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Everything posted by LaughingJack

  1. Controls for vehicle menu/entering

    posted in error, soz
  2. Flashbang

    id say he means cheaper, as in less logi cost, due to it not being a "deadly" weapon, maybe? not sure why it would matter tho. ohh they were so much fun, yeah?
  3. SDK: 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
  4. Bunch of things I can't find the answers to.

    got this working how i'd like (mostly as far as i can tell without MP testing). now loose all health and fall down Incap; timer till full-death-go-respawn; no bandaging function required. - player can still be revived whilst Incap on the ground and pops up with 50% health, still requiring revive to 100%. (numbers may change )
  5. 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: FIXED (kinda) 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 ) (mostly) 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: FIXED 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 on-hold 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
  6. Weapon Attachments - Classes are awful

    A: because, easy. 10 times this ! yeppers. ^ this is soo revalent these days, sadly. nice one Burning'
  7. What SPECIFICALLY is your problem?

    yeah look i agree with that mostly; some things might have been beneficial. yes JO is very linear but so is Squad(aas) when you really look closely - the only difference i see is Squad is a much more Complex game overall, mainly due to logistics, building etc. (JO Armouries were always; access any time by any team). "In that respect OWI has made AAS mode more about strategy and tactics" absolutely right, although there was plenty of strategy involved in JO, heck i'd say more because we had vastly larger maps and far more assets of a wider variety - when Squad goes RC1 then we can really compare "However, the OWI AAS mode is still head and shoulders above anything else in the genre" currently/recent past; again, absolutely! Buddy Rallies and Ammopacks. my very first thought on these when i heard them announced: "<sigh> BF-crap in Squad now? ... really?!"
  8. SDK: AAS not working

    thanks for the heads-up Elite i have also considered doing that - lotta work tho ...
  9. SDK: Vehicle Spawner:

    so the Allowance thing is on hold indefinitely due to it being too hard to figure at this point - and not overly important compared to other things, at this stage. my Abandon function was the next thing to get into however, and i don't understand why i'm having these issues (this one and the missing AAS stuff), but ... and this is after two Verifies of the install ... V14 vehicle spawner appears to be missing all the BP functionality (shown above) except something to do with the Preview Mesh - ergo i have nothing to work from. so my Abandoned Function (my more important mod-bit here) i was going to do is also now on hold, indefinitely. i would really appreciate if someone from the Dev department could tell me weather these things are in fact broken at the moment and will be fixed, or should i reinstall?
  10. 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!
  11. Alpha 14.1 Released

    ta mate, i misconstrued the content lol. i thought it might be a fix for the SDK broken AAS stuffs but alas no.
  12. Let the INS/MIL actually use their gun variety

    i'd love kit component selection: choose primary, secondary, which nades, etc..
  13. yeah, this might be where you come unstuck. (assuming std. AAS here) Using an existing map, i gather this is what you're doing, you can simply move the CP's to new locations. the only thing you need to do is make sure ALL bits of the "Cap" (each Cap) are moved TOGETHER, otherwise things will most likely break.
  14. Are You not Bored with Base Raping Guys?

    restricting movement and choke-pointing in general, of maps in games (not just Squad) - a staple diet derived from BF's so they end up only playing with themselves - their problem. this seem like a Team (tactics) issue, really. ie; where's the rest of your team?
  15. What SPECIFICALLY is your problem?

    ah, yeah, totally agreee with that! - so many times spawn at X and wait a bit for the vic i just blew up in to respawn see this is where we diverge, i believe, as i can't read which way you've lent in that 2nd comment, so i''l go out on a limb hrere: i believe it would not go well at all. - I can't stand the "Rally-Point" idea (of any kind). it's cheesey and arcadey and promotes poor gameplay. - Of HABs, they can/do divert attention away from the objective of the game: im not as sure (yet) but still would see them as rather useless in JO - we did get a vehiclePSP (BTR -w spawn) at one point, was it in Esci or one of the ICE mods? i can't remember.
  16. Excited for v15

    yeppers! imo for a so-called Hardcore Mode: On/Off options to choose what you want active for; - 'permadeath' (i/o) - number of respawns (n-limit) - respawn delays (sec) - bandaging/health bleeds (i/o) - damage till empty then die; no bandaids or revive, only (health) top-ups along the way - RP & buddyRP, (i/o) - allow only decent rigs (i/o) - disallow any lower-than-midrange gfx settings and any 3rd party PP apps and such - level the playing field. - numerous others i cant think of atm ... "Room for error/learning". yeah, see i read that as "paying a reasonable penalty for being stupid" yep to the first. the second; probably the reason i hate the idea of rally-points in this type of FPS game so much, and another reason the buddy-rally is such a woefully bad idea. i post this because imho Squad does not appear very 'high stakes' in any way in it's current iteration as there are some things that are blindingly BF'ish and simply there for those that can/do -'nt comprehend anything outside the BF/CoD -like universe. honestly it's so disappointing these days seeing how much gaming in general has slid into the depths of 'help-the-player-be-good' even when they lack any real skill/ability.
  17. Alpha 14.1 Released

    umm, i have no update showing for the SDK (epic launcher)
  18. SDK: AAS not working

    re: the post above - i assumed the BP's were the new AAS bits as the C++ "SQCaptureZone" etc. still cannot be found in my content dir. ... so i'm now assuming i am missing something - tho Verifying my install did nothing to make them reappear ("verify" is now back in the launcher).
  19. Request: Trigger Volume for each vehicle

    Hey there Psyrus. if i get it to work i'll be more than happy to share , no worries yeppers to that
  20. Request: Trigger Volume for each vehicle

    Dear Devs, I have been trying to work out how to count players within a certain range of any vehicle - OnOverlap > CountPlayers > DoSomething type thing. 1. I have tried from the Vehicle Spawner end of things and have had no luck - there is nothing to call on, on the spawned (Tracked) vehicle, to count players within. 2. I thought about adding the trigger to each vehicle by way of an added Component to each vehicle - but i have no idea if this is possible or how to do it and anyway it would require modifying versions of all the vehicles, so not going to happen. 3. I Wondered if i could add it into the SQWheeledVehicle (or one's i need to (various types vehicles)) parent but it is a C++ script that i couldn't read let alone open; this would allow all Child Vehicles to receive the Trigger. - no luck so far, thus, my ever-so-humble request is this: A sphere volume of 30m radius that can be called on to Count:OverlapingPlayers or do something else, that is attached to the primary Parent Vehicle Classes. I would really appreciate this functionality so much! .LJ failing that: anybody have any solid ideas on how i can achieve what i want? (without creating modified versions of all the vehicles).
  21. SDK: AAS not working

    well v12 update didn't fix it for me - here's the weird bit tho; i had the (AAS)objects in the map and visible but the outliner showed no path for them at all, and searching contents found nothing either - they appeared to exist only in the map. so, v14. all the bits appear to be back ... No, actually > , however the BP_CaptureZone has no perimeter; the "Main" one does. am i missing something again? just realised; the AASGraph, i can't see where to add the elements for the zones (like in the old(?) Lattice)
  22. Request: Trigger Volume for each vehicle

    thanks to Wasti, i have a couple leads on trying this out myself - related to point 2, above. (that don't require copying all the vics)
  23. Squad SDK Update

    thankyou for the update fixed many things with my stuff already - haven't opened any of my populated maps yet though, soo ... first real issue i have: AAS. i have looked at the new BP's for -Graph, -CaptureZone & -CaptureZoneMain. the Main has a trigger volume, as expected, however the 'normal' one has none, there's just the little white ball - where is it's perimeter? - is it missing? i also have a request now that this new SDK is out: could we possibly get an updated version of the AAS guide, that includes RAAS and how to use it? - an updated lighting guide might be good too thanks again, Devs.
  24. Squad Editor question

    you can make your own assets, or imports other's, and use them for modding but not for "vanilla" Squad maps as nobody else will have the assets you add, unless you make it a Mod instead, ie: unmodified Squad Content is only for "vanilla" Squad maps the current SDK is old and out of date, apart from AAS being broken in it atm, so play around and get used to using it but realise you will need to wait for the new SDK to do any AAS stuff - there will most likely be big changes to the new SDK that will likely break our things as well (im preparing (assuming) to have to re-do a lot of things, when it drops). if you need help/tips, check out the modding section or discord - there's a number of us here willing to help
  25. The Wrench, June 2019

    oh, so much good stuffs! - onya everyone, great to see. ... can't wait for the new SDK ...