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LaughingJack

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Everything posted by LaughingJack

  1. SDK: Vehicle Spawner:

    so, after no reply, i have eventually found that the new parts have replaced the old parts. As far as i can see this now means i will have to work on the vehicles themselves for the Abandon Function - requiring access to the parent classes for them. So unlesss we get this access i have no idea how to do this, at this point in time. Not giving up entirely yet, tho.
  2. SDK: 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!
  3. Function: Day/Night cycle - via Timeline

    update to this. The cycle works well but is a little stuttery as it's firing every frame (i think). So i'm going to investigate running the tick for this at a slower pace - maybe 1 second or maybe 1 minute, not sure yet. That way there maybe some small shift each time it updates but the shimmeries will hopefully go away. I also have no idea whatsoever on the impact of this on the general performance, though.
  4. FIXED: this is now my Day/Night cycle thread - see below. Hi All, I'm having trouble making a SetPlayRate function from a Timeline. All the info i've seen so far says that all you have to do is drag the Timeline Component into the event graph, and make a Set PlayRate off of it. When i drag the Component in i end up with it wanting to make a basic "Set", not a node from which to add the SetPlayRate, I've even tried typing in set play rate whilst pulling off the link but it does not find any such function ie: it turns the Timeline Component node into the Set node - i should end up with a Timeline Target node from which i can create the SetPlayRate from. So, does SetPlayRate exist in the SDK? or am missing something/doing it wrong? < yeah, i need to GET before i can SET Any help much appreciated Cheers! .LJ
  5. The Wrench, September 2019

    great work everyone!!
  6. Squad_JO [game play modification]

    UPDATE: 18/09/19: stuff done: (current SDK version 14) - Soldiers: Mutable soldier&children, modified Movement speed, removal of Stamina, removal of Sprint, removal of Bandage function. - Teams: multi-faction teams, modified roles & loadouts, related UI stuff. - Gamemode: using the standard AAS_Gamemode(modified), default soldier, remove claiming & related, mod kill-death ruleset, mod scoring ruleset, remove Logistics ruleset. and other stufffs. - Weapons: ADS zoom fixed to max of Focus. Focus essentially disabled. < actually i still have to copy all the weapons i need and mod them. - Tickets: counting the total number of Caps owned, only. - Armoury: 'global usage' ammocrate, related UI stuff. - HUD menu-rose: removal of all un-needed options (build. HAB & marking of. - those sorts of things). - Night-Day cycle: finished at this point. < tho i'm gunna experiment with the tickrate of it - running 'ontick' looks weird and stutterey. - PSP: Cap with Spawn < nearly completed, see post above ^ uther stuffs: working on. - working on a Vehicle Allowance function, < abandoned indefinitely at this stage. - Vehicle Abandon Function: add abandon timer function to vehicles. < still in progress; would be really handy to have access to the vehicle parent classes - Vehicle mouse steering: < still in progress; would be really handy to have access to the vehicle parent classes. - Weapons: supressed SMG - Climbable: tree(s).
  7. Squad_JO. UPDATED: 11/01/18. see latest post. This is a proposed Game-Play modification for Squad, of the epic Novalogic 2004 game Joint Operations:Typhoon Rising (JO, JointOps). I aim to copy, as closely as I can, the game-play and feel of JO. This will be a free, not-for-profit mod - I am doing this for my personal love of JO, for the community in general, and "to see if I can". The end result will be entirely dependant on what things OWI allow us to tinker with after the SDK is finalised (release-finalised), and will also be dependant on the changes that occur in Squad over time as things are modified, added or removed from the base game itself. The mod will aim to recreate the classic and original AAS game-play style of JO and will mostly use Squad assets and elements, with some additional things added and some things removed or disabled from the base game. The mod will never, ever, incorporate Unlocks, Ranking or Achievements of any kind. <*> Rough Outline (wishlist): The mod will offer a slightly faster paced and open game play style with less of the RPG overhead that Squad requires from players. - It will retain the squad grouping system and all comm's as they stand. - I intend to remove (unless unable to) the Ticket, Stamina, Sprint, Claim, Deployable and Logistic systems/functions. - FOBs, HABs and Rally Points will be removed as they do not fit a purely AAS style and will thus be redundant. - The medic system will be mostly unmodified but bleed will be removed (unless unable to). Damage taken reduces hit-points, falling damage reduces hit-points. loosing all hit-points will cause Incap (revivable), unless sustained from a high fall, head-shot, knifing or being run over - these last will cause Death (requiring re-spawn). - There will be less Squad screen-candy (helpers) and the command rose will be greatly reduced depending on what functions are actually needed for the mod, although I will be adding some other screen-candy from JO. Media: see relevant modding threads > http://forums.joinsquad.com/topic/28961-assets-jointoperations-themed/ & http://forums.joinsquad.com/topic/28867-wip-dormant-volcano-isle-vanilla-jo_mod/ http://forums.joinsquad.com/topic/30540-wip-black-rock-beach-vanilla-jo_mod/ My Squad Modding YouTubez channel> Recruitment: None at this point in time, but I'll most likely have to put the word out for specialist help with some things eventually. <*> Current Progress: See latest Update post. I am in the process of creating numerous easily recognised assets from the original Joint Ops game including; Maps(numerous a few), Statics (numerous), Vehicles (one or two), weapons (MP5-S at least, hopefully) and game play and UI elements - these can be found (or eventually will be) in my threads in the modding forum (links above). This process will take some time to achieve as I am the only person working on this mod, by choice at this point, but will be spending most of my spare time outside of work and life-in-general on it. I do not wish to have to ask anyone else for help at this point in time as I think most of the things I need to get done I can probably do myself, however there may be some things such as rigging a vehicle/weapon or more difficult BP_'ing/scripting stuff, that I might have to call out for help on. <*> Finally, Thanks * infinity to OWI for providing such unheard-of access to their game and for encouraging us all to have a go. I know there is a lot of things that I have mentioned above that I am going to (hopefully) butcher from the basic Squad game and I do hope the Devs don't chuck-a-hearty over it, but they have opened the door of opportunity for me to "see if I can", and I do fervently hope to be able to re-create a resemblance to my all-time favourite game. GG's from .LJ
  8. Squad_JO [game play modification]

    UPDATE: 18/09/19: CaptureZone with attached SpawnPoint (PSP) Have now got a working PSP on the Cap with: 1. Switching ownership between teams. 2. Being enabled by the capture percentage. 3. Counting Friendlies v Enemies and outputting their total count to the screen. ie: if you own the cap 100% you can spawn; if less than 100% your spawn will be disabled, until you 100% own the cap again ... or loose the cap entirely, of course still to do: 1. perimeter map icon and scaling of it to suit cap perimeter size(s) - would be nice if this was adjustable too. 1.1 'alert' (under attack) flashing state for perimeter. 2. Weight Of Numbers to effect changes to the flag capture tick rate.
  9. Squad_JO [game play modification]

    ah yeah, forgot about those - the drivable armoury there was also a mobile PSP, iirc it was some kind of de-turreted BMP. like you said though, hardly ever seen. the tubenaders were our biggest annoyance, to the point it was outlawed on at least one server we played on regularly. the snipers, we just flanked'n'shanked those n00bs
  10. New Squad Videos 2019

    very funny loving the music snippets and stuff. well done.
  11. Removed

    from your Youtube: " This is my Fan Made Cinematic For Squad: Alpha 16 " adding some cinematics (that i didn't even notice) and that ridiculously over-produced same-same push-button chick music (which unfortunately i did have to hear) does not make this in any way "fan made" or "work" or "yours". you have, for the second time now, plagiarised 100% somebody elses work and are claiming the credit and kudos for yourself and i for one don't swallow you excuses. you are not sharing anything, you are stealing, no matter how you would like to protray that unto the rest of the community.
  12. Can u guys add auto-run ?

    i'd prefer a client-side setting for 'always run', which in Squad would really mean 'always sprint', ie: lock the sprint function ON. because of course, in Squad you are always running/jogging, it's the default movement (ground) speed, from which you can then sprint. - Default run/jog (max ground) speed is about 4-5 m/s. - Sprint is 1.8x max gnd spd. - Walk is 0.6x max gnd spd. (*current SDK version.)
  13. Squad Classic

    what Chance' said ^ seriously, not hard to do.
  14. Is it likely we'll get the humvee's back?

    in the last Ghost Recon (wildlands?) all the vehicles in that were hybrid designs meant to look like common brands/models and had hybrid names as well - i think they dodged legalities that way. maybe Squad devs or a modder could "modify" the current hummer so it's not-a-copy and give it a made up name, like "bummer" or "Homer".
  15. Gameplay Chaos (FOB's)

    Squad's AAS implimentation has been a broken toy from day one.
  16. Insta-Death?

    I agree, there should be ... it would be nice to have insta-death (non-revivable) for: 1. Headshot, from any calibre. 2. Knife, any hit. 3. Expolsion, if within the central high damage zone. 4. Vehicle, being hit by or exiting, at 'speed'. how about make that timer only about 10-15 seconds? after all we're talking serious trauma if we're skirting 'insta-death' as an aside, i don't think Medics should be able to 'heal thyself'.
  17. CAF Patch and Alpha 16 Status

    in JO we just swapped into the dead pilots' seat and took over. simples!
  18. SDK: AAS not working (FIXED - new method v12+)

    i checked this today and it works for me. ie: have 00-main, 01-alpha, etc., then removed the "01-" from Alpha and it still works, design links update fine as well. going by this i believe the numbering is for convenience only.
  19. FIXED, we think. See later posts below for direction using the new method. Hi all, So after updating to V12 my test-map AAS setup does not work anymore. I can't find the SQAASCaptureZone component anywhere - am i missing it? or has it been replaced, along with the old AAS stuff (coz RAAS?)? with the new updated EPIC launcher there is now no "verify" option either. thanks in advance
  20. Abandonded Vehicle Alert for Commander

    i was thinking about this today and came to the conclusion that Squad may not need a Commander role. my idea is this: One 3-man squad of 1xSL and 1-2xDMR (or roles with bino's) that call themselves Command/Intel squad. That SL can sit back, send out his DMR "scouts" to report to him and then he can do all the map marking and comms to the other SL's. could this achieve the same ends without needing to add the whole Commander role and associated stuffs to the game? just a thought
  21. Abandonded Vehicle Alert for Commander

    heheh, this would also make the vehicles even more valuable, as an asset to keep safe, yes?
  22. 100 vs 100?

    yeah, so that Spatial GDK thing appears to be basically a server farm for gaming, as far as i can tell from that link - aside from other little things it can do. my first comment was going to be; server power will help. the over-riding issue is that the engine is single-threaded, unless i'm mistaken (meaning the overiding bottleneck, at it's most basic level, is in fact the engine itself, hence this GDK thing to fix the lack of foresight from Epic). most times the problem of server performance comes up; the issue of cost to upgrade/replace the server is always going to dictate how much you can upgrade - this is for rental as well as owned. so the spatial thing is now offering a service that will inevitably cost a substantial amount more than a single server service. i'd rather see the engine get a multi-thread update tbh - would fix things and more readily enable higher player counts per game instance, on existing servers. in the old days (2004) JointOps started with 50v50 (100 player). when it's expansion, Escalation, come out the count was upped to 150 players (iirc) due to small improvement in code but mostly due to better servers. the final expansions (by the community) popped it up to 200+ players per server and was used as such for international tournies for a number of years.
  23. Squad_JO [game play modification]

    just posted Part 2, above.
  24. Squad_JO [game play modification]

    UPDATE: 02/09/19: hey guys. thanks @Dimmie, much appreciate the support! here's a vid update of my progress so far. i'm gunna do another soon with some detail on the changes i've made to the soldiers and the armoury. ... here> cheers!
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