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About LaughingJack

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  1. 1st time making a fun Russian montage enjoy!

    that music is nuts!
  2. Squad_JO [game play modification]

    Hey @Dimmie, thanks for the interest mate. Yeah, i'm still working on it; it's a labour of love ... also, learning how to UE4 along the way Lately, RL's been getting in the way as well.
  3. SDKv12: AAS not working

    1. not sure - interesting though. 2. yep. previously working map and AAS setup thanks mate, much appreciated. and i will drop that report as well. cheers!
  4. SDKv12: AAS not working

    @Gatzby: ahoy there mate, i'm still having issues with this, dunno what to do: So i tried to load Kohat, to see if AAS is broken for me in there as well, and this happened > As you can see i gave up even trying to load it to find out. i have replaced all the SQCaptureZones's and the SQAASLattice - still cannot find the SQAASCaptureZone(Component) to add to the Main bases. AAS is still not working for me and i don't know why. Given the other issues i appear to be having (in the other thread above), could someone please advise me weather i should reinstall the SDK from scratch, or if there is actually a way to Verify the install (given this is not an option in the launcher any more). cheers!
  5. SDKv12: Vehicle Spawner:

    HI all, I've been having "fun" with the Vehicle Spawner lately. My hope was to modify it to enable spawning more than one vehicle at a time and to add an Allowance to limit the total number of spawned vehicles, of the Spawner - and i think i'm close to making it work. Thanks to @wasti for putting me on to needing a "Tracked Vehicle" array, specifically - i think (HA! LOL!) i've set things up correctly but still have a few nagging doubts. Below are the EventGraph and SetCanSpawn, from inside the VehicleSpawner (i've left CheckCanSpawn alone atm), and things highlighted in the pics are things i have added. EVENT GRAPH > To count, Add / Remove Spawned or Destroyed Vehicles from the Make Array. The GATE because i needed to drive the REMOVE (to pass on OnVehicleDestroyed EXE). The ARRAY to hold a count of currently spawned Tracked Vehicles. REMOVE Tracked Vehicle, via OnVehicleDestroyed EXE. LAST INDEX = total number spawned. ADD Tracked Vehicle (from the SET), and driven by the (last spawned) ?IsValid EXE. (* just realised i have to re-route ADD's out EXE) SET Total Spawned Vehicles, driven by both ADD and REMOVE EXE's. SET CAN SPAWN > Thought this might be a good place to stitch-in - the only place i could think of to definitively break "Can Spawn". 1. Decides if the Allowance has been met or not by the Total Spawned Vehicles value being less than the Allowance value <true/false>. 2. Checks to see if any previously spawned vehicle(of class) is still sitting inside the Spawn Zone (ie; not taken yet) <true/false>. If Allowance = False, then the EXE will stop - if True will pass on. *just realised i need a link to the Set Can Spawn from Allowance=False, i think (or it won't fire?) If Spawn Zone = False, then it will Set Can Spawn to False *(what Allowance should also do) If both 1 & 2 are True then the Set Can Spawn will be driven and set to True, as per normally. I've looked at this now a number of times and can't find anything wrong with it (compiles fine ...) but i'm an amateur n00b at this stuff, at best. I'm too tired to test it tonight, so if anyone sees anything i've done drastically wrong or won't work (or possibly call up things from the vasty deep...), please let me know - still not sure how/if the array will work or not ... Cheers!
  6. Smoother/faster editor experience - hardware?

    @Keebler750: i had task manager up whilst trying to load a stock map (Kohat - trying to work out why AAS is broken for me). i usually don't expand processes but decided that because i had unexplained memory usage ... ive got video of the cpu usage cycling up and down from 100 to the low teens - it's really weird. also shows the extra ram usage i couldn't explain - (the 11,968,4..(12'ish GB!)) , and also the shader compilers. the above pic is 'normal' (for this loading), except the cpu usage fluctuation, oc. just checked whilst typing this: loading finished at about the 30 minute mark. also getting the odd alarm buzzer sounding (not sure what it is though - no obvious cause). about 15 minutes into Distance Field Mesh calculating now (using 14GBram) - 60-odd done, 300 to go ... EDIT> i gave up about 10 minutes later after the alarm sounded again, and ended the process.
  7. cheers @Dubs, thanks for the info
  8. i is slow, but that look like rocket launcher, not flame thrower....
  9. Why I dont want Helicopters

    1. i believe the "rush" is a natural consequence that nobody will be able to stop, in any game that is objective based, has the entire team spawn in one (general) area and, most importantly, demands that they get to the first objective as soon as possible. i don't believe it is entirely related to game modes of a serial/linear nature - in fact from what i've seen from the early days in Squad i can say without hesitation that the field-of-neutral-caps is what caused the meta to even be a thing in the first place - the whole "rush to block the enemy at it's own gates" kinda thing. but "rushing" has been discussed numerous time in here, to no end. 2. yes it is and is indeed not so simple, but still what most peeps will do anyway because their alternatives are thin. for example: you can bombard the cap with Mortars (no need for the mortar boys to rush in) or lob shells in there using tanks (they prolly don't need to rush either) - however what does the rest of the team do apart from stand around twiddling their thumbs whilst only a small part of the team is doing area denial - of course they mount up or start running for the cap as fast as possible (ie: rush (or hurry?)) - there are alternatives but only for a few; the rest of us have to hurry (asap) in to do area denial now to Fog-Of-War: how can fog of war really work well when you can deduce where the enemy is, reliant on peeps and SL's spotting and making enemies known to the rest of the squad and team of course. it would take only a couple of peeps scouting around to quickly find the enemies current location(s) and thus the most likely location of the next cap. did someone say helicopters? they should be a thing and will be. there are already counters for them in the game and they are (will be?) pretty delicate flowers. i really don't understand why peeps would think they will be too-much for Squad.
  10. Devyx Feedback

    an Encumbrance system would be nice, and realistic - missed it in games since the JO days. Customisation <should be removed form all team-based objective games (imo)>- probably not what you are thinking of but here goes; customisation of Load-out only, would be frikn awesome and of course would naturally be tied to an encumbrance system. now when i say customisation of Load-Out, i mean Load-Out selection from a list of pre-defined standardised weapons (and Items) suitable for the game and it's intended style and play, but no swapping of items on weapons, or uniforms or colour stuffs. so a choice of 2-3 M4's with different sights (as currently iirc), or choose to wear body armour(or not), how many nades of what type you actually want to carry - those sorts of things. so you can select different per-slot and effect your Encumbrance, but have no control over 'micro' customisation of the Items themselves.
  11. Remake

    Kutu Arms Market
  12. Engin crash

    hi Redmenace. is this the first ever time? some PC specs would be most helpful to anyone trying to troubleshoot your issues
  13. Forests

    ah Warti', nice screenie for reference -so lushness - is that a climbable tree in front of you? damn i wish we could still play JO - now where did i leave my MP5-s... to the OP: i also wish i could lather on the foilages to a realistic level, but when i do the frames don't like it at all (grass is the worst), and that's just me running around my map in the SDK, not served pub game and apparently that matters
  14. Bunch of things I can't find the answers to.

    re: 11/ Bleedable Thresholds: desired logic: > take damage until zero Health > go Incap > then either: Revive to full Health, before Death, .......................OR, not get revived and Death after time/bleed = force re-spawn (or choose to). so, no bleeding or bandaging, and no wounded health-loss unless incapacitated and then only as a "timer" for the medics, to revive. i have made changes as per pic: so, would it work? because i have no idea how i can otherwise test/tell if it does. also: 1. what happened to the Heal-To-Revive switch? i was thinking of turning it off - is it not used any more? thanks in advance