#Operation: Desert Storm Faction Pack (ODSFP)
1 messages · Page 2 of 1
When it's ready it will go public
So a 4-minute delay after requesting, 3 minutes of loitering during which multiple strikes can be designated (or just one?), and then an 8-minute cooldown
Yeah, something like that. Now that you have mentioned it, the plane has 2 bombs, right? Maybe 2 strikes one after another?
I'll consider it, see how it will work in engine
when is the next playtest?
Thank you
Oh..
Well I've managed to download it
yea its not hard to do (just don't share the method around, especially not around server owners)
since the files are on your computer if youve played the playtest
enjoy!
Thanks, but the mods are removed after restarting the game, arent they? I mean they are somewhere on the disk, but arent accesible
they aren't removed they just aren't loaded back up
hm
thats why you dont have to redownload a mod for a server if you join it again (unless the mod updates)
Yeah, I know. I mean, if I download a mod from the server, then restart the game, how can I use it in singleplayer?
rejoining that server (or i think any modded server) will reactivate those mods
I somehow managed to find the steam workshop page of the Desert storm mod
ye, its just unlisted so if youve got the link then enjoy, but again don't share it around
Ooh, that explains everything.. Thank you! Good luck 😊
USA is added 🦅
just need to make some character models for the engineer, mortarman, and commander
REALLLL
Just need some more custom weapon sounds now
I think I hear some vanilla weapon sounds in the pack. Some new ones would help break up the monotony with the base game
(No offense intended if it comes across that way)
eh, im not a sound engineer or even mildly savvy with audio, so im gonna just use base game audio
the vanilla audio is serviceable so i dont see why i would go out of my way to change it
Fair nuff
buh, i just found out i had broke the build limits the day of the playtest and didn't notice until after 💀
Oh so that’s why we could place infinite sandbags lol
actually that was bad intentional game design
the other stuff was just bad blueprinting
Oh ok
fixed it, but i fixed it in a way that if i fix another thing the first thing breaks 💀
im just not gonna touch that anymore
If it works it works 

gonna try and make the combat engy sandbags have a limit of 6 per person
so that they don't get spammed
done
i also removed the little physics objects that spawn in when blowing up sandbags, its just not needed and it hurts performance real bad when a lot of them blow up
Were they simulating physics on the client and the server?
On the client, but spawning in six physics objects per sandbag wall adds up quickly with no build limits
Tragic.
Yeah, in the last match after the playtest server restarted, I found this fort of sandbags, easily 30 of them in a circle and dropped an air strike on it. When it blew up my game dropped to 5 fps for a few seconds
Some of the sandbags passed the jet they were going so fast
Thats why you dont ruin somebody's sand castle ☝️
how bout keeping the exploding sandbags effect cuse you put a limit on them so mfs wont be able to spam them which should mean no more lag
honestly the exploding sandbags effect is very nice to
it gives +10 imersion
@peak bridge Also, I think sandbag walls need to be more detailed:
- they should have a base made of planks and support beams (only half and fully built walls should have supports)
- you should not be able to stack things on lvl 1 walls, only level 2 and 3
- Concept art for better understanding:
Like, how 2 stacked walls are even standing and not falling over?
Do you have plans for any other coalition factions besides France and Saudi, possibly the USA (revamped from the base game), or maybe Kuwait? Also I love the mod, there needs to be more post/late cold war/1990-2000s mod pack for this game since a lot of unique wars like the Serbian Invasion of Kosovo and the Gulf War are rarely represented in media.
Yes, Ponchovie said that Kuwait is planned
Thank you
Youre welcome
where can i get the mod?
The mod is only available right now on playtest days. The next public playtest is this Saturday
USA is almost completed and Kuwait is planned
I've experimented with a system like that and it totally kills the sandbags imo. People (me) don't like having to wait for a squad member to come over and build up their sandbags just to keep designing their FOB
But the only guy with sandbag buildable is the ENG. which has a "digging" spade, so?
Squad leaders and commanders also have sandbags
Yeah i forgot so you were angry to wait for guys with a pade to work it up
The French tactics playtest or a different "private" playtest
What are you talking about? I wasnt talking about squad leaders, I was trying to tell that you should not be able to put a sandbag wall on top of the uncompleted sandbag wall. (Lvl 1 wall - just placed wall base, lvl 2 wall - half built sandbag wall with supports, lvl 3 - fully completed sandbag wall with supports)
I love famas
Yes and I'm saying I've tried that and it doesn't play good
Bro, it is not about gameplay, its about changing a model so that sandbags dont flot mid air
That does change the gameplay though
well not much
If I have it so that you cannot place a sandbag on an incomplete sandbag, the folks placing them have to wait longer for a shovel person to build them. If I have it so that the newly placed sandbag auto builds the sandbags underneath it then we have a fortnite problem
well yes
Yeah I'm not doing that, no good reason to make people do that just for sandbags
I mean youre the boss but make this not so weird looking. All im asking is to add support planks, please!
thats what im talking about! makes no sense..
If all you wanted was some visual planks to make this look less weird you should have said that, yea sure
finaly
What I thought you were asking for was gameplay changes
"Bro, it is not about gameplay, its about changing a model so that sandbags dont float mid air" I was trying
Yeah this message is what confused me
Wait im just curious how thought about his "add planks" interpretation
Sounds like he just doesn’t want to have floating sandbags
yup
Would require some significant rework to the way you do sandbags I’d think. If you throw a sandbag on one that’s under construction, it shouldn’t just float on top of it. Maybe you can make it so it when it collides with an under construction sandbag, it remembers that “a player wants me to build another stack above myself once I finish”, and spawns another sandbag construction above it.
Or if a player throws a sandbag on an under construction one it simply doesn’t do anything and refunds the sandbag “ammo”, or it builds on top of the actual sandbag, despite clipping into the later constructed sandbag wall
You can get pretty involved with a solution to this lol. The support planks would be the simplest solution IMO, since it’d only be a visual change
yep, thats why it is the best solution. you just add a wooden plank at the bottom of the model and 4 sticks at the corners
Yup and just remove it once construction is complete
nah no need
Don’t know how realistic that is, I’m not a soldier lol. I’d think you just stack those sandbags on top of each other, no need for supports, but this is more of a gameplay thing.
it would be more logical for the sandbags to have a support structure so they dont collapse
They don’t have those IRL do they? I’ve never noticed that on sandbag walls in games at least
I always thought they were just stacked on top of each other
Well, if you look at the actual sandbag walls, they often have a wide base made out of 4-5 sandbags. then they get narrower closer to the top
yeah, if they are not very tall
but if you place 2-3 ingame walls on top of each other without support, they would fall irl
Also a sandbag wall that gets tapered at the top won’t look right when stacked ingame. More of a balance of gameplay and realism. I think the real issue to solve is just how to prevent trying to place sandbag walls on seemingly what is air. Leads me to believe the collision on the under construction sandbag is the full height despite visually not being so.
If someone tries to place a sandbag wall on one that’s still being constructed then who cares, skill issue or intentional.
yeah
also hold a second
I think ideally the sandbag wall should be placed on the layer that is currently constructed and not at where the final height is.
That would solve the seemingly floating sandbag issue.
Not sure how the under construction sandbag is implemented but it sounds like it has a full height collider even when the sandbags aren’t visually built up yet.
But that’s enough of me derailing this thread lol. I’m sure ponchovie can figure something out
yea thats to prevent clipping if you build the sandbags underneath it
here what sandbags with supports alrady look like in game
That looks reasonable and stackable to me
yea
now imagine extending these suppurts a for about a meter
then you place a plank on top
and another sanbags on the plank
and that is how you build a bunker
just like I showed here
oh you already tagged that one
can somebody draw an ikea instruction on building a sandbag bunker? 😂
i could probably do some kind of sheet metal and sandbag roof construction piece so that yall can make those lol
et voila
i gotta agree this does look better, thanks for the suggestion
Is this out on steam workshop yet?
I was able to play it on single player the other day, but then today it isnt in my library of mods
Can we get some nudes of the US faction?
haven't completed any of the new character models, so not much to show other than guns
Baby thats what Im talking about! 👍🔥
By the way, during playtest, my friend told me that it would be cool if there was a whistling sound when mortar shells fall nearby. Can you do this please? Maybe like 1 sec before impact?
because of how bots work, they cant see you behind this
but you can shoot through this
famas is fucking amazing
I hate the famas, can’t see shit lmao
I mean in general
Not a problem with the mod lol
thats why i made their optics the lowest magnification of the whole mod, it wouldve been too powerful having all that fire rate and shit with also having pin point accuracy
Ya I wish there was some depth-of-field so blur the rear sights
Maybe make it easier to see.
it has to be done right, some games turn it way too high and make me sick looking at it
ya squad is a perfect culprit
that game is meant to make you nauseous
i don't even get disorented from being on a boat irl.
but that game
with all the fucking blur and DOF that game is cancer for anyone without perfect eyesight
like it's a 101 lesson on how you are not supposed to move the camera / view around. like there are legit GDC talks on how to do proper camera movement and they do all the things you shouldn't do.
it's really bad
- fundemental bugs with reloading / shooting / spawning
i absolutely love the burst fire on the famas
one brrt and enemy is gone
it would be pretty sick, no pressure though, dont wanna rush a buggy patch
that reminds me, i still have to re-add mines and other booby traps
ye
the old netcode is shite
yea
don't do it
no multicast
no multicast
all rep notify
no multicast
all praise rep notify jesus
you get what i did there
ye
repnotify is love, repnotify is live
do you tweak the priorities on the replicated actors at all?
cuz by default it's stupid high i think
idk, i havent looked at priorities
also, wanna hear some fuckery?
every modded gamemode ive tested with this faction breaks the UI stuff I do
tragic
xorb's SM3, that steam guy's ragdoll overhaul, and vehicles
although yours is the only one that breaks the shovels
i need to test with more gamemodes tho
well i fixed that. it was over agressive turning things off and breaking shit
are you using notifications?
not on the main UI, but on my own widget
they might be altering the camera or something, since i cant add shit to the UI with those gamemodes
not really, i thought it wasn't hooked up to the main UI
ya it's part of the hud
also that way your notifications won't layer on top of the vote kick ones
tru
i should look into that, that would also help with stability
ya
- it's all vanilla stuffs
instead of putting widgets on top of HUD
that never works well cuz it always fucks with it
ye
one thing i dont think i can do is alter the weapon info HUD, since some of my mod requires stuff that just doesnt have in a useful setup
but ill look into the base UI stuff for notis
ya
https://medal.tv/games/operation-harsh-doorstop/clips/1Vb0xn-15jPfCF/d13378AifGLc?invite=cr-MSx2VWMsMzUzMjU3MSw from some singleplayer i was doing
Watch buh and millions of other Operation: Harsh Doorstop videos on Medal, the largest Game Clip Platform.
didn't detonate either, i got direct impacted by that and prevented the RPG from exploding
🤣
The Server that's hosting the mod is still up however if you want
@peak bridge By the way, the famas barrel grenade reloading animation is broken a little. It looks like you've used an rpg animation? I dont know how to describe it.. you sould check it in-game
might want to double check
If it's really not there then
It is unlisted, but you can acces it with a little bit of file digging
you could try to find the mod file on and install it like how you install a mod before OHD out of early access.
I've known about that since I made it, nothing I can do about it since it uses vanilla animations
FAMAS rifle grenades (without scopes) now have dedicated irons for ranging the grenades
don't ask me what any of the markings are ranged for, I don't know
and M16A2 + M203 can also be ranged, and again with mystery increments ooooo spooky 👻
magnified variants of these weapons have only one range + looking through the optic
mortars no longer can direct impact people (to prevent griefing), and incoming mortar shells play a noise before impact
bots can now use mortars
they will automatically range and shoot at the active attack flag for their team
and shoot a little less than the maximum amount carried
yes
they will use them like they currently use rocket launchers
once the stonk is done firing, the toob will delete itself
they will also mortar random fucking targets if they feel like it
and also the world origin
so uh
good luck yall
yea
I will not survive
oh my fucking god
they really just like the strategy of carpet bombing everything
muh realism
well shit
since there is no delay to throwing down a new mortar, they think its full auto and just drop em like bread crumbs
will fix
bruh how are we not friends on steam
i just got the friend notification
oog
oog
nah this is fine
ooga booga
POV: your teammate got spotted by the bot's forward observer
also once the bots have other items in their kits (like a rifle) they use the mortar tube more conservatively
We’re already dead and we don’t even know it
heres the new sight picture on the FAMAS, since i found out that i was previously using half of the night sights
this ring front side slides up and gets illuminated with a tritium ring or something
lol fast boi
Can you name the jet?
Like name it Big Chungus.
So when you call it in it says "Big Chungus Inbound".
"Big Chungus Actual inbound"
proper night sights dont even look that good tbh
they are pretty useful at night, but look like crap otherwise
did you round off the front sight post?
no, thats the included night sights on the FAMAS
aight, ima head out i got stuff to do tomorrow
cya
Bro said “aight bots are gonna start Blowin up the map, cya”
i kind of want that
but i feel like it would be gimmicky
funny for 5 seconds
then annoying af
maybe if they were super inaccurate and the mortars did somehow less damage
also depends heavily on map
if it's an urban map then getting carpet bombed isn't as bad since you have cover.
but if it's saint quinten, then that's just WW1 larping
At least you can see sh*t through em.

at least playing with bots is goonna be interesting now
@peak bridge will the US be getting an A-10 gun run? For the commander?
AC130 perhaps?
Hmmmmm
AC-130 you can walk on?
plz
with flying blimp
obviously needs to be in the french faction
Since only the mortar man can drop these toobs, and there is only 1 mortar man per squad and only 6 bots per bot squad and usually only 2 bot squad per SP game, the chance of it getting spammed is slim
Especially slimmer in MP when that bot can be kicked if a player fills that spot
Also there will be a mortarless faction variant if people want to disable the bots using them
A10 is the planned plane for the US, but for this playtest that won't change the gameplay yet
i think i have a intresting bug for you Ponch!
That might be caused by the 1p arms glitching out. Try leaving to the menu and rejoining
I've encountered that in a few different faction mods
i think i found out why gamemode mods most times break my shovels and stuff
when I do the cast and stuff to grab the player camera, I cast to the base character BP, if a gamemode uses a copy and not a child of that blueprint, then the cast fails and the UI / linetraces never happen
@nocturne glen you, higher mammal, do you use a child of the base character BP?
@peak bridge Hey ,i just intresting thought: would a ssg 69 for iraqi's be a OP/non-canon sniper rifle( instead of Moasin)
Yes everything inherits from the default vanilla stuffs
That's probably why ohd overhaul works in SP when other game modes dont
@peak bridge hello.
How are you doing today?
I see you are making progress on the airstrikes?
I see that plane now takes 90 seconds to arrive, thats good.
But the problem appears - now it is almost impossible to use airstrikes effectivly, bacause you can't change the location of the strike.
An ability to select a more relevant strike position should be added now.
So we can either keep the idea that we talked about previously (with 3 minutes of loistering) or we can do something else:
GBU-12 is a laser guided bomb - It hits the position marked by laser.
But you need to keep a laser pointed at the target so that bomb can hit it precisely.
Maybe airstrike designation should work like this:
You "fire" a target designator to call in an airplane - you have to wait 90 seconds before plane arrives.
After 90 seconds, you can hear a plane approaching - now you have to aim your designator at the target you want to hit.
You have approximitly 10 seconds before impact - during that time you need to keep the designator pointed at the target and hold "fire button" - maybe there should be a pop-up saying "hold "fire" to designate a target". Also you coluld stop holding "fire before impact" - in this case the bomb will hit the last place you were aiming at before you released the button.
I will leave it up to you - you can choose whatever option you feel like.
Also, before I go, I will ask you:
-
Why the cooldown lasts only 10 seconds now?
-
Will you remove the smoke grenade spawning after you've completed the airstrike mechanic?
well , i always recommend using a child of the lowest BP in the inheritance chain. And if you know which mods are breaking, it would be useful to warn the modders about the problem.
(also in your case you can cast to HDPlayerChar which is in C++, and you can access the camera for sure since its defined in there)
i dont think it's the reason.
It's mostly about how in SP and MP the Client/Server logic works differently. in SP the client and the server are the same and even more so in the same instance of the executable i think.
So you have to account for that in how you design the RPC and use some nodes related to authority.
To be honnest i dont really care about the SP part of things, and spending time making sure it works in SP, also it might be a wrong strategy, but even if it didnt take any time to implement, i would rather it not be available in SP anyway, force people to play in MP if they want to play the mod, and in doing so hopefully have more people on servers. Might be counterproductive 🤷♂️
That kind of mp-only mindset goes against what I believe is good mod design and a large part of this games identity. I love SP in games, especially when I can use it to test out my mods or have fun
Other than on playtest days, assume all changes made to the mod are for testing. The 10-second cooldown was for testing
It's an interesting idea, but not one I have time to implement by this playtest. For tomorrow's test, I'm going to disable the airstrikes since there are some pretty bad replication issues regarding the bomb itself. The smoke grenade is an intentional feature and will not be removed
mp-only mindset goes against what I believe is good mod design
well if you make a MP mod, the mod design is by definition to be MP first ^^
it's like saying CS (the old one , before 1.6 it wasnt designed for bots) has a bad mod design because it didnt have SP
It's fine to want to support SP, saying that it's bad to not support it , Hummmmmm bit much...
Also i'm not against people playing alone, they can do it in a Dedicated server, either on their machine (even with a password if they want) or a rented server
I just think it's already hard to Seed servers and have good pop, why not nudge people into joining online server. (if one is available, it's way easier than installing the Server files or renting a server themselves)...
SP and Playing as a Listen Server are two different things
new build piece: sandbag roof
basically just a flat top sheet metal roof piece with sandbags layered on top for assisting vehicles when driving over trenches or making indirect fire shelters / hiding stuff from aerial observation
add british army
although during the op telic british forces were still using ecba body armour so
What do you mean by "aerial observation"?
idk, if someone is on a building or hill above a position, it'll make it harder for them to spot or shoot at people in cover
and also the helicopters in OHD overhaul exist
So you gonna implement all of those features into other factions?
what other features?
Sandbags, hesco , radio, airstrikes?
oh yea that will make an appearance to ukr and wag
2real
tower made from just sandbag walls and roofs
3real
why even make maps anymore
Just give us a big open area to build our own maps in with constructibles 💀
💀
Rust but military
With factions
Actually
Holy shit
Hoyl shit
Ponchorust
Cut down trees, mine rocks and metals
Craft stuff
Build bases
another fantastical use for the sandbag roof
bots can no longer spam the mortars, as every mortar after the first one will delete other mortars placed by that player
although as a downside players can no longer have pre-sighted fire missions
i may just have that behavior only enabled for bots
because of my not checking my math, just found out the 81mm mortar is scaled as if it were 152mm, and my 60mm is scaled like a 93mm 💀
no wonder these felt huge, they are
placing construction objects has an audio cue now, and ammo boxes no longer are heard everywhere at once when resupplying, and have new audio
- no longer explode while i think of a better solution to that
playtest tomorrow at 12pm CST
- New construction stuff
- Tweaked the mortars
- Disabled the airstrikes cuz of replication issues
which country are included in the faction pack
on BluFor - France | U.S.A. | Saudi Arabia
on OpFor - Iraq
one of the greatest faction mods of all time
@peak bridge
Now that roofs are in the game, could you take a watch tower ladder from the Lam Dong map and add it so that we can climb stuff easily? Please 😊
@peak bridge also why not make bots build placed constructions?
It is so annoying that when I play as a commander in sp I cant effectivly build stuff.
Im just curious will we have time to build those magnicifent emplacements(like the one's in your pictures)
@peak bridge hello again, i have noticed a bug!
The waepon ui, building ui, and shovel ui are overlaping! replication steps: Plan someting using, then switch to gun or shovel
@peak bridge here`s some recorded gameplay for better understanding. As you can see, roof destroy stages are also incorrect
I've got this forum set up to ping me for normal messages, no need to ping me in here
oh okay
I've been trying to make that happen, but griefers exist and I also need to consider how they might abuse that ability
Oh yeah that's just how that system works, it's kinda jank
After this playtest I'm planning on changing that
im sorry, where can i acces the debug forum? Can you give me a link or smth
yeah
This is the only forum for the mod. So bug report in here
Also, the radio (visually) dissapears when interacted with shovel.
Interesting
Yees
Yuppii
fixed, now working on the UI bug
last minutes patch moment
tru
thats when the best patches are made /j
UI bug fixed
i also fixed the mortars direct impacting people who tried to kurt cobain themselves with it
so no more griefing that way
you made ammo crates not exlpode anymore right?
yup
and every mortarman only gets 1 mortar
(for now, eventually i want to have up to 3 per person because having pre-sighted fire missions is SUPER useful)
and the bots can use the mortars without being able to spam it
they can't build up stuff yet, but that is planned
Eeewww Famas
Pavlov 😱
Mortar shell falls nearby, killing our entire squad
Ponchovie's reaction:
no, half the time they would duplicate the jets or not drop their payload
shit was busted
will fix that for next playtest
and if I have time before next saturday, then add more strike types and redesignation ability, although i make no promises about that
Damn, never actually noticed anything like that in singleplayer
Yeah just go on?
yea it works perfectly fine in SP, but in MP its busted
what do yall think of having radios do the upkeep on build pieces: so if you break the radio, the build pieces associated with it start to decay
makes sense kinda, I.E when you destroy the radio due to moving the fortyf. to another location then yeah
yea, and has a larger incentive to hunt enemy radios / hide your own
yeah kinda
I think that's better then having your stuff disappear out of existence after 20 min

How bout You make the radio make radio nosies to make it easier to find 
Btw the models for the US faction is still in the works right? or will you use the Cold war uniforms?
im gonna remake them with proper camos and stuff, but when they are finished, they will look almost the same
Whats the point then? The current look is fine
i should clarify that more. some character models will have some changes to help distinguish certain kits like SL and shit, but most of the character models are staying the same
Understood
radios no longer count fortifications placed by combat engineers or enemies when calculating how many things are placed in its range
Btw do Mortars deal friendly fire?
no
thats a shame
@peak bridge I just thought that when Sly was metioning the azimuth mousewheel rotation besides the mousewheel cycle keybing problem you would have problem with the physical rotation speed aswell, right?
aight, now when destroyed, build objects will passively decay at a constant rate unless another radio of the same team is placed before they are destroyed
players can also avoid the decay temporarily by manually repairing decaying build objects
Some suggestions based on the recent playtest:
• Combat Engineers should have a greater limit on the walls that they can place. Perhaps make it so they have to resupply to reduce spamming?
• Mortars should have slightly more ammo or have a better way to resupply. Perhaps give them an ammo bag or a way to deploy a small ammo resupply box?
• Ammo resupply crates should have a marker on the map when they are deployed.
An additional note is that mortars don’t “feel” very threating. That is kind of vague but bear with me. When I was using the mortar, I got very few kills and additionally as a rifleman I did not really feel the need to take cover when I heard incoming rounds. The mortar class feels like it adds more to the immersion than as an effective tool to help capture points.
But enginner already have sandbag limit, i think i could lay 6 at a time when playing on jaziira
Yes, I could raise the CE's build limit, the mortars should require communication between the SL / rifleman and the mortarman so they don't lone wolf. I also entirely agree with you that mortars are not terribly threatening, I will do something to help combat that, likely increase their camera shake distance and maximum blast range
eagle's saying that the limit should be increased
right now its 7 walls and 1 roof
CE has roof?
i'd also love to do the minimap idea, but that requires gamemode access which this mod doesn't have
Either do that or make it so that they have to resupply as a way to slow the spammers down. Or both.
Ok i missed that when placing things during THE "cheater ambush jaziira" round
Overall though, the mod is pretty solid. I just needs a bit of rebalancing.
About that was i succesful during those last point/points pushes during THE last khafji round(the one which Spite has recorded)
yea, now that we know whats causing the server performance issues and I've gotten most of the mechanics in this is really fun
Yeah
Oh yeah it was a great idea
i agree, that last risala match that spite recorded was probably the most fun ive had in this game so far
and thats even without vehicles so imagine it with them
I can't wait
M113 and mtlb when?
only thing I wish we had improved on the vanilla side of things is making explosives not hit people through walls
then the hesco barriers would be a useful tool instead of a beacon to enemy RPGs
true
WIt did somebody get RPG'ed throught a HESCO, damm
Also the words on the side the mortar are a bit odd, but I am assuming that is a temporary solution.
yea, since i cant have a tutorial in-game, i have to include as much information as I can on the items themselves so people can figure out how to use them
i mean i could have a tutorial in game, just as a map only accessible through the training grounds mode, but not a tutorial in a live match
Well as it is now, I was able to figure it out pretty quickly never having used it before.
yea you'd be an outlier then, most of the people who've mentioned the mortars and constructions said it needs more information
but also half of them never notice the handy notifications i give them 
YOU mean the writings and the shovel pop-ups
I hate being the person in chat saying, "How do I do X"? 😜
yea whenever i see that i just see it as me needing to possibly reword how I have explained stuff
cuz sometimes i do write total garbage
Considerably
One of the coolest parts of the mod is that sound effect of the incoming rounds. I heard that and I was like "Oh my goodness!"
Yeah it is very "immersive"
oh yea, i was very glad someone brought that up to me, cuz now that its in the mortars are a lot cooler to have in a match
shoutout to that person
Yeah according to Discord archive it was Vladimir/Vladimir's friend
I mean Vladimir was a great squad guy today
just remembered, now that I have the mortars correctly sized (they were comedically large before, i had to shrink them by up to 60%), i might give each mortarman more maximum ammo
tru, he was super fun to have in the squad
But are those mortars really those tiny bcs we literally were proning next to then and we were still bigger
That would be good. Whatever amount it is now, it goes pretty quick.
i may have scaled them a little hard, but around that scale (heres a 60mm for reference)
actually nvm i think they are scaled correctly, heres the 60mm mortar rn
i could maybe make it just a teensy bit larger, but nothing much
That's very close.
ye
Does that mortar round fit in that tube?
saudi/US and iraqi 81mm mortars
id assume it does since they're launching it
Thats like more then half the length of the tube.
eh they'll make it work
aight what d'y'all think of these changes
60mm mortar
- Increased maximum blast range to 20m (from 17m)
- Reduced minimum blast range to 3m (from 7m)
- Increased camera shake maximum distance to 45m (from 35m)
- Increased camera shake minimum distance to 15m (from 10m)
- Reduced damage falloff over distance
81mm mortars
- Increased maximum blast range to 22m (from 20m)
- Reduced minimum blast range to 4m (from 10)
- Increased camera shake maximum distance to 45km (from 35m)
- Increased camera shake minimum distance to 15m (from 10m)
- Reduced damage falloff over distance
Looks good i think
radio decay is now working
Sounds good. All you can really do is try it and see how it feels. What is the minimum blast range do? I noticed you reduced those values.
minimum blast range is the radius around the impact point where the full 175 - 200 damage is applied
"direct impact" zone
but since i increased the maximum blast radius, i needed to lower overall damage values somehow to prevent the mortars from being too overbearing
so it will injure from a much larger distance, but kill from only slightly larger distance
i feel like its a good balance
being killed by mortar is kind of annoying, but increasing the blast distance while not lethal gives more tactical utility
gives a chance for people to bandage / take cover
and still be effective to disrupt 'camping' positions
@peak bridge sry for ping but Is it just me or is the M16 US faction in your mod doesn't have the vanilla M16 gun fire sounds
It sounds like the old PMC HK rifle man
Skill issue imho - yes, mortars are new to people and they are not used to operate it effectivly. The best way to use mortars is to shell the point your team is attacking. This way you can kill any campers on the point + if the point is bombarded constantly, fewer enemies will get there alive, thus making it easier to capture
Mrponchovie, Sly mentioned it yesterday, maybe you can make it easier to aim the mortars?
My idea is that if you press F on mortar, it's base starts to face you.
when you move left/right a mortar rotates to face you. When you come closer/further you move the base of the mortar to increase/decrease angle of the tube and range of the shell.
Also I think that ranging tool should remain in the game to allow more precise and small changes.
Do you understand me?
Exactly
Ye cuz the vanilla m16 sounds are broken
You can't place how far away they are accurately because they are set up incorrectly
Yeah but that's kind of arcady, id rather just let the player use f to pick up the tube and then throw it back down somewhere else
Also good
Actually, yeah
We realy need to be able to relocate already placed tubes
Ye that what I'm gonna be doing today
How bout making it so that if you go prone your chance of dying to the Mortar blast or kill range thingy gets reduced real life tactics 
There's sadly no way to do that but it would be pretty cool
https://tenor.com/view/challenge-accepted-actor-talking-talk-gif-16822692
Basic idea :
make your explosion do 1 damage (so you can control and make sure the player isnt killed)
Then On Radial Damage (not exact name) check the Projectile , if == Mortar , Apply damage based on distance and landing Spot
(you can save all the distance values in the projectile itself, and reference it from the OnRadialDamage)
heres the kicker though, that requires gamemode access to add code to the player BP
all my stuff needs to be contained in a faction level access
Frack
ye
one sec checking if there is something in the proj itself
Seems to be used in vanilla
oooo i thought the projectile firing was written in C++ and couldn't be overridden
this might be perfect then

you dont have to override, setting the damage to 1, make sure the player isnt killed
(you can try and will be better if you can override)
yea im loading up the SDK to see for myself
https://tenor.com/view/finally-yay-gif-27265681
MFW success
Inb4 issues/bug/Unforeseen consequences

its gonna be really funny if i do all this for it to obliterate server performance or something
or not work with any gamemode mod
wellcome to the server-killer club
lets go
MrPonchovie, killer of servers
heh if you dont cast to any BP in the Gamemode definition like PC HUD etc, should be fiiinneee
yea im casting to the C++ player character in hopes that mods have to inherit from that to have a working player character
Yup good habits(Only for your specific case), since you dont have a Player char child, you have not created Variable or function that you would need a cast to your Player char child to access
Not sure what is better :
use the GameState Player Array, loop through , get private Pawn, and mesure the distance between the proj and the pawns
Again heard that overlaps are expansive, your way might not, it might be only Overlaps events and not the node SphereOverlapActor
profiler, and test the two methods using 100 bots (MOAR?)
but thats a @nocturne glen question
according to a few unreal forum posts ive read through, the sphereoverlapactors aren't terrible for performance, but yea i should do some testing on it
yah it might be better than the other way (overlap events)
aight, prone to avoid mortar damage now works
when you are prone, a mortar cannot immediate 100 - 0 kill someone, but it can take a considerable amount of your health on a direct impact
when standing, the damage is applied as you'd expect, so you can be obliterated instantly
thats interesting, as you shoot the mortars further and further away, the dispersion on the axis that the mortars travel on gets smaller, to the point where at maximum range with the 60mm its almost a flat line left and right with almost no front to back dispersion
but the 81mm mortars with their steeper trajectories don't have this problem, even at 750m
mortar pickup is done

fixed 😅
and now it also plays a noise when you plonk a mortar tube down and when you pick it up
Do better!
A feature in disguise
So max range 60mm is the most pinpoint deadly?
not pin point, the left/right dispersion is still the same large radius
just the forward/back dispersion is negligible
so a lot less effective for saturating an area with stonks
👍
No way bro added gypsies
💀💀💀💀
(No racism)
Can we add a team package resurrection function? I don't want to run.
idk if i can force spawn a player, but yea itd be cool as a commander designator to like call a heli in to paradrop spawn your entire squad
but what i CAN tell for certain is that OHD overhaul has rallies and other spawn point stuff, which is a better bet
Suggestion:
Type: Buildable
Name: Healing station
Description:
Looks like a crate with medicine, a medical gurney and an IV stand next to it
Function:
Allows medic to give aid to the wounded soldiers. (Logical explanaiton).
Allows players to respawn on the station when there is at least 1 medic nearby (Practical implementation)
Amount: 1 per medic
Pros:
-Allows to respawn on built fobs
-Makes medics MUCH more useful then they are right now
yea that'd be sick but sadly it requires gamemode access to add POI's to the map, especially spawn locations
Fick😕
ye 
We need to get it into base game somehow
I mean
Rallies dont actually make much sense
FOBs do
And I realy think that medics need to be able to set spawn points intead of squad leaders.
Because SLs already do everything in the mods - they place fobs, call air support, lead their squad.
Nobody plays as medic because the only thing medic does is healing.
I feel like it would be such a buff to their class if only they could place spawn points.
that would be kind of interesting yea
itd be smart to avoid the squad problem where the SL is stretched too thin
Ponchovie, maybe you could suggest it so they add it in the next update? Please?
I could bring it up next time we discuss spawn points and stuff like that
Thanks
Also, what if every destroyed buildable would cost your team a certain amount of tickets?
All of this is the context of how Squad the game plays ....
i think the best way to releive the SLs is in other areas.
SL should mainly control the spawn points, especially rally points.
I'd go even as far as to say, they should even have More control over it, like restricting squadmates to spawn on specific spawn points
Air support yeah should be Commander ...
FOBs should be imho Logi dedicated squad (like in Hell let loose, there would be dedicated armored / heli / logi squads, where only them can claim vehics) Ofc normal SL should be able to place FOB, but they shouldnt handle the logistic (huehue) of it, like managing logis getting them to a spot , getting enough people around to place it....
The best way to help SLs is with FOBs, 100%.
After that giving them a lot of tools with the map markers , and 3D world markers.
And probably other Game-Y / arcady incentives for squad mates to listen to the SL and stay close to SL (and or FTLs for flanking )
And giving more tools to FTLs and ways to effectively improove teamplay and com for FTLs (havent thought too much about it so i wont mention anything)
i just though about giving them drones, or requiring a squad mate to have the kit. (Radio man Kit might be good also , im thinking about how Burning land wanted to do it, but adapt it to modern ish times)
@nocturne glen ah yoshi we talked about the Morale buff when close to SL that would reduce Supression (and give more stam regen ?) and i was like hmmm for flanking and making plays its not that good, heh , do the same for FTLs ...
Bro has joint hypermobility syndrome on his index finger when he runs.🤣
fixed an issue that caused rangefinders to have spotty distance gauging out past ~600m, there is now a hard limit of 1km for the range finders
ladders are in (this entire structure can be built with 1 combat engineer)
should ladders require a radio to place? right now im thinking of having it be 2-4 ladders per person with no radio requirement
probably gonna make it so you cant stack the ladders on each other or place other objects on the ladders
so that people don't tower of babel
and have to use the sandbag roofs if they want to tower up
What’s bro doin up there 
spawncamping 
real
id say , SL and FTL (if and when implemented) can build them, no radio, can be used as traversal, and for defense
If you are going to make ladders unstackable, then add visual supports to the model, because right now it looks like this lol:.
The visual support is the building you place it next to and climb
What if there is no building?
Then what reason do you have to place the ladder
Gaining tactical advantage?
Like observing outpost with only one piece.
Idk
I mean, there should be supports or you should not be able to place a ladder in the middle of the desert without a building to lean on
Yeah I guess since it's a visual thing, and it could help with placing it since you can see on the ground where the end of the ladder is
👍
ponchovie my son
the AT grenades work against the vics
1 shots the m113 with 220 health
from what ive seen from Yoshis stream it takes 1 shot of The french AT gernade to kill an MT LB, kinda a bit much how bout 3-5?
Yeah I can tweak it, I just need to know how much health each vehicle has
Operation: Desert Storm Faction Pack (ODSFP)
french combat engy now has a character model
🥖
redid the Saudi Arabian SL character model since it had some pretty egregious clipping
@versed coyote ladder supports
interesting thing you can do as a combat engy / SL
ammo cooldown is working
just a quick 10 second cooldown so that people don't hungry hungry hippo the damn crate
yea that was a problem with the last playtest, people would think it works like a ammo bag and just spam the button
not realizing they are only 9 resupplies per crate
@nocturne glen uploading to workshop if you need to test anything
Perfect!
do you have camo nets?
would be pretty sick for concealment
prop up an mg or sniper nest in some bushes or on a rooftop with matching camo
Wait, Arent buildables supposed to automaticaly break if there is no ground under? Because if I destroy a sandbag roof, everything on top is left floationg in the air lol
There's no check for that right now since I haven't thought of a performant solution for it
Could be when you place an object, it does a linetrace to get the object below it, tells that object “hey register me as one of the objects that depends on you existing”, and then upon the bottom object getting destroyed, it goes through the list of objects directly above it that registered with it, and destroys them too. This would trigger a chain reaction where each object above it would also remove any other dependent object above it because everything registered with everything directly below it
Should be performant, as long as someone didn’t build like a thousand fortifications tall.
And the destruction isn’t playing some graphically intensive effect
More of an edge case that you shouldn’t care about tho. Players that do that know what they’re getting themselves into
Oh yeah that is a good idea, I was trying to do it in tick, which was not a great idea
y'all
another poll
for the combat engineer since I am redoing some stuff across the board, i wanted to touch on the C4 charges since i don't like how they are set up or used
so im debating 2 things,
Timed charge to blow up automatically after being placed, or remote charge like we have now
1️⃣ for Timed charge | 2️⃣ for remote charge
Placement system: Throwing it like a grenade as it is right now, or using the hologram system for construction to do something like squad's
3️⃣ for throwing | 4️⃣ for hologram placement
voting ends with either 2 landslides or in 3 hours when i go to bed
Wait we dont have holograhic placement? Than what are those green and red object icon's?
we have that for the construction, but not for the explosive charges
Ah okay yeah that is sure the better option
Also will the m113 have the m2 gunner be mtlb turret like?
Oh right
or are you
aight voting over 0:4 and 0:5
remote detonated hologram placed wins!
and now for the first time shooting the C4 actually detonates it as planned
and digging it down funnily enough
all that i think is left for the playtest is to fix jets in MP, and possibly re-add mines
and then next week is making a tutorial map for all this shit
engineer, AT rifleman, and SL are all kinda cram packed for utility, so im not sure where to put AT mines when i add them back in. Do i just say fuck it and add it to AT or engineer anyways or make a new kit / add it to a different kit?
Petition to make shovels also work as a melee weapon
Yeah, it is kinda cringe how placed c4 becomes useless if engineer dies.
Also, what if engineers could pick up placed c4?
Timed charges would be good. So sad it lost 😕 maybe we could have both?
Maybe switching firing modes for the c4 could switch between remote vs timed detonation
And have multiple timer options even by just switching firing mode
Yeah I could do that
Since they'd all just be different build pieces for the c4 construction tool
So cycle sights to choose between remote activated and then 10, 30, and 60 second fuses
So ye the remote c4 will not be able to be remote activated after you die, but you can still detonate it with another explosion or a shot. I also like the picking up idea
I should probably put all these on cooldowns since there is no ammo for buildables rn
2+ minute cd should be fine right?
And then picking up the c4 deletes the cooldown
yeah that would work
Hmm, I think that there should be no cooldown, I prefer limited amount of c4 only renewable with ammo crate.
Should also make it so that the C4 doesn't stay forever when you place them after you die
The ammo would be kinda scuffed, since the way I have the buildables set up right now they can't be resupplied by ammo bags, only the crates
Yeah, the remote charges will auto despawn when the instigator is dead, just like mortar tubes, and the timed charges won't need it since they'll just blow up
Of course I know him! He's me!
Ponchovie, what will we be testing today?
The new construction changes and fixes, airstrikes fixes (if I manage to fix them in time), and of course yoshis vehicle mod update preview
There's a few smaller changes and tweaks that I've forgotten that are also being tested
So the most major construction changes are the ammo box cooldown, the correctly working radio limits, the new ladders, the new radio buildable noises, and C4 placement
uploaded to the workshop, those who have the link to it should resubscribe now to download it
@finite torrent
Ok
no vehicles for this playtest, OHD overhaul is taking too long to package and upload
very sad 😭
we have to use our pixel legs that is very sad indeed
so the i downloaded the not updated Yoshi mod?
yea
we still gonna use the overhual mod just not the updated version?
no, it breaks a lot of the ODS stuff
like shovels and binos
and the construction too
its been packaging for 30+ minutes at this point
it could take easily 30+ more minutes
So no SHITBOXES definitively?
delay
how much, 30+ minutes guys? Maybe i could dinner up meanwhile?
who knows
yoshi said no vehicles so likely no vehicles
unless this thing magically finishes packaging
gonna add a "constructible" to the combat engineer to remove all of their currently placed buildables
that shit was annoying trying to place stuff after having reinforced a different spot
fixed the bug with french and US binoculars, forgot to re-set some animations after my bino refactor a few days ago
Today's playtest was awesome!
Although c4 is little raw
And you can see your snother hand clipping when holding the detonator
yea the ammo system isnt in yet, still working on that
Here's what I think:
Placement system: I think its ok
Amount: yeah, I think you should be able to place 3 different charges at a time, just have limited amount of them.
timed c4: Not finished, no comments yet
Disposal: I cant remove placed c4 with shovel:
I explode every time :/
Suggestion:
What if c4 had a 25% chance of exploding when being shoveled by enemy?
oh woops the shovel explosion is a bug, its supposed to remove without booming
Or Im just a VEEERY bad sapper lol
lol
Also suggestion:
Could you please lower the radio volume? I cant hear what mates are saying.
Also, could you add chatter like this:
https://youtu.be/R9B5sU3wdww?si=ZLR0oAFi-TCorzWU
So its not just white noise?
Radio communications at the base Site Hotel Bravo in Afghanistan, about the routine tasks of the Shadow Company
0:00 Intro
0:13 2 Mercedes G-class engagement
1:27 Gonna owe you one, Disciple-1
2:16 MH-6 surveillance tasks
3:03 Clearance requesting for convoy pass
4:14 Heat singnatures in CODM2-54719
5:12 This guys are gettin' aggressive...
6:52...
do the Saudis rock combloc weapons? or mix?
Also Im begging you.
How could these horrible famas grenade reloading animations be improved? Isn't there a way to make a custom animation?
yea im gonna tweak volume levels for a whole bunch of custom stuff
im not an animator, so no
G3 supremacy
NATO weapons like the G3, FN Minimi, etc with a few combloc weapons like RPGs and such
gets the job done
Just give them m67 grenades
"Gets the job done"
less range tho
so in most causes no it doesnt get the job done
Just 1 grenade per rifleman - also meh
But you can refill so kinda fair
yeah true
glad regular rifleman gets it though
Gentlemen,
i already can tell id love that thing
Should we ping the all mighty then?
go for it 
Solid. cant wait for this to go public
this wasn't as common as the rifle grenades, plus the rifle grenades are part of how france distinguishes itself from the other factions
Damn individualists 
The Spy's classic line.
Taken from "Meet the Spy" video.
All rights go to Valve.
Thx For headsup something came up. How was it?
not great, it got delayed by 40m due to server issues and we weren't able to run OHD overhaul as well
pretty low turn out as well and the admin stuff was scuffed
so we've scheduled again for tomorrow at the same time
ah ok i hope i can join
Nice wont have to wait for a whole week
will today playtest also include the vehicle mods
It better or im leaking Yoshi's nudes
That's what were hoping 🙏
C4 can now be defused
60mm mortars now can hit out to 650m
lowered the radio static volume from 0.4 maximum volume to 0.15 max volume
jets are removed, and will be rewritten from scratch later
engineers can now remove all their buildables on the map by placing the mass removal tool from their construction tool
timed charges with 10, 30, and 60 second fuses are in and working in MP
uploading to workshop now
Playtest in 10 minutes yall!
you didnt miss much, all previous rounds were horrible and full of lag. This first smooth one.

i think the server is still pretty much filled
playtest till 2025?
yea fuck it
Oh damn.
Well, im once again asking to remove airstrike spawning smoke. Instead use mark on the map to designate placed locations.
In my opinion smokes not only make no sense, but
Also block the view + you cant distinguish regular smokes from the airstrike smokes
very informative : D
I can't seem to find this in the workshop
It's not public yet
I have a suggestion. I have heard that in the past, especially in Vietnam, that troops would mark their position by smoke and then tell the aircraft the direction and how many meters up they need to strike. A similar system could be implemented. This would also solve the issue of that you need to get very close to where the airstrike will happen, many times exposing yourself, and with the current system the enemy knows that an airstrike is coming, so they have opportunity to leave before the strike happens.
I don't have map marker access as a faction mod, and the designator is blue, no other smokes are blue
Realy?
yea
Ok, but maybe there is another way around?
Maybe the smoke could have a short duration?
Enough for you to see, but not too long?
yea probably
Oh listen
Ive got sn idea
So you know how hyrcania has laser sights?
And you can see a beam
maybe something like that, huh?
for the designator?
it doesnt make much sense, the laser on the laser rangefinder isn't like the laser on a PEQ for example
it doesn't show up i dont think
fair
the smokes work better in game though as you can see exactly where you placed the strike
the laser is a bit more ambiguous
well, hyrcanya laser has a dot on the end of the beam. Maybe it can become larger with range so you can see it.
I think it will be fine
Also, remember the time when we've talked about manual bomb laser guidence?
Where you have to keep a reticle pointed at target?
I dont think that smokes will do the job then
Also Pnchovie, for some reason, Desert storm optics are hella laggy.
I mean, all optics are drop fps
but desert storm optics have the worst fps drop compared to vanilla weapons
im not sure what to do about that, I set up the optics the same as vanilla
ok
maybe its just me
I mean don't plan to include/ implement DSFP with Vehicle mod?
they are separate mods, that are just designed to work well with each other, not interdependent mods
ah okay
Any news?
None yet, dealing with real-life tasks and responsibilities so I don't get swamped
Good luck!
i have a partial solution to my custom UI still being applied after getting in and out of vehicles
i say partial because the issue still persists inside of the vehicle, and until you get out and reequip the item that owns the UI, but now when you equip a construction tool, shovel, or other item that has custom UI, all other custom UI owned by that player will remove and clear up your screen
you can now mortar points that don't provide spawn points
so when we play on tweaked jaziira, feel free to mortar the shit out of the backline flags
Backline is what the ,secondary flag's/"spawn flag's" behind the main frontline spawn, I.E the Iraqi City one's
Or the secondary blufor flag?
Yeah the flags behind the frontline points
As long as they don't provide a spawn though, so this behavior will not be noticed on the majority of maps
I mean yeah bcs only modded maps and skirmish maps have the non spawn flag feature's
Oh okay didn't see this post, intrensting
Yeah I haven't advertised it anywhere since it's not all that important
Next playtest we are going to see some interesting map layouts, some of which may absolutely suck
Ah
@peak bridge
Hey dude
Check this out
Let me know your thoughts on Direct Contact in the comments, and if you want to pick it up on Steam you can get it for a discount here: https://store.steampowered.com/bundle/31764/Direct_Contact__Operation_Harsh_Doorstop/
I really like how airstrikes look here
@peak bridge hi
I just found a bug
Mortar ranging tool doesnt work with ohd overhaul
Im currently on the preview server
yea yoshi and i have been trying to fix that since sunday
its an issue with all shovels, not just the mortar tool
@peak bridge Hello
Its me again with new portion of bugs : D
first of all, mortar ranging tool broke down. doesn't work only in couple with OHD overhaul
also placing a buildable or c4 or using shovels now show that notification
and the last Ive found - timed charges dont work
they dont explode
and when I shoot at them they dont explode
Although they detonate when something explodes nearby
I appreciate the bug reports, but for the love of jod, we know about the shovel bug, please stop reporting it
I think there is a bug with the shovels
Did you had an update today, bcs i remember i was playing in SP/on the "public" test server and the explosives were working just fine(i.e it didnt show that anouncment/crash bar, althought it wasn't able to destroy the brdm and btr's)
I had like 5 of 6 trying to solve the shovel bug
Haven't touched the explosive charges
Idk
@torn falcon no no, explosives are bugged even without overhaul mod
YO PONCH HONEY I THINK WE HAVE BIG ISSUE SHOVEL NO WORK
fixed the time charges not detonating after the timer elapsed
How will we playtest tomorrow with out shovels? GAME WILL BE UNPLAYABLE
remote/timed charges now explode when damaged
shovels work*
*just not consistently when crouched
>:(
You should be within 50m of an ftl or 100m of Squad lead to be able to see anything on your map.
Dedicated squad types like in squad 44 (post scriptum) like you're saying. Inf squads can't claim logi or armoured vehicles but can drop the radio or supplies.
i was thinking HLL, but ye maybe PS does it (i refuse to call it squad 44 , such a bad name)
but yeah, i think the crutial point is , it works with FTL , wich means you can do flank manoeuvers, and actually give a reason to give FTL
and have some kind of buffs (map vision is a buff)
Yeah. I think having decreased suppression when close to team or squadmates is a good idea.
Having no map access when lone wolfing is a good way to deter it too.
I've also wanted proper radio sim, where certain radios decrease in range. Squad personal radios only being useful around 500m would nerf lone wolfing also
airstrikes are hopefully fixed and are enabled for today's playtest
- lots of bug fixes that some folks might not notice but oh well
Yuppiii
Lol
The plane gets stuck out of bounds
It just floats here
Also ponchovie
Could you please make slomo command affect the airstrike cooldown
?
So that I can speed it up for testing purposes
Also
Mortar aiming doesnt work
Idk if you know that or not
So I report anyway
I hit the text blocks
But nothing happens
Absolutely nothing
Even without ohd overhaul?
Well shit
aight i got the mortars working again
Aight gonna check
still packaging, its not uploaded yet



