#Operation: Desert Storm Faction Pack (ODSFP)
1 messages ยท Page 3 of 1
yea i would never have got them working without yoshi's help, he also got them to stop being jittery in MP
Incoming
can't get in
what does it say?
I dont like it tbh
how so
current system is somewhat logical
later on the current ranging and adjusting system will be entirely scrapped for a new solution, this is just a stop gap
Whats wrong with the current version?
its difficult for new players to use, since they think they have to hit pixel perfect on the text to use it
the sandbags are a better representation of how big the boxes are
its also a lot of text in a small space, which can overwhelm some folks
Imaginary problem
litterally imaginary problems
ok
This might make using mortars on uneaven terrain diffcult, cuse the sandbags might sphase thorw the ground
i could just make them align to the terrain, not terribly difficult to do
About mortars, i found a spawn protection bug
well? spill the beans
Here, i was shooting at that attck mark
very odd, ill look into it
here sometimes shoots, sometimes duds
Oh dont worry
It is already reported
now i just need to make it so it can go up and then it will be good
Yeah i now tried it and just after the guys captured that apartment complex, so there is spawn protection bug on that point
yea i think i fixed it now, not gonna push it just yet tho since people are still playing
yeah it still was bugged, so?
Dam that was fast 
Hey, @peak bridge I think it is time to add a limit on how many c4's one person can place in general. Beacuse now it is infinite, and it starts to affect the gameplay.
For more details ask Yoshie, he will tell you, but in general:
Hop on playtest
Drive to the enemy spawn
Wire all the APCs with c4
Admin tells to stop doing guerilla warfare
Continues doing guerilla warfare
Gets temporary banned
"Literally 1984"
I mean fair enough but anyway
TLDR
i do bad stuff
admin say no
i say yes
admin make me no do bad stuff

Cant stop me from committing war crimes 
Anyway
The message is sarcastic
I know that this shit is not alright
yea, ive been putting it off too long
adjust to terrain now works properly
Also I think that the mortar will take too much space this way. Also the increased distance between controls requires more movement and is much more disorienting
It would probably be very uncomfortable, since the bags are so spread out
That you have to walk between them
The placement can be changed at any time, they are mostly just like this to test the terrain auto adjust height
Also counterintuitive since range up/down bags are located horizontaly
Instead of being located verticaly like in current version
Also, Ponchovie, how many people were asking for a mortar tweaks?
myself, goomes, and a few people in-game. Also the countless people who i've had to explain exactly how to use the mortars because my current implementation was not sufficient
Hm, alright
hows that placement
Hm, i think this is better, but I think it would be even better to place range bags closer to the base, so you can see the mortar while rotating.
Why not make it similar to squad?
heres the view from a crouched player's perspective
i'll leave that kind of way to an official implementation
I know this is almost like an original
But thats just because base principal hant changed
You still hit stuff with a shovel to rotate
I kinda feel that the problem with not understanding how mortars work will go away once the mod is released since it has instructions
I, personaly, just fucked around and found out
not likely, most people now that mod auto download exists have never seen the workshop pages of the mods they play every day
I mean, let people experement a little.
If you can read, you can operate the mortar
Tried shooting the mortar during the playtest.
It looks like sometimes it would fire normally after placing, sometimes the shells drop nearby after firing
It doesn't look like it depends on the target as I'm 100% sure I wasn't firing at the spawn-protected zone, only the attack/defend points
Exactly like DAVER showed on his video
#1191977980612845588 message
Yeah and what i find out ponch that sometimes you could fire on actual spawn points(Risala) the first courtyard/yard objective from blufor after the warehouse yard is captured @peak bridge
Out of like 10 tries of placing a mortar and shooting it, 5 of them were successful on my side
yea it seems I had the logic for the spawn protection incorrect, ive fixed it but haven't published the changes yet
Also the sandbag shovel thing would be great, as the current hitmarkers are confusing, they're at the base of the mortar and slighltly misplaced
@peak bridge to sum everything:
-
controls should be located in the back of the mortar, since all the ui (range, bearing) is located there.
-
Controls should be intuitive: Left/right rotation should be on the sides, range up/down should be top/bottom.
-
As homeless said, yes tube model should not block the text blocks view
So maybe something like that?
the mortar moves independently from the bags, so placing the bags on the tube will look odd
don't remember if i mentioned that before
No, you haven't
remove the sandbags perhaps?
the sandbags are to more easily explain to the player where they can hit to adjust, the text was not very clear how large of a collider you could hit
Well, Maybe we should really just leave it how it is right now, just add sandbags, and move range up/down to the side a little bit, so the tube doesnt block it?
i kinda like this set up, you have your positive interactions on the right, and negative interactions on the left, and all the bags are behind the tube (i may also end up detaching the bearing and range from the tube and put that next to or in front of the bags)
or maybe a semi circle
Not really intuitive
You cant even what the ui on the tube says while staying near the controls
You have to go around, check it, then go back and correct it again
the text was not very clear how large of a collider you could hit
This was basically an issue, yes
Thats why the current system is almost perfect
I personally haven't had an issue checking the text distance and azimuth
I think controls should be binded to the mortar
this issue could be solved by taking the bearing and distance off of the tube and put it on a separate thing that's next to the sandbags so the operator can always read it
Another sandbag with data?
i think you are trying to fix the thing that is not broken
im beginning to agree. I'm going to try locking the bags to the mortar and then adjusting from there
Also what do you think about this: #๐ฌgeneral_chat message
yea goomes had brought up his concerns. Mainly those were that figuring out how big the colliders were was difficult, and that the increments system was done poorly, and that the mortar should be divided between two kits
picking up uniforms is so annoying
?
Tbh, I dont like the Idea of mortarman being split into 2 classes
Because:
It would make it very ineffective
In the actual game
Because if your teammate is killed
You are practicsly useless
Instead
I like the idea of mortarman + forward observer
what i was thinking if i were to split it is that the mortarman with the tube gets a very limited amount of ammo, maybe 1-2 shells for ranging, and then an assistant mortarman with a mortar tool and a bunch of ammo
Where the forward observer is just sniper confirming hits
im not fully convinced on the 2 kits yet
this match we had almost half the enemy team using french weapons so there charachter changed and bc name tags only appear in a short range it got very chaotic
character models don't change when you pick up an enemy's kit
well, we actually have things called ammo bags/crates
I think
That if we want to improve something
You need a Normal SL for ammo crates to be built
without causing controversy
Is to decrease ranging animation speed
So that you can actually aim fast
oh yea i forgot to post this, hows this layout? the bags move with the tube and i think solves the issues we brought up with the system before where colliders were hard to visualize
oops i meant to flip the range up/down bags
Yeah, this might be good
Yeah that will be good
yea im not sure why goomes mentioned that, its gonna happen even if you have a 3 person crew
We definitly need increased aiming speed
is friendly fire on on the offical playtest server?
What gonna happen?
Looks good to me
Definitely more clear
aight then i think this is the layout im gonna go with
I love Democracy 
I appreciate the patience y'all ๐
Can always be tweaked later but I think this layout will the best to see what we like/donโt like about stuff being on sandbags
WHAT IS BRO DOING 
Kerbal space program
real
#1110291763941355691
Whoops wrong chat
Holy cow, just played as the Iraqis and it was so much fun dude. The scoped AK felt like a tabuk and the Rocket Grenadier was simply chef's kiss. All of this to say the frogs have been stomping us all night lol
keep it up, both the French and Iraqis look so awesome! Haven't seen the other factions yet
you should attach this to famas by default
only for auto rifleman class

taking a tolerance break from modding, so far thats been nice
Intolerance????
Good for you ๐

May be back to modding this monday
yea, the 11th
Tomorrow (or today technically), I resume work on the mod
i wouldn't expect anything super huge for next playtest since im still going to be splitting my time between OHD and helldivers
but there will be stuff
Hahah
Limited use ammo bags like in squad are coming next patch
just make droppable ammo boxes ๐๐ป
That's the plan 
What I want to do is basically just copy exactly how squad ammo bags work. So you can place it down, maybe if I can get the radial menu working use that to select which items to resupply, and then pick it back up and it keeps it's ammo remaining between placement
๐๐ป
Me, when Ponchovie straps a C4 to my chest
Strap a 60 sec C4 to a rifleman and send him to capture a point with 10+ enemies
best strat
@narrow bobcat figured out this tactic a while back
Strap it to a bot
Let the bot run out into the wild
Even if the bot dies, the C4 still lives
bonus points if you can get it on their face
"here, i got you a gift for that dead look in your eyes"
Make him look straight plaes
We do not discriminate
Like there
looks behind him
tosses C4
slight nod
"soldier."
runs past, around corner
click
"yeah, I'm fine, what did you expect?"
"Kaboom?"
"Yes Rico, kaboom!"
I canโt wait until I make it so strong explosions blow people apart
send us the next frame where he explodes
that's post-explosion
Oh
he was on my team, so no damage
Wheres the fun in that
If only there was a way to strap a C4 to myself..
It passes right trough
downside, no way to trigger it if you die first
huh, guess that's been fixed then
or I got very lucky and it hit my camera and not my humanoid
and somehow stuck to it
also, tossing C4 in someone's face has a chance of blinding them with the model geometry clipping through the camera position.
one of these days I'm gonna have to make something that doesn't explode to do the same thing.
We need a blindfold weapon
Flashbangs
How about something like this. A big helmet that they canโt take off nor see out of, and inside is just a strobe light to give them a seizure
"...Everytime I do it now I imagine the gnome screaming 'THE GNOME DOES NOT LIKE TO BE TOUCHED.'"
yeah, that's what I was going to do, other than the strobe light
"hey everybody, i'm looking at gay porno!"
I miss being able to prank people with that .swf
the hilarious part is, I telegraphed it and I bet at least one of you still clicked on it.
Imagine searching for this vid, then somebody sees "Kowalski porno" in your search history
can't get the radial menu working, so im gonna basically make it work like the ammo crates, just with a limited amount and other restrictions
construction system now has support for things needing ammo
so the limit for C4 charges has been removed, you now get 4 charges (one of each type), and you can resupply them from ammo crates and the new ammo bags
speaking of ammo bags, each rifleman gets one (unless they resupply it from an ammo crate, and NOT from another backpack), and they can place it on the ground where it lasts for 90 seconds or until it is empty. When you interact with it, you are resupplied 1 clip for every weapon (including certain build pieces like C4s), and there are 9 resupplies in the bag
the bag cannot be damaged in any way, though bullets pass straight through it (so people can't cheese it's invincibility)
still going back and forth on the amount of resupplies per bag
so input would be appreciated
saudi, iraqi, french, and american ammo bags (saudi is at 7 cuz i was using it)
gonna update the mod, so those who have subscribed to it can test this stuff out
updated, enjoy yall
Roger, going to check it out now.
Good question
Airsrikes maybe?
Yeah why not, its low hanging fruit
I have a couple of new ideas about them, but im busy rn. gonna contact you later
Just found out that the American MRLS system can launch anti-tank mine dispensing rockets
Very cool
Ok, Im free now
Sooo
I had some ideas on airstrikes
What if we added 2 new types of unguided munition
-Cluster bomb
-White phosphorus
They work the same, basicaly
Cluster bomb explodes into a group of grenades 1 second after it is dropped
And phosphorus does the same but with smoke grenades
@peak bridge
Also
What if we used colored smokes grenades fired from a grenade launcher?
To designate targets for unguided bombs?
I don't see the purpose for an extra bunch of kit items that all do functionally the same thing. The designator SOFLAM already does the designating and it places smokes. With the SOFLAM I can also change the color of the smokes, where with a grenade launcher I could not
What? You mean in sdk?
also, with the cluster and smoke munitions, I could see performance hits with lots of explosions going off at once + loads of particle effects + physics for bomblets
yoshi ran into a similar issue with the vehicle dust trails
Well, smoke bombs would be kinda useful. Especialy on Khafji. We could just drop like 4-5 smokes so it wont be that heavy
I guess, but I already give that same utility anyways to the commanders and SL B via GL smoke rounds
Yeah, maybe
Also, does the bomb follow a smoke grenade or targeted place? Like, if the smoke falls down, will the bomb hit the fallen smoke or the wall?
it follows the spot where the smoke grenade was originally placed, the smoke can go anywhere else it wants it doesnt matter after that
Aha
so if you designate a balcony, and the smoke grenade falls off the balcony, the impact will still be the balcony
You know what is the problem with smokes, @peak bridge ?
When you implement an ability to edit target location, there will be a lot of smokes lying around the map
simple solution: just don't implement that ability lol
bad
I stronly disagree
I:S doesn't do it, Helldivers 2 doesn't do it, why should I
gotta live with the consequences of your actions
Because OHD is a milsim and is intended to make sense
AND
Also
Because the designated target is often not relevant anymore
So you are just wasting a bomb
this can be solved with more forward thinking, or attacking static targets like FOBs and such
Yes, but I dont want an airstrike to be just a fob buster
being able to re-designate is also a problematic mechanic because of how many edge cases that brings in, like the new designation point being drastically different than the old one, so I'd then need to make the jet a "real" plane and have it move around as such
No
or just fling the bomb sideways 1000m
you see
just remove the ability to redesignate 15 seconds before impact
So that like
You have 4 minutes before plane arrives
Thats 4 minutes to track the target
But
Before the ACTUAL plane spawns
(Like 15 seconds before impact)
Just disable redesignating
And 30 seconds before the impact, make a pop-up or a sound effect saying something like.
"Eagle to ground forces, im approaching your position. ETA is 30 seconds, mark the target and seek cover immidietly"
And add a timer
only when the time runs out, the actual plane spawns and you cant designate a new target anymore
That is just way more complicated than it needs to be. I'll be sticking with the current implementation
plan ahead with the strikes, or hit static targets, that's all I'm gonna say
Yeah, We aint playing fortnite here ๐
@cedar condor does khafji have a physics volume for the water
delaying it a little bit, yoshi hasnt finished packaging
should be within the next 5 or so minutes
Can't remember actually
@peak bridge did you plan it for 10 years "prior"?
maybe
We're gonna be having OHD space battles in 2027 haha
mortar goes well with casualfield mod, tells you how far you are from the attack point lol
oh lmao nice
putting together the final feature and content list for the full release of the mod
US AT rifleman now has the M16A2 + Aimpoint A2000
US Scoped rifleman now has a 1 per squad limit instead of 2 per squad
these changes are not pushed yet
all factions now have their respective aircraft as their airstrikes
US - A-10
FR - Jaguar
IRQ - SU-25
SA - F-15
since the A-10 and SU-25 have more racks for bombs, the cooldowns for the US and Iraqi airstrikes are lower by 2 minutes
we'll see how this plays
not yet, its planned
Oh oke
but rn it drops precision bombs like the other strikes
eventually I also plan to do MLRS launched AT minefields for the US
just cuz they're cool
do i add CS style flashbangs where they just throw a white png on your screen and slowly lower the transparency?
that is the question for today
No
No, maybe more tarkov-like flashbangs
how does tarkov do their flashbangs?
ah ok
What weapon do you want next? You can vote on the community tab here: https://www.youtube.com/c/Tigerfield25/community
Weapon Comparison In Video Games playlist:
https://www.youtube.com/playlist?list=PLwJfG6S18tmUa5vp76EFCXghn_7c9qAMM
All content from this video and this channel is recorded and edited exclusively by me. I NEVER use clips...
Oh oh
I have an idea
Flashbang spawns a very bright white light emitter of half a second
And also it should play a louder sound than regular grenades
the lag grenade ๐
everybody who sees the light has his fps drop to 10
I just remembered, sadly I will have to cancel this weekend's playtest since I will be out of town for my grandma's birthday. The next playtest is on the 30th
landmines are back in
Iraq gets AT mines on the Rocket Grenadier and AT Rifleman
every other faction gets AT mines on only the AT Rifleman
marksman and sniper get AP mines like claymores and OZM-72s
mines don't activate when friendlies go through their activation zones, so you dont have to worry about friendly vehicles driving over your mine field
and mines like the OZM-72 have an arming stage (around 5 seconds) after being fully built before they can explode
irl this safety feature is actually closer to 4 minutes, but 5 seconds seems better for gameplay
OZM-72 when unbuilt
OZM-72 when fully built and armed
Please add a preview so that we can see where the
Tripwire will be. Also, maybe the tripwire could be shorter?
the preview is of the full wire length, and why shorter?
this one is what the preview shows
Because i think that it may not fit in some buildings? (Maybe) or it would stick trough the wall?
Also, what if there were 3 wire length Variants?
With small you can trap doorways, with medium - halls and corridors, with long - small street?
maybe
ill look into doing something like that
aight, i now can have multiple build pieces use the same ammo pool
so now i can do that more cleanly
and now the C4 has a maximum ammo of 2, instead of 4
but you can choose between the 4 options like normal
ill do increments of meters, so a 1, 2, and 3 meter variants
@nocturne glen are you using the playtest server? need it for 5 minutes to test out the landmines
bet
How soon?
imminently, just packaging and uploading
the only mines active rn are the TM-62s and OZM-72s
iraq gets the ozm's
Okay, 5, 10, 15 minutes?
everyone gets the tm-62
less than 10
server is booting up
we're gonna just test the landmines against the vehicles, so i need 1 volunteer to drive over a mine
Gonna be there
Official desert storm, right?
yup
Cant download desert storm update for some reason
did you delete the manually installed one?
mines work chat
hey ponchovie
ya
Im at the base spawn
claymores are in, i disabled the anti-tank damage for the OZM-72 (oops), and lowered the damage range for the TM-62
packaging
uploading again
So testing not done(YET)?
Call it "Claymore 2" and profit
testing is done, just getting those features content complete
seems one of the pistols is a bit bugged
peculiar, thats the base game tt-33 so idk why its doing that
oh weird idk
happens with basegame tt 33
gonna test in dev build quick
Also is there a diffrerence between BASE game/ Traning Ground "faction" and "DEVBUILDING"?
if dev build adds more guns or makes changes then yeah
right now dev build isnt set right tho
traingin grounds gives me US vs RU cold war era
alright well cant find the tt 33 in dev build cuz they set the training grounds factions wrong
So, its broken in basegame too?
i was only testing in basegame
or ig ponchovies mod too but hes using it right out of basegame
Also found out that it only occurs in short range, on "longer ranges it works "regularly"?
probably just becuase it looks like a little bit of bullet drop
yeah but as you see it cancels out at "distance"? Weird BUG?
server is up
also, because my mod is technically set in the Cold War, I want to make this crystal clear. I do not condone racism, homophobia, anti-semitism, etc. If you want to play my mod and you partake in any of these, lemme know so I can blacklist your accounts from my mod. Normally I am against adding my own "admin" things to my mods, but in this instance, I have no qualms with abusing my role as a modder to auto-ban you from every server that ever runs this mod
Are the bots toggled of Intetionally?
bots are enabled on the official
not sure what you are talking about
although i guess they're stuck
Yeah taking about that
I told that bcs in I:S game when you want to "turn off" the bots you "toggle them off"?
what do y'all think about a sunday playtest
cuz the possibility just opened up for me
should i schedule that?
vote here
I mean you can just Change the Date on the Event from Saturday 30th to this Sunday?
playtest in 30 minutes!
15 minutes now!
server is up for those who want to join in early
aight i gotta head out, good playtest yall, very informative
ill leave the server up
Look for official playtest server
where
Should have OHD vehicle overhaul or something as the game mode
Server browser forehead
Khafji?
game stuck?
domain expansion: claymore
yeah same lmao
lol i had the same issue the first time i made landmines, so this time around friendly fire triggering is disabled
so spam away
ammobags now delete previously placed ammo bags when you plonk down a new one
im being contracted for the rangefinders, and parts of the construction system like the ammo crates, radios, etc, but not the mortar, landmines, or ammo bags
but thats as a prototype, and then someone else (likely donkey) will come along and remake it for base game
Ryoiki tenkai:Kureimoa;
Didn't notice the name change at first, mr yoshovie, the successor to mr yosho five
What's happening with yoshi is he fien?
I see everyone naming them yoshi
In 3s 4 and fives
.....
And now ponchivie is yoshivie
yoshi cult which somehow wasnt started by yoshi
@finite viper Will u be lomoshi
yoshix if anything
yooshix._.
It's so sad i have to say this but mr yoshi is ......
Yosh e demic
Is spreading rapidly
Is he alright though?
Didn't see him past 3 days
yea hes alive
ye
he was in offtopic just now
Good
Tell him not to die before he gets my helicopter rin
BTW I saw planes in some pictures
yet*
Oo BTW the reason I asked about him was he told me 2 days ago he will finish his food but he hasn't
Nvm hope he finishes it soon
but you can still shoot them right?
yea
fuck yeah
any damage will detonate it, be it explosives or bullets
ammo bags can now be picked up, and the ammo remaining in the bag will be persistent
so if you take out 3 ammo from the bag, pick it up, and place it elsewhere, it will have 6 ammo left
the ammo will refill from respawning or crates
we are very close to feature completion for the mod
some of the last few things left are the gun run airstrike, a tutorial level for the gameplay mechanics like construction and stuff, and weapon emplacements (possibly)
yay
Dope
there may be 1 or 2 more things left that im forgetting, but those are the big ones
Canโt wait for full release
its gonna be sick
one thing i would like is if you could loot stuff like ammo and grenades from the weapon kits people drop when they did so you can fill up through that too
Oh yeah
especially useful for healing
that'd be sick, but it would probably require gamemode access, which i avoid like the plague
since nobody is gonna run a special gamemode to make some factions work when ohd overhaul and other fantastic gamemode mods exist
oh i see
yeah, thats also the reason i have weapon emplacements as a possibly instead of a certainty
but if i can make weapon emplacements, then y'all better be ready for .50 cal and Mk19 teams running around
I approve this message
as much as I want to finish the mod's existing feature list and publish this mod, I just thought of two possible ideas since I learned how to add stuff to the player's inventory
First is heavy artillery build pieces
- commander access only
- only 2 can be built at one time
- requires a special ammo box to use, so no extra kit
- the ammo box adds 3 artillery rounds to the player's 9th slot (currently unused for all classes)
- throw ammo at the howitzer to fire just like the mortar
- shovel-based control scheme
- much larger maximum range, blast radius, and damage than mortars
second is AT crates
- placeable by squad leaders + commanders
- 1 per radio + 5 minute cooldown
- when interacted with, refills all AT weapons in the player's inventory or if they do not have any AT, gives them a faction-specific AT weapon in their 9th slot (would delete artillery shells from the inventory if they have them)
- like ammo crates, there are a limited amount of AT weapons in the crate, and when it's empty it will be deleted
- france - AC-58 AT rifle grenade (1)
- iraq - RPG-43 AT grenade (1)
- USA - AT4 (1)
- saudi arabia - either RPG-43 or AT4 (1)
i should probably finish the stuff ive already promised, and then look into making this stuff
Probably the best option, in my opinion at least. Get the little things done, publish the mod and then go back and add the stuff you want to add.
If ypu could implement those things till Saturday(or Sunday) playtest then do it, if not then refurbish and publish it and just then work on it so we can test it on Next Next "Playtest"?
I so hyped for this mod to be available in some form...once it is I will actually keep OHD installed lol.
Yeah I think that looks good
now do the same in russian
but poorly translated
</sarcasm>
looks good, ponchovie. Dunno about the font choice though.
not sure if you can only shoehorn fonts in for a gamemode, but i'm pretty sure it's possible for a map; although I don't know exactly how unreal's texture atlasing works for fonting
i can pretty much do any font i want, i chose this one since its all over OHD already
Can you put a black backdround so its easier to read?
good idea
YoPonch is there domething new for Tommorow/Sunday?
lemme check, i dont fully remember what i added this week
Oh yea I finished up the landmines system, so there are improvements and additions to that
- medics get anti-personnel landmines (to help incentivize the class idk)
- machine gunners get anti-tank mines (to spread out the AT capability a little bit and take some weight off the AT rifleman's shoulders)
- ammo bags have persistent ammo and can be picked up after being placed
- when fully built, anti-tank mines have a layer of debris to cover the lids slightly, desert colored of course
better? or should i do just solid black behind the text
heres in direct sunlight
Try solid Black or Grey. Also is there anyway to make it not all caps? It is easier to read.
Try just the all black background first
hows this
cool, ill copy this over to the other textboxes
Remove mines frim medics, please, makes no sense
Maybe bags like ammo bag but for health?
yeah medic should be able to build like a medic bag like the ammo thing
plus ofc the thing they carry
but like if you set up a base with ammo station and stuff they should have their thingy too
also can you buy squirrels?
because like i always wanted a squirrel but like how would you catch squirrels
Wut
idk i just want a squirrel
Vietcong booby traps
they are so cool
what
no i just want to buy a squirrel because they would be too fast to catch i guess
omg I'd give it a cool hat
I'd name my squirrel peter
my dad just started feeding a pair of them
eventually they were comfortable enough around him he could pick them up, they'd sit by the front door and if you left it open long enough they'd try and walk inside
woah
tree squirrels and ground squirrels have very different behaviors. Most of the ground squirrels I've interacted with have been quite friendly and gentle. They'll bounce right up and take a peanut right out of your hand.
never had a similar experience with a tree squirrel -- they're just too skittish.
sorry i was very high
idk why i talked about squirrels specifically but i was at a protest and it was fun
playtest in an hour and 20 minutes
Says 7 pm in the event bar we having it earlier?
im stupid, i forgot about daylight savings time so its in 2 hours
Good
Dont wanna miss it
@peak bridge Does the Combat enginner have the ABILITY to place mines?
no, machine gunner and anti-tank do
Is the playtest still going on?
no
hey Ponchivie
I just realised
What if
I wanted to call an airstrike
But i hit a poorly rendered bush or tree
And i see smoke falling there
What do I do in that situation?
@peak bridge
ask a trusted adult
https://youtu.be/ninMf0ZTAVg?si=eLyz4Vg4vJxUGnjt Got footage of yesterdays playtest i heard someone wanted to see some here ye go
Operation: Harsh Doorstop is an Unreal Engine powered shooter sandbox similar to mod-friendly games like Ravenfield and Garry's Mod but with roots in tactical shooters like Squad and Arma III. The game is entirely donation funded, completely free, and has full Steam workshop support
That was a good match, love playing khafji
Yea only good match during that Playtest rest of em were a cluster f
I gotta agree
agree
I call click bait, that weapon was not present in the footage
Get click baited
Now it would be cool to see a Soviet-Afghan war mod like this one, cause we have the maps (Afghan mountain and Al-Dakhir), we have the basegame factions and we have the vehicles
I think a big map with mountains and valleys paktia style and the factions re-done is what we need
We need outposts
I deemed they weren't important enough and would stretch me thinner than I already am so they have been cut
Alr
Just were experimenting with post processing valuse in sdk (exposure, vignette, eye adaptstion speed) and had a couple of ideas on them
Ponchovie UAV'S
Ey ponchovie
Can you lower built piece's hp?
Because digging it down with shovel is very slow
And destroying is also not an option
Because even basic sandbag wall can withstand 3+ rpg rounds, at mine explosion + grenades.
Was a problem in last playtest
Digging down enemy fortifications is intentionally slow, to discourage ninja gameplay but still allow folks to leave spawn if they get blocked in
The code that does that might also be applying for other types of damage so I will look into that
Mod release when?

Sweeeeet
Forgot what time it is, playtest will be in a half hour
boshi may i kill the playtest server so i can get the desert storm playtest going?
playtest server is open and ready!
aight, good playtest everybody, what i noticed is a few bugs and changes needing to be made having to do with
- landmines not properly chain detonating when exploded
- riflemen need binoculars, ive now realized its unbelievably annoying without them
- mine detector item?
- iraqi machine gunner need's their landmines, forgot to give them it
Just curious, emplacements will be done after release?
Mine detector? Nah
yeah, i wanna get this into people's hands before i add on extra features, otherwise this will never release
landmine also doesn't deal any damage for some reason
to vehicles or wha?
vehicle
hmm ill look into it
yoshi broke the vehicles again :(
the ammo bags that you put down as a rifel man how long dose it take for them to despawn?
they do not despawn by themselves, they have to be picked back up
can you make its so that only a rifleman can pick bags up? Im tired of accidentally picking up my mate's bags as an AT.
thats odd, it should be that only riflemen pick them up
Yeah
But anyway, i play as a rifleman, i drop the bag, i pick AT kit from a corpse, then I accidentaly walk over the bag and it despawns
Yee
@peak bridge Yosh,i have a idea, so firat, does the US Grenadier have AT mine's in his inventory, if yes how bout( if you have enough time for it today and tomorrow) you make a HEDP anti armor round for m203(bcs aparently it can penetrate brdm and btr armor from cca 150m)
fr?
well shit lemme do some research, if what you say is true then US grenadier will have AT
ive been looking for some AT to give the kit that makes sense
shit i might even replace the commander's frag rounds with HEDP
yes HEDP
It should:
https://www.quora.com/How-effective-would-an-M203-grenade-launcher-be-at-knocking-out-WW2-era-tanks-if-you-had-anti-tank-ammo-for-it
Also if you guys need to look how it should for, i think RHS has it (i think) properly simulated
Answer (1 of 4): Well, not much.
The problem lies both in the grenade launcher itself as well as the tank.
The entire point of a tank is the thick metal armour around it. If you want to damage what's inside, you need to penetrate the thick armour first. Using sheer force to achieve the same is ...
Yes ponchovie bebe make it kill all the vehicles 
yeeee
80A and LAV not included?
the HEDP can apparently pen 40mm of armor, so like yea
WAT THE FUCK THERE'S NO WAY
nu uh that's photoshop
50*
BRUH WAT THE FUCK
The BMP-2 has maybe 40mm of effective RHA, (angle taken into account)
I put the LAV at 80mm on the front or some shit
fuck yes im adding HEDP
The forbidden glory hole
- commander gets it as well for his GL
Wait, how i swear to god i saw 5mm of Armor, and it writes 50 even on the MaIn article
im thinking up the damage and lower the blast radius, slap a "rocket launcher" tag on it and call it a day
ballin
imagine
you are in BTR
some dude just yeets a HEDP into the side
half the passengers are dead
imagine the salt omg
it apparently has a small issue of doing damage once inside, so youd need quite a few of em according to quora
now take that with a pile of salt, because it came from an answer to a hypothetical
but for gameplay purposes, it will be as effective as the other offered AT grenades
maybe more because we need to have bias
well there has got to be more concrete sources
yea
i could do more research, but for stuff like this knowing it exists is enough and then i will arbitrarily assign values until it feels good
lets go, 2/4 parts are manufactured in my home state
This is the scuffed shit i do to get "penetration" stats
cuz this penetration stuff does not exist in game
The RHAPenetrationMM is the penetration at 0 degreees
fair nuff
So for the 63mm pen for example you would prob put the Outer Radius to 315 cm
Tweak however you want son
I gotta add a armor display thing for my mod
like in WT
ballin
The LAV is 80mm (no slopes taken into account) on the front
IF you go above 40mm you will damage basically everything short of a LAV from the front
the french AT is 240mm of pen
ye
BRUH
oh
ye
irl i think a lot of the rockets are anywhere from like 200-500mm RHA
so would go through all vics like butter
ye
so yea im gonna tone down the AC58 for the french and the RPG-43 for the saudis and iraqis
irl i think an at4 is like 400 - 450mm or some shit something around that number
no fuck the vehicles
yeah its blast radius tho is 15m in game
aight fuck it
M203 with 5000 mm of pen
wait nvm, i have a better idea
i think for the projectiles you can mess with the falloff
so you can keep the stupid high outer radius
but it won't kill everyone in it idk
tru
Well than thats a GLORIFIED AT instead of Regular at with AT4?
- the vics scale base damage, it ignores the actual radial damage
just jokes, im gonna give em 6 frags and 4 HEDP
plus the normal 5 smokes
2-3 HEDP to kill big vehicles is the goal
Yeah, that be good?
imagine putting a hole in a floating btr with a hedp round and seeing it sink from floogind
๐คฃ
haha
packaging with the HEDP rn
Yey
so the USA commander kit has had their frags taken away and replaced with HEDP rounds, the USA grenadier has had 4 of their frag rounds taken and replaced with HEDP rounds
stats of the HEDP round
guaranteed infantry kill within 5 meters
its live chat
@peak bridge Do you know how to spawn things in apollo?
Like hit home button to get in Apollo or click it in Apollo
Ok this is the "key" i needed to know for function
hold on, i did a fucky wucky and now the frag and HEDP are using the same ammo
uploaded
dope
Nah it didnt, you just you wrong labelling
it did, i just fixed it and uploaded it, but yea i did mess up the labels
But it was supposed to kill BTR on 4 rounds, right?
no, i guess i need to up the damage
Nah i mean the previous HEDP, HE mixed up version?
The "old HEDP" was 2 shot on MTLB and 3-4 kill on BTR and BRDM?
old HEDP is 3 shot on MTLB and cannot kill on heavier vehicles
at least from my testing
now it should be 2 shot for most vehicles and 3 shot for heavier vehicles like the btrs
Weird for me it killed mtlb on 2 rounds and brdm and btr on 3-4 rounds as US Grenadier?
Rear either left side right side or direct "bun"?
i was hitting it from the front with best possible angling for the vehicle
all grenadier/Commander kits with the M79 will ALSO have HEDP rounds
since they can use the same ammo
@peak bridge dude
checked out hedp rounds
cool but OP
mtlb should not be destroyed from 1 hedp round
maybe reduce demage by half?
Can't reduce the damage so that mtlbs are two shot because then they can't consistently kill btrs
234 damage is as low as I can go and mtlb only has 220 helth
I would like mtlbs to be a two shot, but it just ain't happenen
I cant be changin the health for the vics to tweak tgem i. My own mid and everyone elses faction mod
+we got insane player count im not going to kill off the servers
Also why is a hedp round doing rpg levels of damage
Thats what Im talking about
Dude
Thats the point
Small underbarrel grenade should not be as effective as an Antitank grenade like rpg-7 or AT4
and you should not be able to kill a BTR or LAV with this stuff.
You should be able to seriously damage it, but not kill it
@nocturne glen also cumulative jet is effective to damage inner components and people inside
So, maybe, instead of destroying the hull, everything cumulative except AT lauchers should damage engine, ammo, and people inside
Because jet just creates a narrow hole, it doesnt tear off half of the vehicle
@peak bridge @nocturne glen
its a specifically designed BTR killer, and the other anti tank grenades have already been doing this for weeks
but yea i guess i can lower the damage a little bit
4 shot btr under ideal conditions (not from front
American bias
true and real
I get fuck the BTR but like I think ya 4 or maybe even 5 to kill. Depends on the kit. Doesn't the AT grenadier already have an AT4?
Yes they do
Like maybe not every weapon needs to kill a vehicle on it's own. Like the AT4 could be the main AT boi, and the HEDP could be for finishing off already hurt vehicles.
Or some other at laucnchers
But it's up to you
If these grenades are as effective as rpgs
Then its more effective to pick a grenadier instead of AT
thats true, but im kind of trying to make grenadiers be like a shitty LAT kit as well, since i dont like the idea of an extra dedicated AT kit with rockets but i also think more AT weapons need to be available
fair enough
For the sake of balance
does this sound good?
ideal conditions
Server is up, get in here
i was about to say, its been closed for days
My brain Is not working
I rhought it today's post
@peak bridge
Very important
Make it so remote c4 says "the bluetooth device is ready to pair"
anything new for today's playtest?
Not really, just behind the scenes work, and I've been doing school and contract work
When is the tests
should be in 2.5 hours
We are gonna run Co-op until we reach 30 players, then we will run PVP
aight people, lets get into the server
release will happen today
gun run and tutorial map will happen later, likely as a larger update, but i think yall have been waiting long enough
Mod is live yall
go crazy
thank ya
I think we could get it on a LoyalGames server
putting together some screenshots for the mod page as well
ooo yea i should use that with the early access launcher trailer music
Le boron Jamal
Did this happen earlier during play-test?
Waiting for play that without bots.
Is ready?
its public right now
Yooo! Going to reinstall and get playing this!
Question, if the server has Kit Restictions off and anyone can get Squad Leader kit does that mean anyone can spawn Airstikes or no? Is there anyway to disabled them?
yes, and yes (soon), tomorrow or possibly later tonight ill be adding faction variations to disable construction, disable airstrikes, disable mortars, or all three at once. These faction variations will just remove the kit that has the ability (or edit the kit in the case of the SL / commander)
Right ok, well I am looking forward to that, will potentially add once you can disable Airstrikes at least ๐
Also do constructions have a limit? Like if I have kit restrictions off are Squad Leaders able to just spam build as that may cause more lag to the server?
theres a limit to how many build pieces can be in one area due to radios, and then theres a minimum distance between radios
certain kits can build without a radio, but those are linked to the player that owns those build pieces, and pretty heavily limited as well
build pieces also have a despawn timer on them to make sure old build pieces aren't hogging the server's resources
Whats the despawn timer? And does the Radio or AmmoCrate despawn at all?
It takes 20 minutes (but I am working on a system so that if nothing damages or heals a build piece after 10 minutes, it despawns so that it can last longer when in constant use), and the radio and ammo crate are no exception
Ok I see and how does everything take damage? Is it different based on what object it is, do guns damage it, rockets, vehicles?
Only bullets and shovels can damage radios (to avoid people destroying radios they don't know about), but everything else can take damage from all sources. HESCO and sandbag walls have an increased resistance to bullet damage. Vehicles also damage the build pieces as you'd expect
Ok I see
Thanks, sounds awesome! Yea hopefully ill add once those Airstrikes can be disabled, although not sure how well its going to go with not being able to to US VS RU since having RU targets/interests those players in the community since there are a lot of them. But will see nicely done btw
no problem, glad I could answer your questions
Lets fucking gooooooooo It's finally released!!!
Last question, what is the chance of having that one faction variation tonight? If so I will put it up for it to populate by morning with a full server.
pretty high, its a quick addition
the helis really want to hug and attach to each other while on the ground
Aight, late night hotfix coming imminently
Changes:
- Faction variations to disable Airstrikes or Mortars (disabling construction will happen later, busy tonight)
- Fixed ammo bags being picked up even when the owning player didn't have an ammo bag in their inventory (thanks to @vladimirgaming99 for reporting)
- Remote explosives now properly can be detonated when respawning or entering and exiting vehicles (thanks to @hollow linden for reporting)
in case server owners are concerned about performance, they can choose to disable the construction system (and also mines and the custom ammo bags since they also use that system)
but for the default the construction system stays
hotfix is live
care to explain further?
Which wervers are supported or using this mod
currently Loyal Games is running a server with this, and yuppy is interested in starting one
since this is desert storm factions is there going to be attention to detail on the equipment available to each side? iraq im pretty sure didnt have apaches or ka-52s as they were still in testing until the mid 90s ๐ prob more like Mi-24s, Mi-8s and some other non-military stuff like the Bell 214ST https://en.m.wikipedia.org/wiki/File:Iraqi_Model_214ST_SuperTransport_helicopter,_1991.JPEG
Ponchovie does sdk have a default character with no clothes
no
Is the head mesh separate or merged?
best you get is bare arms from the hands to the elbows, and the neck up
If there is enough exposure I will work on turkish forces
Because I can't make those
once vehicles are added to base game, I will be adding historically accurate vehicles, but right now vehicles are only available in #1110291763941355691 and @nocturne glen chooses which vehicles are in that mod
what about?
$10 an hour to pm Mr Chovie
#๐sdk_help is a good place to start, pinned messages, and #1083109217075990681 and #1168634034658750594

