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LaughingJack

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Everything posted by LaughingJack

  1. The Wrench -- February 2019

    Aussie faction = w00t!!
  2. 1st time making a fun Russian montage enjoy!

    that music is nuts!
  3. 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.
  4. 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: As of yet there is none apart from my Assets and Maps - 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/ 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 Update posts. I am in the process of creating numerous easily recognised assets from the original Joint Ops game including; Maps(numerous), Statics (numerous), Vehicles (one or two), weapons (MP5-S at least) 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
  5. 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!
  6. SDKv12: AAS not working

    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
  7. 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!
  8. 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!
  9. 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.
  10. cheers @Dubs, thanks for the info
  11. i is slow, but that look like rocket launcher, not flame thrower....
  12. 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.
  13. 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.
  14. Remake

    Kutu Arms Market
  15. Engin crash

    hi Redmenace. is this the first ever time? some PC specs would be most helpful to anyone trying to troubleshoot your issues
  16. 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
  17. 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
  18. The following is a bunch of things that have me totally stumped ** new things added ** Tickets earned for taking Flags: thinking of using "tickets" for total number of Caps taken (score). FIXED. 1/ "penalty for this flag" means Any flag in the Lattice? - i assume yes? even though, "this"..? 2/ penalty is +1 for taken as well as -1 for lost? < still can't find out how to "earn" a ticket for taking a Cap. the enemy can loose them ok, so something's working. i have been able to remove ticket "loss" from just about everything else, so what i see appears to only relate to Cap loss and nothing else. Spawn Points: 3/ can't find how to change ownership of a spawn point. 4/ can't find how to enable/disable a spawn point. - is it possible to 'pause' the flag tick rate to "halt" the flag's progression? i'd like just Enable/Disable tbh. < going try doing it by controlling the Spawn Point Component Active state. 5/ can you 'clear' the team's spawn queue? - or does this happen automatically on change of ownership of the spawn point? < found via Spawn Queue Component. 6/ how to stop Neutral spawns from being used until owned? Ammo Crates: 7/ unlike spawns, setting ammo crates to Neutral does not allow any Team to access them. is there a way to make both teams able to access the same ammo crates? Capture Zones: FIXED 8/ can't find how to allow players in vehicles and emplacements to count toward zone capturing. - particularly emplacements, as they are defending the Cap and should count. < thanks to @wasti for showing me the Driver Seat Config for vehicles. cheers! Character Movement: "Default Soldier" v. "Team Info Class Soldier" Now MUTABLE soldier - FIXED (kinda ) 9/ why is there both? - the Class 'inherits' (is overridden by) the Default Soldier, right? < so i now know that the BP_Soldier (default) over rides the Team Info Class soldier. 10/ the Default Soldier pawn BP breaks after being copied - can you not copy just the Soldier BP? or is more required? < now have a re-named copy that works - dunno why it broke previously. so i can now modify the Copy i made and have things work as i want without needing to modify all the 'soldiers'. w00t! - and i think i also know now "why both?". Bleedable Thresholds: 11/ Health and Damage: can they be disabled? - the settings cannot be changed (enough), i'd like to turn them both off. Vehicle Spawner: NEW 12/ Vehicle Spawner: details below > http://forums.joinsquad.com/topic/30527-bunch-of-things-i-cant-find-the-answers-to/?do=findComment&comment=342387 Any answers to any of this would be greatly appreciated
  19. Bunch of things I can't find the answers to.

    soz. dbl post
  20. Bunch of things I can't find the answers to.

    re: 7/ Ammo Crate. still looking for a way to use both Teams InteractUI pointers on one object - also have no idea how the 'look at' thing works, to allow access to the ammo crate. so far i have a US and INS ammocrate butted together and then Grouped (to make the "armoury") for placement, so that each Team has each side to access from - it works fine if you know which side to look at, at a glance, bit it's not ideal by any stretch - really want a single object. now for a new one Vehicle Spawner: inside this there is a variable called "Tracked Vehicle". i assume this some kind of tracking of the vehicle to tell the spawner when that vehicle has been destroyed? and does not control anything else? am i right? - an explanation of it and what it does would be very helpful. > i may need an Array of Tracked Vehicles instead of just 'vehicles'. because i'm changing the spawner from single to multiple vehicles i don't think i will need any of the re-spawn logic or the 'tracking' or the re-spawn timer. i'm using a volume to check the spawn is clear and an array of spawned vehicles to check the allowance limit, keeping the spawn delay timer and adding ADD (spawned) and REMOVE (destroyed) for the array, but beyond that i don't think i need anything else. the logic being: spawn clear + under allowance = SpawnActor. so it will spawn until allowance met. so, if it works: i should spawning vehicles until i can't any more and waiting for them to die - now the question is: when "vehicle destroyed", what happens to the entry in the allowance array? is it removed automatically when the vehicle dies? or do i still need to explicitly remove it? (ie: do i even need the remove-from-array bit?) cheers!
  21. SDKv12: AAS not working

    i will try that, thanks mate tho the last time something like this happened i just "verified" the SDK a few times and fixed it but alas that button is now gone. i was actually surprised how little of mine got broken this update.
  22. Smoother/faster editor experience - hardware?

    yeah, i walk away and make a cuppa most times it happens - which is not 'often' and usually related to particular files as I've described above, but is highly annoying none the less - but don't get put off too much; maps i've made dont take anywhere near as long to load, albeit they are smaller in both size and asset load. re-compiling of Shaders when mapping (foliage work, etc.) can be a bit annoying but aside from that it runs very well.
  23. Smoother/faster editor experience - hardware?

    this is interesting, i don't know what i'm doing wrong either. post-V12 SDK update i had it using all of my 8GB of ram - opening anything crashed the editor - which is sub-optimal. so, i go buy myself 32GB ram - wtf, its xmas, buy meself a pressie! install the 32gb, and i get this: _______ QUOTE:"Glad i went all the way to 32GB, instead of just upping to 16GB. Nothing opened: Very basic map loaded: not really sure what it needs all those 17 GB for. " ______ now, second time i loaded it up it used only about 8'ish ?!<shakes-fist> last time i loaded it it was sucking down 23+GB !!!!??? and yes, loading of "stock" maps seems to take forever. the first-time-after-starting-SDK load of any map or asset takes way longer than it should. for some reason compiling MutableSoldier takes 2-3 minutes (tho i think it's to do with needing to recompile 60+ child BP's each time as well, so, there's that) oh, and the fact that the SDK uses 107+GB of disk space - didn't know about this one till i started running low on disk space
  24. What makes a good map?

    for a map based-on/using a real location: use real terrain (USGS) use satellite/google-maps for painting/placement of pretty much everything else (terrain layers, foliage, roads, buildings, etc.). use location photos: for what the landscape and foliage actually look like, for what buildings look like and any incidental/clutter. role-play in your head different scenarios, that use those real locations/areas on your chosen terrain, in a realistic way, to help you find the places of interest that can be used as Capture Points, etc. ps: micro-editing of terrain - for adding detail - can be extremely tedious and half the time not come out how you might want it to.
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