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Found 43 results

  1. Hi there, I'm working in BRA Mod project and after a lot of basic work, I got stuck on it: importing our main rifle to UE4. This is how I have organized my model on Maya 2019: Then, after modeling the rifle, I prepared to rigging, following this video steps. Here is the settings I am using to export from Maya. Notice: I turned off "Triangulate" because if I leave that with Smooth Groups, I got some errors messages. My issues begin when I try to import that on UE4. So, in UE4 here is the settings I'm using for the new weapon: Finally, here is the bad result of import. Fist: it has a hole in gun body. Second: I am not sure if the gun rigging is ok. And third: about animations, where should I do it? On Maya or UE? PS: it hasn't texture, so this point is ok.
  2. We already have an animation for climbing up an obstacle that's chest high, if we simply played it in reverse, could we then use that as a way to get down from higher places without taking fall damage? I would love to see this, as movement in this game is crucial but often causes you to bleed or at least some damage which wastes player resources.
  3. Know you guys go to extreme when modelling and capturing and we have a lovely reload animation, but don't you have to charge an M4 to fire it.
  4. This is a small thing I noticed and I know this may almost sound nit-picky, but the FAL reload animation isn't accurate as to how a real FAL reload looks like. In-game, once the magazine is empty you hear the bolt lock back on the last round, followed by a tilt showing the bolt held back. The magazine is dropped and another loaded back in, but instead of hitting the bolt-release your guy charges the bolt back manually. As your guy pulls the charging handle you can immediately tell it sounds like the bolt is forward when it should be to the rear as well. A small change that simply uses the bolt-release feature on the FAL would be very appreciated. It should bring the reload time down slightly as well I think. Again, this is such a little thing that I didn't see any one mention it yet. So here it is
  5. Dragging Animation?

    So I've played Squad for about 70 hours now but I'm brand new to the forum. I was wondering if inputting a dragging ability has ever been talked about. This would be used to move injured teammates off the "X" so as to get them out of sight to properly heal them instead of just hiding behind their bodies, hoping you don't get tagged. If this topic has already been discussed, please just direct me to the post and I'll read it to find out what's being said. Thank you.
  6. The suggested features list (in order of importance); 1 - Reverse prone (ie, lay on your back) 2- Prone rolling (belly down to belly up) 3 - Weapon resting 4 - Emergency reloads 5 - Staged reloads 6 - Sprint dive and/or sliding The explanation: 1 - Reverse Prone (lay on your back) Being able to lay on one's back side is tactically advantageous in certain situations. It's a good way to get out of the way of bullets or team members in a jiffy, or get low while putting a bullet in that tango that just ran around the corner into your face. Being able to roll from belly down to a belly up position means you can check your six and stay low to the ground. 2 - Prone rolling Obviously in full combat gear with a pack, rolling around like Solid Snake isn't feasible. However, being able to roll halfway or 3/4 means a soldier has room to look between his feet (6 o' clock) or to the side (3/9 o' clock) without having to reorient his entire body in an awkward shuffle or magical rotation. Even when wearing a pack, one could still roll onto their bum faster than getting up into a crouch. 3 - Weapon resting We all understand that running a kilometer and steady aim do not go together. That's why rifles have had such long forends or "handguards"; A soldier rests his rifle. This is why shooting in the prone is so stable. If you see a boulder, window sill, tree or other stable surface then you rest your weapon in order to get a good shot. Muscles alone aren't that great at holding a bead on a 200 meter speck. 4 - Emergency reloads If you're in trouble and out of ammo, it might save your butt to just drop that empty mag on the ground and focus on getting more bullets on target. Any ammo left in that mag is left behind, but thirty rounds is ten times more than three (and you might need that extra ammo to survive this encounter). 5 - Staged reloads Remember that time you had to cancel a reload animation (right at the last moment) to knife some fool, only to return to a replay of that reload you just nearly completed? If you drop your rifle mag then need to quickly draw your secondary, your rifle shouldn't have a magazine still in it when you return to your reload. One step of the reloading process was already complete, but the single animation sequence has to complete in order for the reload to complete. I propose a much more convoluted, complicated, sophisticated, technically complex system of staged reload animations for small arms in Squad. Not just for "realism", but tactical depth and quality of life. 6 - Sprint diving and/or sliding Being able to slide or dive into cover is a great way to get low and get to cover quickly. It's also fun and really cool. Thanks for reading! Hope we see some of these features in the future.
  7. Will there be a death animation update/overhaul some point in the future? Currently when the characters are hit there's very little reaction based on how and where they're hit. The bodies just flop over and there's very little character life in terms of reaction to fire. It would add some life to the characters (no pun intended) and relative visual feedback during fire fights.
  8. I am over all very impressed with everything in this game, from the intensely detailed graphics to the accurate look, sound and feel of all equipment in the game. The reload animations for small arms have a serious, nagging problem though. He always checks the goddamn chamber. WHY? You do that shit for RANGE SAFETY! You will never ever see someone do a crisp safety check on their weapon after reloading down range. At a qual range, absolutely. They're required to. But this is just silly. I know it doesn't slow down the reload process all that much, but it still does, and it's totally out of place. PLEASE please please scrap that shit, my butt hole tenses up with annoyance every time I see it.
  9. Why? is there something wrong in my graphics settings? I do not know how to explain it, it looks stupid, poor and weird... I love the game do not take it personally.
  10. Wound animation

    With the new animation setup any wound animations planned. Something when people get shot. Limping when shot in legs, or lowering guns when shot in arms, or stumbling. Even the punisher stumbles when shot.
  11. Name: Animated Blueprint Lights Screenshot: Description: Easy to use flickering and pulsating lights. Installation Instruction: Just drag and drop the Blueprints into the scene. It's using a timeline to animate light intensity, so feel free to mess with it. Download Link: https://gum.co/khpxX Enter 0$ and hit Download. I'm using Gumroad to track downloads. Let me know if there are any issues.
  12. Medic Healing Animation

    With the May 2017 Monthly Recap giving us a vast preview of new animations coming to Squad in the future, I thought I should voice an idea for medic animations. In the animation preview we saw short clips of applying bandages, but we have yet to see what will replace the current healing animation. For now it consist of the medic touching the patient with his hand and by some in an inappropriate manner followed by some lewd comments. So I had the idea that instead of magic hands healing the player, we could have a simple animation of the medic using a saline and/or blood bag to heal players. It would look something like the following pictures: https://www.jigsawmedical.com/wp-content/uploads/hires_070713-F-8769P-227.jpg https://www.army.mil/e2/c/images/2015/05/26/395708/original.jpg The animation would start with the medic inserting the IV needle, then holding part of the tube with one hand and the other holding up the saline and/or blood bag till the patient is fully healed. (Holding the tube and bag would actually put the medic in a very similar pose to the current one when you think about it) I have little to no medical knowledge, but I think this would be somewhat pseudo-realistic and feel a lot more immersive than using the force like some jedi. Saline and blood transfusion would seem to fit in the game when considering the bleeding system and healing basically replenishing the blood loss. Some issues I see with this is that it would be and look somewhat unrealistic to apply it to oneself, and then there is the issue of how it would look when healing slightly hurt players. There could be other animations for that, suggestions are welcomed. Or saline/blood bag could be used only for incapacitated players. If the you devs have other ideas or are currently working on them I wouldn't mind you spilling the beans.
  13. I know this has been talked about before, but the threads are pretty old and I've heard making active an old thread is frowned upon. Plus a mass of threads on a similar issue might help the problem in getting addressed rather that just one. The problem I speak of is Comms audio in game being limited to the channel that it is being broadcast on. When a person talks down a radio, It is reasonable to expect that the guy standing next you (friendly or enemy) heard it, since the words did come from your mouth and travel through the air (simulated air of course.) Aside from the already mentioned benefits to squad knowledge such as making sure that things don't have to be repeated, or worse, go unsaid because of how reasonable it is to assume that the guy next to you heard what you just said down the radio, It would also add a fair amount of tactical consideration on the part of the speaker in the case of a person trying not to be detected. Speaking in a firefight, if close enough to a friendly or an enemy, and being heard by either would give away your position, meaning that responding to a radio message that you just heard come through might occasion you to be a little more cautious to avoid being spotted. Obviously when the proverbial "s**t" is hitting the equally proverbial "fan", you can afford to should your ass off as you probably won't be heard by the enemy who is firing their weapon at you but your team mates will get the message okay and act accordingly. Also with the extra consideration for being heard when you speak: If friendly, you don't have to repeat yourself... meaning less overall chatter and more shooting and, if enemy, you might think twice about how much you say and how important it is in a tense situation... meaning less overall chatter and more shooting again. + combat atmosphere + immersion - unnecessary chatter when inappropriate Win, win... right? I also like the idea of radio usage meaning that you are unable to fire as well (due to the engagement of a hand or something). This would make local chat the most intuitive form of shouting whilst firing. This would need to be paired with a animation for radio of some kind to communicate this to the player and the animation would have other benefits to game play also i.e. at a glance context of a communication you overhear nearby. I'm interested to hear any feedback on the idea and I have read a number of responses on the topic already which I found interesting. Some with an attitude towards this kind of idea saying that "Squad is not Arma" and alike. If the concern would be accessibility, while I don't see that this would negatively impact that in any great way, if at all... perhaps a possibility of a separate play mode... perhaps like a hardcore mode? This would allow those who wish to keep the laid back chat and no consequence chatter in combat while allowing others to opt into a more immersive combat environment. Not ideal to split game modes like that and I personally don't think it would need to happen but like any choice i guess, there are up sides and down sides. Thanks for taking the time. zorilya
  14. 1. I suggest to change reload animation for DSHKm/Browning, cuz we are as if screwed to the ground, make it so that we can see that not only the hands moving, but also the body, the head 2. Recoil from pistol shooting is too inconspicuous, please make it stronger.
  15. The lack of it completely ruins some reloading animations, like the SPG. What a downer it was to realize that that beautiful animation we saw in third person, we couldn't see in first person when we were the one reloading. It would also benefit for example HMGs, with your head being able to follow your hand movement in throwing out the used ammo box, picking up a new one, etc, or with small arms when pulling a new mag from your vest. Hopefully this comes with the new animation system.
  16. Happened again, single shotted insurgent twice in upper back with m4... but no hit reaction or stamina effect at all.. so what does he do? Instantly spin dive on the ground to full auto me. But with the broken hit system, I somehow still didn't die after getting hit multiple times. And a teammate killed him. 1) he shouldn't have been able to spin dive after taking damage (maybe new animation system can fix that) 2) two shots to back should have dropped him 3) when he shot me, I should have died. There are many times I have been hit and seen pink mist and still haven't taken damage. -I hope the new animation system can address this. But the monthly recap didn't mention it.
  17. Squad has top-notch reload animations, especially when it comes to emplacements. Reloading a .50 is a beautiful thing to see. However, something that's always annoyed me is that when reloading, your view doesn't change. You keep looking direct forward during the entire animation, which ends up cutting some of the animation out of your view. As it didn't cut out much of reloading a .50, I didn't mind this until I reloaded the new SPG-9. Wow. Because of this lack of view change, literally the entire animation is out of sight. This needs to change. Not sure if it's already planned to do so, but I'm saying it now, otherwise there's no point in an SPG animation at all.
  18. Reload animation design

    I'm an animation whore. I literally judge FPS games based on the quality of their reload animations. Squad has done an excellent job, for some weapons more than others, but I want to put forth a few ideas that I think would improve current animations and benefit future ones. Before I plunge into an example, it's worth clarifying what makes a reload animation good in the first place. In my opinion, the highest quality reload animations are those that are realistically slow while not being snail-like, so there's still a sense of urgency to them; those that portray the weight and size of the weapon being reloaded (namely the way the weapon jerks and sways during the animation and the angle at which it is held); those that use a unique pattern to accomplish the steps of reloading a weapon and break away from the usual "weapon held straight, mag out, mag in, pull charging handle"; and those that feature a brief "bonus" animation, whatever you'd like to call it, that benefits realism (for example, checking the ejection port on the M4 before removing the mag). An example of a weapon in Squad whose reload animation ticks those boxes pretty well is the PPSh-41. The animation is slow enough to feel deliberate yet still feels paced, it conveys the feeling of a comparably light and compact weapon (the PPSh-41 is short, and with a 35-round mag weighs in at just over nine pounds), it features a unique reload pattern that makes the animation more interesting (removing the mag, grabbing a new mag, turning the weapon sideways and pulling back the charging handle with new mag in hand, then inserting the new mag), and features that brief "bonus" animation (after inserting the new mag, there's a half-second where the player seems to make sure it feels secure in the mag well). Now with all that said and done, I'd like to discuss some actual suggestions. For the sake of time I'll limit them to one weapon, or rather one type of weapon, that being heavier weapons equipped with a bipod. Currently this means the M249, but in the future it will also mean the M240, PKM, and PKP. Reloading when crouched/standing. Lower the weapon so it's pointed at the ground in front of the player's feet (~30°), and so the stock is resting on his chest. Right hand holds the weapon, left hand conducts the reload (given the angle of the weapon, the left hand could release the feed cover, push it, and let it drop open rather than pulling it open). Reload complete by pulling back the charging handle (I find it's more satisfying when this occurs at the end rather than the beginning of a reload). Right hand swings the weapon up a bit, left hand catches it and brings it to ready position. The player's head would follow the animation, so you actually see what you're doing. I think this animation would result in a more realistic, weighty feel that better reflects the 249's 22 pounds than the current animation. Also, when reloading the weapon while it's using its bipod on a surface that still has the player crouched/standing (like a low wall or window sill), the animation where the weapon is brought up and its bipod folded would naturally occur first, followed by the reloading animation. Reloading when prone. Drop the weapon so it's resting on the ground propped on its bipod. Both hands conduct the reload. Reload complete by pulling back the charging handle. Right hand returns to the grip while left hand rests on top of the stock, and the weapon is brought up to the player's right shoulder to ready position. You should not be able to move during this animation. Because the player can leave the weapon on its bipod and conduct the reload with both hands, the reload would be faster, which would encourage players to fire and reload from prone. Just my two cents for now.
  19. Brutish forcesTea

    So does the new British forces have a Tea drinking animation/function ).
  20. Just from what you guys have created so far I can tell this is going to be a great game. I also LOVE that you guys are actively listening to your community and actually taking feed back from us and tweaking accordingly, just wanted to express my gratitude you don't see that a lot in the gaming industry . So anyway I am just going to brain dump whats on my mind so forgive me if I touch on topics that previous postings might have covered. -Project Reality- I have played Project Reality and still do and it is the reason I bought Squad hearing it is the spiritual successor. Some things that I noticed that are different besides the obvious. When you get shot or shoot a player they can stop the bleeding with one patch. In PR it took multiple patches too heal or a medic and I liked that. Knowing when you hit someone that they are messed up and require more than a patch the medic or they are going to bleed out. It also encourages people to stay with the squad instead going out by them self and being a lone wolf. Little balance and a focus on realism. In PR you have the USMC and other major factions have optics on all of their guns vs insurgents with iron sights with an exception of the marksmen. Also major faction's would have thermals and better armor and the rebels would have old outdated equipment. I loved that it forced certain factions to play very conservatively and set up ambushes and use IED's. Also unique weapons, I liked that some factions would have suppressed rifles and shotguns and some factions would not just things like that adds a little flavor to the game. Next is bullet deviation, (I am assuming that bullet deviation is suppose to simulate heavy breathing or something along those lines) in PR you have to sit or stand still for a couple seconds for your shots to be accurate. Again I like that, it prolongs firefights and makes for some epic shootouts with bullets flying all around you. I saw a post by ZiGreen along these lines concerning shooting mechanics and it is a very comprehensive post and I agree with most of his suggestions ill link it here-Animations- Squad has some of the best gun animations I have ever seen in a game they are seriously good. I was wondering if the soldiers will revive the same level of detail? For instance in battlefield when you shoot your characters face will scowl and when a grenade explodes he will react to it buy putting his left had up to cover his face. Right now the soldier animations seem very stiff and robotic I am sure that they will change with time and become more fluid. I was just wondering what you guys got planned for us on that front? Getting shot should in my opinion should sometimes make your guy stumble or flinch something along those lines would be neat. Wounded animations. It would be really cool if when you got downed "wounded" that after you rag doll that your guy would wiggle or squirm on the ground and make groaning or grunting noises. This could also help medics find people who are wounded and be a neat touch to the game. Red Orchestra has animations similar to what I am talking about. Resting/walking pose. The walking pose in squad just dose not seem right to me, it might just be me being a picky bastard. I liked the PR walking/jogging animations where the gun would be at you side instead of always being at the ready. Also that way you could see when people were aiming down their sites. -Example picture- -Damage- Another thing I think would be good is that when a player gets shot in the head they can not be picked-up again as in that they are dead and have to re-spawn. Depending how in depth you guy plan on going with the hit box you could make the helmet livable and people who get shot in the helmet could get picked up. Also is body armor going to be a thing and if it is how is it going to work? It would definitely be a cool addition too the game. I'm not sure about this one but perhaps if you are inside a certain radius of a grenade that it would kill you not just down you. And last of all going off of my "wounded animations" suggestion if that is implemented when someone is wounded and waiting for the medic. If an enemy comes across them they can shoot and kill them preventing the revive. Its more realistic and a way to make sure the area is clear. What do you guys think? Any other suggestions would be welcome.
  21. A More Realistic SKS Reloading System Is Even Easier to Animate The bolt doesn't lock back on a partially empty magazine on an SKS, but I have a better way to animate the reloading of an SKS that is more realistic *AND* requires less animating 1. When you reload, you release the magazine "floor plate" for it to swing open, dumping all the ammo out, then closing it. 2. Pulling the bolt back will lock it back onto the magazine follower 3. It can be now loaded either with full stripper clips or if you're out of those, loose rounds, one by one 4. Loose rounds that you get from step 1 should able to be made into full stripper clips by pressing a button. Advantages: 1. Stripper clips you charge your rifle with can always be full, thus no need to animate partially full clips with anywhere from 1 to 9 rounds 2. Animation of loading loose rounds can be looped until the rifle is full, thus easier to animate 3. The ability to load loose rounds onto stripper clips can be reserved for when you have 10 or more loose rounds only, thus ensuring the condition for 1, that stripper clips are always full
  22. SKS reload animation

    loving the new update, new guns and vehicles really made this game so much more awesome however i have noticed a little detail in the SKS reload animation, i think many other people are also made aware of this right now there are only 2 reload animations for the SKS, one of them is when you empty the magazine and you use up the entire stripper clip but when the magazine is not fully emptied, no matter how many bullets are left in the box magazine, the player will always push 5 bullets into the magazine no matter how many are left in the mag (I didn't really count but i think its 5??) Not really a big deal, don't think i really care if this never gets changed because the current reload animation is just beautiful but it'd be a nice, detailed touch if in the near future the devs can include this into the game keep up the good work guys
  23. a animations for " jumping over walls " would be cool.
  24. Victory screen

    OK so I know that the devs at offworld are working tirelessly right now to get this game out in all its glory but this suggestion could be used further down the line. Basically this post will be about having some sort of cut scene when a faction wins the match. It definitely won't be those stupid jerky emoticon moves where you do 5 frames of gagnam style or some shit over and over a la cod and doom No instead we do a cinematic where, say the top players were a trans squad and a infantry squad the cinematic would be of the squad fast roping from a helicopter and giving 360 security. Or if it was a armor squad it would be a cinematic of the set number of squads rolling up in a tank with their names displayed. Stuff like that. Far cry 3 was probably the best example of awesome and dynamic cinematics that were actually decent.