adding the ability turn on and off the engine.
So it's not at full volume in your ears when you spawn at main.
Yea that would be nice
Will the vehicles also has better physics like the heli now? so infantry cant just push them around orbit
The helicopter can't be pushed around anymore.
I'm thinking I might have to ragdoll the players if they hit the tires.
I'm pretty sure that is what Squad does.
@weary lark can we get some images or short video clip
Yeah I think so too; I'm wondering if you can add a physics impulse to bounce players away so they arent totally incapacitated every time - I believe it still involves ragdolling but it can happen over a much shorter interval if the impulse pushes them away enough
If someone runs you over with a logi truck, sure, it could be the enemy, but if it isn't then teammate basically just screws you
I think much later with UE5, impulse can work alongside the newer animation system
Is the advanced armor values/ penetration in the current live build of the Overhaul mod or is it still being worked on?
Its in the mod right now apart from engine and ammo cook off
Should i add civilians?
will I be able to stone enemy?
Lol wtf
civilians? like the one from PR?
A insurgency mod would be amazing for ohd tbh
Probably wouldn’t be that hard either you’d just need to make a civ class and randomize caches around the map.
yoshi add an update 😭
😭 😭 I wanna play with this update
nah but for real
civillians is a good idea
how would you do it
idk
yeah
i did some zeus stuff a bit ago but not with civs
so next update is
- vehicle hud
- modded weapon vehicle damage
- ammo racking
- compartmental damage
- stable helicopters
- top down vehicle icons
° Femboys
Might have to make an automatic splatmap based off the navmesh for AI. Anything that is on the Navmesh but has a roof gets painted and is spawnable
MRAP should be 2 shot to kill with an RPG instead of one in my opinion ( Same with BRDM) cuse that thing is resistant against mines yet it dies to a single RPG (the MRAP at least)
Also would be more realistic if it got hit by an RPG in the engine ones and stayed alive but started somkeing and stuff more realistic i say
Also how would vehicles that get one shoted by rps lose their engine if it takes just 1 rps to kill them
Ya I'm going to up the vehicle health a bit.
Also only the MRAP and BRDM are one-shots.
Everything else is a two shot.
Depending on where you hit it the first shot will do anywhere from 60% damage up to 90%.
Ones the helis are more fleshed out you should add camera shake for the people inside when the engine of the heli gets destroyed on top of warning ⚠️ and engine RPMs going down sounds would be sick
+1 immersion
Would be terrifying for the mfs inside the heli
I would like to see helicopter "fall" out the sky rather then explode. Seening a burning helicopter go down while knowing the dudes inside are cluthing their butts and prying to Jesus whould be peak neuron activation.
also also
+1 immersion

If the helicopter is being shot down or falling the controls should randomize making it very difficult maintain control
litterally what i have been thinking
maybe they dont know how
?





