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So with the British Faction getting closer it'd be great to see some in the modding community make some English maps. Mapping isn't my thing so I decided to make some props. Included Items: Red Telephone Box Red Postbox Traffic Bollard Internet/BT Box (Found at the bottom of EVERY English Street) Pedestrian Crossing Post thing..? Old Caravan (Will release different textures for it soon! Old and new etc) SandBag Road Sign The pack is far from complete but I've been busy lately with the Foreign Legion Faction mod. Simply download the Uassets you want and place them directly into the squad content folder under epic games. https://drive.google.com/drive/folders/0B8cE5JFq7B_WeTMzUGZuQlVnQW8?usp=sharing - Download Please note that these are free but please do not use them outside of the squad modding community without my permision. And obviously don't sell them. Thanks for taking a look, enjoy !
Axton posted a topic in ArchiveHey all! I've spent the last few days making some more free assets to use in your maps. This time I've whipped up an oil pump jack model and a fully modular, spline compatible, pipeline set. Here's all the assets: You can spline them! Splines and statics combine seamlessly! (Make sure the spline width is 55 for them to be the same size) You can even go over stuff! Or you can just use the normal statics! The Pumpjack ain't too bad to look at either: Installation: 1. Unpack the downloaded .rar file to your Content directory (Anywhere else and it will not work) 2. UE4 should import the assets automatically, if not attempt to import them manually. 3. Done! A few tips on using these assets: You can change the color of the pipes in the material instance! Don't be afraid to use a bunch of the static pipes! They're fully LOD'd and well optimized. Try not to make sharp corners in the spline pipes, or the collisions may not match up! When using the spline pipes, be sure to uncheck "Scale to Width" (Right under where you add the mesh to the spline) If you're using a lot of the splines, make sure they have a cull distance set! Each spline pipe has 700 polygons, so it adds up somewhat quick. DON'T use the spline pipes as statics or vice versa, the splines have no LODs and the statics aren't high poly enough for splines! Here's the Download: http://www.mediafire.com/file/3nhvab6yla8br8z/Pipeline-Pump.rar If you have any suggestions or requests for other simple modular sets I should make please say so!
I made some sidewalk assets for al basrah, and I wanted to set an example by releasing them for free here, for anyone to use on their map. I'm hopeful that others will follow the example, but regardless I'll be releasing more free assets as I make them Here's the link: http://www.mediafire.com/file/07j89knqiz1ud7m/Sidewalk.rar Comes with everything pictured here: (Straight piece, corner, ramp, and end cap): Instructions: Create a folder within ue4 Right click on said folder and click "Show in explorer" Unzip files to that folder They should import alright, if not attempt to import them manually. Apply the included material to all the models. Done! These models don't spline well, unfortunately, but I'd like to make a v2 pack with the ability to spline, better snapping, and a few extra pieces (Corner ramp, 45 degree corner, etc) If you have any ideas please mention them!
LADDERS: dimensional constraints and/or collision requirements.(how to get one to work - my method) ______________________________________________________________________________________________________________________________________________________________________________________ ******* UPDATE: the post to look at is here: ______________________________________________________________________________________________________________________________________________________________________________________ Could one of the Devs post the relevant dimensional constraints for creating a "ladder" that will work with the game and character animations, please? Or, are we able to modify (re-model/adjust) the current Ladder asset and have it still work correctly? I have posted pics in the "WIP" thread of building objects i have made that have stairs (i have made them 200mmx200mm(step) and they appear to work properly) but also a couple have "Re-Bar Rung" ladders, which i would like to act as ladders. > Cheers! .LJ ps: please do not direct me to Discord, thanks.
Rayyaan posted a topic in Feedback & SuggestionsAuto Squad Names For SPECIFIC Roles/Assets or Standardised Squad Names The idea is basically about improving the organisation and understanding of the team layout and the job of each people in each squad. The practical game-design aspect may involve restricting kits, vehicles to an automatic or standardised squad name. Practical benefits of doing this: No arguing over asset allocation in automatic or standardised systemNo admin troubles related to the above issueCommander will know which squad has which asset (difference between Support or Logistics - current PR non automatic/non standardised system or the difference between tank and armour squad - as per current confusing free for all non sensical player named PR non automatic/non standardised system)Squad leaders will also be able to identify who to contact for whatever is required due to Auto squad name/asset system or standardised squad name systemPlayers will have a much better idea of the purpose of each SQUAD before joining itThere may be other benefits I haven't thought of I haven't thought deeply about the negative aspects of this system so forgive me if the idea sounds really stupid. So I would to give a few examples of how an Auto name system or standardised name system could work. Mil. advisors would probably be able to produce better organisation than my list below: SUPPORT - Logistics truck, (or at least 1 logistics truck for logistic/eng squad and not assault squad who also happen to take the logistic truck) Mortars, Transport Heli, Infantry Carrier (or at least 1 infantry carrier for infantry carrying squad and not assault squad who also happen to take the infantry carrier), Intelligence Role (if there is one EG ICOM - listening to selected or random enemy channel if implemented),Ammo carrier (or at least 1 ammo carrier ......) ARMOUR - Main Battle Tanks, Anti Air Vehicles, Anti Tank Vehicles (my bad categorisation at work here) RECON - Recon vehicles (BRDM, Scimitar) Sniper (or at least 1 sniper.......), UAV Controller, Recon Helis if implemented (usually the small helis or lightly armed ones) CAS - Helicopter 'gunships' Apache/Hind, Little Bird, ALL JETS (all jets are potentially CAS due to cannon) MECH INF - BMP/BRADLEY/BTR/WARRIORJust an example here and I did hitn my categorisation would be bad. However, as you can see and try to organise it is something difficult to organise and that's why I suggested this because it would be much more helpful if Squad developed a standardised or automatic name system. Not every vehicle would have to be associated with an auto squad name due to multi purpose or use of some vehicles or the commonality of them or variants.
I've been pondering for some time about the numerous amounts of features that the ACE mod brought to ARMA 2 (hopefully 3 as well) and I remembered it had some cool assets available to use. Talking features, we had fast roping, vehicle towing, proper crew served weaponry which could be man-portable (possible a 2 person kit like sniper teams? *wink* *wink*). It also had certain items like the A.P.O.B.S mine disposal system, minesweepers, incendiary grenades, remote detonated and tripwire mines like claymores, etc. All kinds of cool stuff! I definitely think Squad could benefit from these, personally the idea of a support crew served weaponry team that could move around the battlefield and deploy HMG's (obviously being limited and not being able to have as much ammo as a FOB deployable HMG) as they were restricted to FOB placements. Hell Chechen rebels have been known to carry DShkm's by themselves (insurgent specialty?). More roles would be open and more tactical options given to the players. As for features like vehicle towing it means logistics squads could be set up rather than just fully repairing a vehicle having to properly RTB. Fast roping for certain LZ's which would give a really damn cool experience (could just work like the grappling hook?). The new types of equipment like minesweepers make the engineer role come to life and be exciting and being able to place little mine marker flags like the insurgents did with rocks in PR. Considering the engine already supports basic physics the sling loading shouldn't too out of the way, and I recall seeing a post which someone discussed minesweepers and one of you DEVies supported the idea. Crew Served Weaponry (CSW) might be a tricky task just kitting it right maybe making it a 3 man role, e.g. gunner which carries the HMG itself, then a guy to carry a tripod and the last the ammo. But anyway, just some ideas I have been thinking about the past few hours.
Hello guys, Been a long time since I suggested anything new, I like to comment on others' ideas more but anyway. I had an idea, and I know it may be waaaay out there for an FPS. The idea I have is very similar to the concept that Wicca created for PR's War of the Factions Tournament http://www.prtournament.com. The basic premise is to sort of bring a RTS type gameplay into the commander role, while still having the PvP battle going on. The way this is done in PR is through a lot of work for the tournament players in the BFeditor prior to each round. But I can see things being a lot easier to figure out on UE4. The commander is given a set number of tickets to purchase assets with. Things like jets cost a ton of tickets while things like humvees or comparable vehicles cost next to none. There are clearly issues with this idea, and they may far outweigh the benefits, I just want to see how much interest there might be in making this a separate game mode. The issues I can foresee on public servers are having an incompetent or troll commander purchase useless assets, having a commander unwilling to purchase anything and therefore ruining everyone's fun or just the general restriction of having to ask someone to give you something before you can go have your fun. It would also take a ton of strategy and thought that I think some newbies and pubbers could struggle to get a hold of (but hey we all start somewhere). Obviously there are solutions to this problem such as the ability to mutiny a commander. The positives I can see brought to Squad by a system such as this are an infinitely customizable battlefield each and every round, the ability to create a more cohesive team (for instance a commander would be able to keep those times when there is only 1 infantry squad from happening by simply not spawning jets, tanks or apcs until the infantry needs are met), and the ability to allocate resources on when-needed basis (like if enemy CAS was ripping up your ground forces, you could spawn in jets and have some of your guys take control of the skies). Try not rip me a new #$%hole in the comments because I know it would be a struggle to implement and some would not enjoy it. Just let me know whether you are interested in it or not, and what you would want to see in a system like it.