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About Bruce_Willis

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  1. [WIP] Chity Wok [Vanilla]

    Name: Chity Wok Start Date: 8/21/2017 Location: No-Landscape | City | Free-hand Size: 2km Teams: Rus and Tal (Undecided) Gameplay: A close quarters map with limited to no vehicles for smaller servers. To take advantage of the urban setting and create a atmosphere where you want to constantly stay alert from all angles and every corner. Download link: [Unreleased/WIP] Description: I wanted to play a heavily cluttered yet maneuverable on foot city map. Something where close quarters are much more likely or even to pop up next to a enemy without knowing. The map was not intended with realism to a real city however I don't want it to look like a cartoon either. By adding models in that give every turn and cranny character and detail should just as well distract the eyes as they already should be. The buildings are slowly being converted into 4 points with a maximum of 3 levels high. Right now I want to finish the first two halves where the bridge divides on both sides of city. There will be 2 more halves on the left side added eventually for 4 quadrants. The lighting and fog are meant to be dusk like as to limit your visibility but not hinder gameplay, enough to be atmospheric. I can only go so big before performance starts to tank with materials I have to work with. Minimap: Last Update 8/22/17 Screenshots/Media: Last Update 8/22/17 1-Story Restaurant 2-Story Building 1 View 1 2-Story Building 1 View 2 Bus Station/Overpass Bus Station
  2. Insurgency devs view Squad as competitive threat.

    Ive spent over 1000+ hours in INS and there is no competition. I'm pretty sure because INS:Sandstorm is around the corner they are milking the snake. The fact that a game that old is still thriving is pretty amazing. Between Arma 3, Squad, and Insurgency.. They all are there own category of fps mil-sim shooters. As well if anything needs proper comparison its arma 3 vs. squad and we all know arma 3 still wins. Once Insurgency:Sandstorm releases prolly end this year I would suspect since the official announce we will see, till then Insurgency will always be a small-scale, 32 player max fps arena mil-sim.. This argument = fluff. Don't fluff.
  3. Blueprints>AI>BotSpawn

    Pretty new here to blueprinting. I am trying to make BotSpawns for Attack/Defend Points but I am having some issues. I see The Squad Modding Kit came with AI Blueprints. I found one in Blueprints folder > a folder called AI. Anyhow I see there is already a bunch of stuff made. My question is how do I assign already made "BotSpawn" WITH a class/weapon. They spawn in reactive and chasing me, which is a good start to make sure they are already functional but they have no weapons. The botspawn it comes with is a single TAL guy that when I open blueprint the settings has two things that ask what type of weapon? I put in AK47 but nothing happens after compile>save. If any devs know, also, how much of the AI Blueprints that came with Unreal Engine The Squad kit was finished/works as named?
  4. References

    A resource for taking certain existing real-world geography locations/measurements and how to import that terrain into UE4 i found recently. I had no idea you could do this with UE4:
  5. Bot mode

    I would be interested thoroughly in making a cooperative or even *as gamemodes are*, throw in bots. I understand from reading up this game uses UE4 Engine to mod. The blueprint system will let you or anyone else with the time and patience to build AI for or against players or just run aloof(Civilians). It would be nice to see a few things, although who knows how serious i am with minimal UE4 modding, mostly just map making expierence and some import and exporting models here and there. IT CAN BE DONE! There are tons and tons of resources available to get you started on AI. Now how does one implement this server side for example i have no information regarding that since there is no steam workshop im seeing using wokshop ID's for easy import export serverside. Then again i don't own a server. Blah blah blah... i will look into it. The tactical shooters i play(Arma 3, Insurgency) have bots with custom values edited within the fluctuating AI. I dont know how else to say that... Making a custom cooperative game mode for players vs custom bots is a whole nother thing i dont have the time or resource to make with the bot ai and interwoven blah blah.