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Everything posted by LaughingJack

  1. Independence Day: Resurgence

    the original was bad enough
  2. FONT's the real enemy

    actually quite interesting Smee - good post. all hail Calibri !!
  3. Vehicle damage smoke cripples crew visibility

    agreed - ridiculous idea. and should be addressed where/when/if possible - because they will/can be a real thing for some peeps, however ... yeppers!
  4. Anti-material rifle

    hella yeah!!! (extra exclamation marks for good measure) - you just reminded me how much satisfaction was to be had by doing that. not sure why we'd need an AM role, tbh. there's so much available to use as AM already in the game, why have such a specific and limited role? ps: i don't agree with Crewman roles either, i think it's silly ... unrequired, when any peep can play Driver no matter what thier Role/Kit is without issue.
  5. What is Squad? Director's Cut

  6. The Wrench, March 2019

    so awesome to see an Aussie mod coming along - great work guys! i'm liking the lil'bird mod too. nice!
  7. Custom Heightmaps

    im liking the Topo stuff @Zylfrax791 i been thinking of using some photos i took in black&white, of clouds, as "dems"
  8. Body Armor

    i'm for body armour as long as .... going out on a limb here 'cause only one game i've ever played that had body armour (that was obvious/option in loadout) was JointOps and it worked very well due to it having weight, within an encumbrance system that included all weapons, ammo and items/accesssories. (IMO): The simplest way to introduce Body Armour into ANY game - tie it to encumbrance. give it weight, make it affect you as well as providing you a bullet-sponge. - you might be packing BA but you'll run a bit slower, so .... OC we'd need an encumbrance system first ... and loadout modification/selection.
  9. Helicopters and Jets

    if it's not already been mentioned before here; IMO, A10's would be far more suitable option with restricted enviroments such as in Squad, than higher speed turbojet based aircraft (A10 being turbofan). My reasoning: The A10 was designed for pretty much exactly the scenario(s) that (can) occur in Squad: 1. short-range stand-off (can call in very fast) - the ability to fly quite slowly, behind "nearby" terrain if need be, but also get going real quick when needed (well fast enough for Squad). 2. very nimble and highly manourverable - should be plenty happy within the confines of a Squad map. 3. armed for anti-tank and area-denial - either or both would be perfect for Squad; killing tanks (AT) and such - not dubbed the 'Tank Killer' for nothing - as well as giving troops wot-for on the ground (AD). My thoughts on combatting the A10: 1. they are relatively slow aircraft anyway due to being driven by turbofans instead of turbojets - i'll say it now; they'll be ordinance magnets as soon as they stick their heads out in the open (just like the choppers (which iv'e said before)) - landing rounds on them will be relatively easy, by pretty much anyone on the ground. 2. their low speed manuoverability - this will inevitably cause the pilot to expend more effort and concerntration on flying at low speed which will distract them from other stuff like projectiles coming their way. 3. exposed under-wing ordinance - surely the devs could take advantage of this as localised damage/destruction - some bomb/rocket gets damaged and pops under the wing (even if they don't do this IRL)) - takes out the wing/control-surface and the pilot has to bail or limp home. i get the impression from what iv'e read herein that peeps (generalisation oc) seem to think that the only jets we could ever consider/have in Squad must be high speed strike aircraft that need 10's of km's to work in because they have to rip along at just under the speed of sound. i would guess at the A10 could have a stall of about 100-150kph and top out at say 300kph, yes/no? seems reasonable considering it's RL abilities? a tubojet, in comparison would probably have a stall of at least 300kph (just a guess) - at the end of the day an A10 will look so much sweeter, and realistic, flying slowly than any high-speed strike/bomb aircraft - the f35's or woteva they were in BF3(?) were completely ridiculous and looked as such, so don't come back at me with "but vtol/stol!?", {caveat} vtol/stol - ok, use them, but make the pilots have to manually control thrust vectoring - auto-vectoring (and auto-hover, in helos) will make it way too arcadey - now, if you like that idea, we can then consider those big helo-plane things (soz, brain failure on name) with the enormous vectoring prop bits.
  10. The Wrench -- February 2019

    Aussie faction = w00t!!
  11. 1st time making a fun Russian montage enjoy!

    that music is nuts!
  12. 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.
  13. 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
  14. 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!
  15. 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
  16. 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!
  17. 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!
  18. 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.
  19. cheers @Dubs, thanks for the info
  20. i is slow, but that look like rocket launcher, not flame thrower....
  21. 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.
  22. 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.
  23. Remake

    Kutu Arms Market
  24. Engin crash

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