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WARti0k0ne -BG-

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Everything posted by WARti0k0ne -BG-

  1. ...Or just a standalone RCON service tool that include the ban/kick bots etc. advanced RCON/RAT tool do have. WolfRAT for JOps were superb. ...But obviously a configurable inbuild feature is always better.
  2. Switching weapons while in vehicle

    Well it is based in realism in sense that there is tendency to avoid such a imaginary things like hovering tanks and UFOs. It is a game though, not simulator or even a simulator-game, but something that fills the cap between simulator-game and arcade/arena shooter. Kind of like entertaining science show, instead of a theory book about political psychology in 13th century China (which actually might be interesting read).
  3. Animation System Update

    Mutchas gracias for the insights. The artwork looks fluent (as always), but I'm eagerly waiting more refined mechanics.
  4. Switching weapons while in vehicle

    I suppose you do not find such a video. As far as I know the M72(Ax) LAW technical safety protocol basically prohibits to drift around (at least outside the hot zone) with the tube open and ready to shoot as seen in the game. ..But here you can see the inside space of the Havoc, Svarun, Badger, Rosomak/Wolverine or Patria AMV depending country. "Plenty" of space. Ie. here is also picture inside. https://www.armyrecognition.com/us_army_wheeled_and_armoured_vehicle_uk/havoc_apc_8x8_modular_armoured_personnel_carrier_vehicle_technical_data_sheet_specifications_picture.html Naturally this is only one vehicle model.
  5. Capzone height limit.

    What do you mean? The crate can have C-magic implied to it under the hood and properties added (in theory).
  6. Shift+N for a Map zoom out

    There is no reason why not to use the mouse scrollwheel for the zoom in both directions.. In matter of fact if there would be second key besides N it would be already possible to bind the mousescroll for in and out zoom of the map. The following lines added to the INPUT.INI would allow to use Ctrl+mousewheel to zoom, just as you use it for typical web browser (ie. Opera, Firefox). ActionMappings=(ActionName="MapZoomIn",Key=MouseScrollUp,bShift=False,bCtrl=True,bAlt=False,bCmd=False) ActionMappings=(ActionName="MapZoomOut",Key=MouseScrollDown,bShift=False,bCtrl=True,bAlt=False,bCmd=False) As now it only works in one direction, but it is still better than hitting a keyboard.
  7. Switching weapons while in vehicle

    Well considering that you can hide a LAW/RPG to your backpack I wouldn't consider the taking it out (switching) a big deal. Besides typical APC have "plenty" of space, at least so much that you don't need to sit on the lap of your battle buddy.
  8. Vehicular Turret Gunner Controls

    Nice to be right... Now I need only figure out how to monetize these ideas before someone else does. https://pilotonline.com/news/military/local/the-u-s-navy-s-most-advanced-submarines-will-soon/article_5c24eefc-8e70-5c4a-9d82-00d29e052b76.html
  9. key remapping advice

    I only see 1 bumped thread (my old, now partly obsolete thread I need to rewrite) about keymapping and 2½ new topics. Good note about the %localappdata, didn't remember it correctly and tried %user variations.
  10. Capzone height limit.

    Give the FOB a elevation penalty for logistic resupply, so the higher it is from mean surface level of surrounding the more it take exponentially time for resupply it from logistic vehicles.
  11. key remapping advice

    Go to windows CMD (CommandPromt) Type: DIR /a/s c:\squad ...and hit enter.. This can take a while depending how huge your drive is. If not found in C: go your another HDD drives and run the same DIR.. command.
  12. key remapping advice

    Hmm... I have no idea what directory Winblows10 is using if not User, sorry. The appdata-folder do have at least in win7 a hidden attribute. So you need to be able to see the hidden files (somewhere on the windows settings it have been possible to turn on... so far.). Easy route is to use a filemanager like DoubleCommander.
  13. The return of the King (like button)

    Did you notice what I just did.
  14. It is not whole truth. At least for me personally the thing what I wait is not '"content", but "CONTENT" in other words game play (including maps**, game modes, movement, spawn system, stance systems, penalties, etc. etc.) and optimization overhaul. Now most systems are still on early iteration. Personally I wouldn't give less the current stream of content updates, it doesn't matter to me, since the game play aspects are lacking and some major(ish) things have been so since too long time. There have been awfully lot more content creation than gameplay and QoL work done so far. ** ..And maps I mean the layouts and level design, not artwork and space. (Edit.)
  15. key remapping advice

    input.ini is the current file for manual editing. It is on ..\user\[user name]\appdata\local\squad\saved\config\windowsnoeditor\.. It is one of those files that is created on demand, while game is running and player is using in-game keymap configuration page and do make changes. So I suggest you do make some changes inside the game and then go to edit the input.ini. Welcome back!
  16. Turn off enemy vehicles

    How many hours the average army vehicle will idle with a half of the tank of fuel. ...Tens. These "realism" arguments are so moot.
  17. September 2017 Recap

    This were interesting topic in Reddit. Unfortunately these explanatory posts are often buried somewhere.
  18. All about rebinding keys at pre-alpha

    Does anyone have a solution how to hook up the "Turn" function (MouseAxisX) to discrete keys like say O and P. ....Edit .. It seems that DefaultInput.ini is obsolete and now all default bindings is in CookedIniVersion.ini, but I gathering my courage to edit it in fear of EAC ban. @Gatzby Can you ask someone from the team, if it is OK to edit this file at this stage of development. This "need" relates to topic: Sorry Gatzby to disturb, but I did find a solution that doesn't directly involve CookedIniVersion.ini. I'll leave the notification here (as I do not know if it shows up on the list even if it is removed), with this explanation. Sorry for inconvenience!
  19. All about rebinding keys at pre-alpha

    UPDATE 6-10-2017 waiting for rewrite to work with αv9.11 and up. UPDATE 15-3-2016 It seems that new forum software is messed up the code examples in this post, what I see everything is still there, but some longer lines are now split to several lines. Sry, for inconvinience. Corrected now. UPDATE 11-12-2015 I corrected the file locations for steam release v3.2. Tested the procedure introduced already in the last update and what I error corrected this one. Works fluently in my setup now. UPDATE 06-12-2015 UPDATE 27-11-2015 Major rewrite to fit better for Steam integration beginning from SQUAD v3. WIP I will update this when changes come and when I have time. Here is tutorial to change manually keybindings if the ingame configuration menu doesn't work. Basic information: There is file: (For convenience I call this as File1) steamapps\common\squad\squad\config\Defaultinput.ini This files contains all the default keybinding information and is used only when you start the game first time, or after you have manually deleted the file2. (For convenience I call this as File2) C:\Users\<username>\AppData\Local\Squad\Saved\Config\WindowsNoEditor\Input.ini File2 is created at the first time you run the game and after that it is updated with the settings you make in ingame configuration page. It is easier to access to file 1 as it is in your game directory, but since the file2 is in so called "system folder" some windows version will try to stop you to getting there. Please read this link to get information how to access there (it is written for Win10, but the settings page and location have been pretty similar since Windows XP) http://forums.joinsquad.com/topic/3052-troubleshooting-guide/?p=89046 *Note. Keybinding information in this file2 is used instead of the information found in file1 after you start the game first time. The confusing part is that atm in alpha version the so called WASD information can not be found in file2. In this tutorial we will manually copy that data from file1 to file2. 'Note 2: All files in this directory can be deleted see: http://forums.joinsquad.com/topic/3834-rebound-my-use-key-accidentally-can-i-fix-it/ Should not be deleted at this time though. UPDATE: Note! spoiler below is now obsolete information and should NOT be used. I only include it here for educational purposes. *NOTE! Edit these INI-files when game is closed entirely, not just AltTapped and minimized to background! *NOTE2! Use Notepad or similar software to edit these files, NOT Word,Excel,Writer,WordPerfect etc. Key mnemonics / names There is certain confusing logic in different keys and keynames, since some of them are used as characters like " < ", but others like " ~ " are used by english name, this case "Tilde". Best way to find out what mnemonic you should use for certain keyboard key is to go to the ingame configuration page and change random action to the key you want to use and after that go to look the result from input.ini (file 2). Also take a look at next post in this topic for more information. What does the ini-file content mean? One random line from file2 (..or file1) ActionMappings=(ActionName="ChatToAll",Key=J,bShift=False,bCtrl=False,bAlt=False,bCmd=False) One line beginning with string "ActionMappings" contains one action and one keyboard (or input device to be precise) key to do that action. ActionName="ChatToAll" is the name for action Key=J is the key used to do that action and this is what you are mostly editing. *NOTE* It seems that value after "="-character is NOT case sensitive, in other words you can wrote j or J. How to change the basic WASD to fit your needs: At this time of Squad development there is game versions where the ingame configuration page is partly broken so we need to use some manual notepad editing. You need to have access to both ini-files mentioned above (file1 and file2). NOW... Start the squad game once, go to "deploy local" and open the ingame keybinding configuration page. Now the file2 is created if it didn't exist previously. Exit the game entirely. Make a backup copy of files 1 and 2 Open both files (file1 and file2) in Windows Notepad. Search these lines from file1 (notice the plus mark before lines) and copy them to clipboard (Ctrl+C) +AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000) +AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000) +AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000) +AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000) +AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000) +AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000) +AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000) Then in file2 go and find the last line that begins with "ActionMappings= ...". After that PASTE the content of clipboard after the last "ActionMappings= ..." line, the result should look something like: ...... ActionMappings=(ActionName="ToggleView",Key=P,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Walk",Key=LeftAlt,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Zoom",Key=Apostrophe,bShift=False,bCtrl=False,bAlt=False,bCmd=False) +AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000) +AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000) +AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000) +AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000) +AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000) +AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000) +AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)...... Close the file1 (defaultInInput.ini) from notepad as it is not needed for now on, don't save. Now remove the + marks before the "AxisMappings..." lines in file2. The result should look like this. ...... ActionMappings=(ActionName="ToggleView",Key=P,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Walk",Key=LeftAlt,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Zoom",Key=Apostrophe,bShift=False,bCtrl=False,bAlt=False,bCmd=False) AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000) AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000) AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000) AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000) AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000) AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000) AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)...... NOW In file 2 Change following AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000) *NOTE: Forward movement* AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000) *NOTE: Backward movement* *NOTE2: look the minus aka direction in "scale="* AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000) *NOTE: Forward movement for classic "arrows"* AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000) *NOTE: Backward movement AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000) *NOTE: Joystick forward?? AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000) *NOTE: Strafe LEFT AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000) *NOTE: Strafe RIGHT in example to AxisMappings=(AxisName="MoveForward",Key=RightMouseButton,Scale=1.000000) AxisMappings=(AxisName="MoveForward",Key=X,Scale=-1.000000) AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000) AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000) AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000) AxisMappings=(AxisName="MoveRight",Key=D,Scale=-1.000000) AxisMappings=(AxisName="MoveRight",Key=G,Scale=1.000000) Save the file2 in notepad and start the game. Now the custom "WASD" should work in way you wrote it in notepad. You can also safely continue to use ingame configuration pages, including the keybinding page. advanced stuff: After above part (see end of the "basic information") (Key=something) there is this part which enables all kind of fancy stuff to be made. bShift=False,bCtrl=False,bAlt=False,bCmd=False For example lets look for the first part before comma (,). bShift=False "b" stands for boolean data. Shift is the name of action. False is boolean value. There is only two values in boolean those are False and True. (like in binary 0 and 1, where you thought the logic comes from...) This part of the line tells to the game engine that the action key J is used as is. If we change the bShift statement to bShift=True the action "ChatToAll" is activated in game with key combination Shift + J bShift=False/True : is Key=X used with combination of SHIFT to do action Y bCtrl=False/True : is Key=X used with combination of CONTROL to do action Y bAlt=False/True : is Key=X used with combination of ALT(ernative) to do action Y bCmd=False/True : same logic, but I don't know yet what state/action the Cmd stands for. I assume these can be added to make CTRL+ALT+DEL style bindings. Example: Lets take lines that contols voice coms.. ActionMappings=(ActionName="LocalVoice",Key=V,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadRadio",Key=B,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="CommandRadio",Key=G,bShift=False,bCtrl=False,bAlt=False,bCmd=False) They are kind of cumbersome atm to use... What if we change them to... ActionMappings=(ActionName="LocalVoice",Key=SPACEBAR,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadRadio",Key=SPACEBAR,bShift=False,bCtrl=TRUE,bAlt=False,bCmd=False) ActionMappings=(ActionName="CommandRadio",Key=SPACEBAR,bShift=False,bCtrl=False,bAlt=TRUE,bCmd=False) Tada! Now VoiP is controlled with Space and some altering keys To mumble locally use SPACE. To use Squad radio use key combination of CTRL+SPACE. To use Commander level radio use ALT+SPACE (edit. In seems that this do not work atleast on windowed state if game) How are secondary keys made Many games have option to use many separated keys to do same action the SQD pre-alpha seems not to be exception. Both INI-files handle the 2ndary keys at the same way. The way is to add two or more lines of same "actionname=XXXX" to INI-files. Like if we do want to use both O and V for local voice (local VOIP) we can duplicate the proper line in ini-file (file2) and modify the key on the another. Example like this. ActionMappings=(ActionName="LocalVoice",Key=V,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="LocalVoice",Key=O,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
  20. Move right key binding

    @beginnaI think OP is after command "Turn Right" not move or lean right??? Edit: If OP is after "Turn Left and Right" from keyboard (as used to be case in 90s, before invention of mouse control ) This can be archieved by adding these two lines to the input.ini AxisMappings=(AxisName="Turn",Key=I,Scale=-1.000000) AxisMappings=(AxisName="Turn",Key=O,Scale=1.000000) Where keys I and O can be changed to anything that is usable in keyboard ie. W&A or 1&2 etc. There is a list of used key names on my old topic (link on the spoiler below). The turn speed is most probably controlled by the Scale factor.
  21. September 2017 Recap

    @Gatzby Thanks for those reddit links. It have been a pretty hard to follow where SQD is going as that sort of more technical information, while exist, is littered to several communication platforms, most of them more unstructured than forums.
  22. Construction tools

  23. Choosing ammo type (bullets)

    This did work exceptionally well in Joint Ops: Escalation back in 2004, since you needed to choose between body armor and extra weaponry (mines, AT, Parachute, Satchels etc.). In the same time I really worry how ****ed up factions we end up, if NATO factions have all optics and body armor and advanced heavy vehicular weaponry and Insurgent/opfor factions have slingshots, t-shirts and bicycles.
  24. Any ETA on V10?

    Wild rumour is that V10 is actually Beta 1.0
  25. Squad_JO [game play modification]

    Oh, really nice. Thumbs up. I have had AAS "Classic" mod in my mind since the SDK have been around, but it is still in level of "some day" mostly because there is still no way to test a such mod atm. (Who could have guessed the alpha phase do take 2+ years.) Not as radical than your conversion though, but fixing some of the issues of (P)AASv2 or what ever the current implementation should be called.