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Found 53 results

  1. THE PROJECT Roadmap https://trello.com/b/d43KRBwe This faction description aims to outline a path for those who wish to see and play with the Brazilian Army one day, a dream that began in Project Reality (2005) but never came true, leaving it to Squad the opportunity to host one of the most complete armed forces in the southern hemisphere. Perhaps the most important thing to say about this topic is that if we (Brazilians and armies enthusiasts from South America) don't come together to plan and execute a Brazilian faction idea, it's very likely that it will never take off. It's not asking OWI Devs that such a faction will come true. Having said that, I gather here the main current features of the Brazilian Army, also considering the balance between what is new in the Armed Force and what is already well established, but NEVER considering features that don't belong to the Brazilian Army. But if you still have questions about whether this is worth it, take a look at the potential: Let's take the first step? INFANTRY Squad Structure of Brazil Army: Through this book from the Army Library, I found out the most current terrestrial squad structure. Follow the original and a translated version, following where possible the approach already seen on Squad: Regular ground soldier/rifleman features: Rifle: Imbel A2 (wiki en / pt). Video: IA2 review. Pistol: Beretta/Taurus M975 (wiki en / pt). Video: unmounting an M975. Grenade: M26 (wiki en / pt). Video: small video review. Smoke grenade: no information yet. Shovel: same or similar of US Army / already on Squad. Uniform: below (Brazilian Lizard woodland and Caatinga environment) Pre-Alpha-version already on Squad (Minustah mission tribute): Special features for the role: Commander: no information yet. Squad-Leader: Imbel A2 + Taurus pistol Engineer: Remington 870 .12 (wiki en / pt). Video: soon. 3D Model: soon. Marksman: Imbel AGLC + Bushnell Elite 3200 (wiki en / pt). Video: a Brazilian Lieutenant about AGLC. 3D Model: not found. Light Anti-tank: no information yet. Heavy Anti-tank: No pistol, Imbel A2 + AT-4 (wiki en / pt). 3D Model: already on Squad. Anti-Aircraft: 9K38 Igla (wiki en / pt). Video: a fan video review. 3D Model: by Vaclon and Igla S by The_Structure_World. Crewman: only a Taurus pistol. Pilot Crewman: only a Taurus pistol. Medic: no information yet. Automatic Rifleman: No pistol, FN Minimi (wiki en / pt). 3D Model: already on Squad. Heavy Automatic Rifleman: No pistol, FN MAG (wiki en / pt). Video: unofficial Brazilian Army instruction. 3D Model: already on Squad. Grenadier: No pistol, Imbel A2 + M203 + ACOG (wiki en / pt). 3D Model: not found. Ground soldier loadout: Below, it comes from this official document from 2014. Since 2017, the official BR Army books bring Imbel A2 as the main infantry rifle: GROUND VEHICLES Main Battle Tank Leopard 1A5 BR (wiki en / pt): in service since 1997, it has as main gun a 105 mm Royal Ordnance rifled gun (13 rounds in turret 42 rounds in hull). Video: an official BR Army 1A5 video. 3D Model: by Leonardo Moura and by yuangrave Taking as an example what the human-loader of Abrams says when under pressure in-game, in the Brazilian version we can use phrases as "Desce o aço, porra!" ("Throw the steel, damn it!") and "Senta o dedo, caralho!" ("Pull the trigger, ****er!"). Both commonly used by Brazilian soldiers. Infantry Fighting Vehicle VBTP-MR Guarani (wiki en / pt): in service since 2012, APC 6x6 Guarani is used for Brazilian and Lebanese Armies. Two crews plus nine passengers. Video: gunner HUD and internal canon sound; an official fire training video; an official assembly line video and additional Guarani's armor Weaponry specifications: UT30BR turret [the canon is the ATK MK44 30mm (same of Canadian LAV)] Light Armored Vehicle LMV Lince (wiki en / pt): this light multirole vehicle is a 4WD tactical vehicle, and in service with several countries as the Brazilian Army since 2016. Video: a fan review. 3D Model: by Francesco Bez and by A.D.U. Transport/Supply Constellation 31.320 (wiki en / pt): this exclusive 6x6 Brazilian Army MAN/Volkswagen truck with the function of carrying troops or equipment. Video: train cargo with some 31.320 models. 3D Model: by Ruth S. AIR VEHICLES Supply/Transport UH-60 Black Hawk (wiki en / pt): it is a four-blade, twin-engine, medium-lift utility helicopter manufactured by Sikorsky Aircraft. Video: Brazilian Army's Black Hawk landing. 3D Model: already on Squad. DEPLOYABLES Anti-tank ERYX 137mm (wiki en / pt): in service since 1994, ERYX is a short-range portable SACLOS-based wire-guided anti-tank missile (ATGM) produced by European company MBDA. In America, only Brazil and Canada have used ERYX system. Video: MBDA promo video. 3D Model: not found. Heavy Machine Gun Browning M2 .50 Caliber (wiki en / pt): it's a heavy MG designed toward the end of World War I. Video: Brazilian Army using M2. 3D Model: already on Squad. Mortar L16A2 81mm Mortar (wiki en / pt): The United Kingdom's L16 is the standard mortar used by the Brazil Army. 3D Model: already on Squad. Anti-Aircraft Oerlikon GDF-001 (wiki en / pt): Oerlikon 35 mm twin cannon is a towed anti-aircraft gun. Vídeo: Brazilian Army Oerlikon demo. 3D Model: by BigBoss. FOB The Command and Control System (SC2) (wiki en / pt) is part of the Brazilian Army Communication Weapon and works through computerized means (Zimbra, Video Conference and VoIP/RITEx), radio means (Harris Falcon II, APX / XTS and GTR 8000 repeater) , satellite media (SISCOMIS Transportable Terminal [Indra Tactical Terminal], VSAT, BGAN, IRIDIUM Telephone and SPOT tracker). Vídeo: An Army officer explaining how works SC2 for ground forces. 3D Model: not found. Audio (background radio voices): Brazilian Police radio footage. HAB no information yet. Fortifications & Others deployable Ammo crate: no information yet Repair Station: no information yet Bunker & Hasco block, wall & sandbags line, crescent, pillbox: apparently, it has no official guideline. Razor wire: same of US Army / already on Squad. Ladder: same of US Army / already on Squad. Indirect fire-shelter: no information yet COMMANDER FEATURES UAV FT-100 Horus (wiki en / pt): in service since 2015, Horus is a Brazilian electrical Miniature UAV (in Brazil called VANT) designed for short-range surveillance designed in conjunction with the Brazilian Army. Video: Horus daylight training and night training. 3D Model: not found. AirStrike A-29 Super Tucano (wiki en / pt): in service since 2003, and used by Brazil, USA, Israel and others, the "Silence Death" features a modern avionic and can, in addition to its two 12.7mm heavy machine guns, be equipped with major air-ground missiles, including AGM 65 Maverick, and bombs such as the Paveway II. Video: Close Air Support training in Afghanistan. 3D Model: by Victor de Jesus and by Simaoelis. Artillery M109A5 (wiki en / pt): it is a former Belgium turreted self-propelled howitzer M109 of 155mm. Video: a fire training video of Brazilian Army. 3D Model: not necessary. ENVIRONMENTS & ENEMIES Rainforest Environment: Amazon Jungle (wiki: en / pt) (environment video) is a moist broadleaf tropical rainforest in the Amazon biome that covers most of the Amazon basin of South America. This region includes territory belonging to nine nations, but Brazil controls 60% of that. In the military, it's well known that the Brazilian Army is the largest rainforest combat specialist in the world, with hundreds of military personnel from other nations going to CIGS (Jungle War Instruction Center). Although the overwhelming majority of Brazilians have never seen a jungle in person, when we think of the Brazilian Army biome being in combat, we think of the Amazon (a region larger than Italy and France combined). It turns out that Amazon isn't just a dense jungle. Amazon has rocky areas and low vegetation. And for Squad this is an example that might work very well: the Amazon region called Pico da Neblina that borders Venezuela. Real enemy: In the Amazon region, Narcos. Fictional enemy: Brazil is super friendly. Fact! But in the lasts years, Venezuela borders gave some attention. What do you think? Heightmap: I'm using this real heightmap for my Roraima map on Unreal Engine 4.You can check it on GoogleMaps or on OpenTopoMaps too. Outskirts Urban Environment: as suggested by Brazooka and heborn, an urban CQB scenario in the outskirts of Rio ("periferia" in Portuguese) could be awesome, but I'd dismiss the idea of bringing a police force (Ground Branch game style) to maintain Squad's logic of prioritizing regular armies. Quite complicated topic. Rio got criminal factions and militias ones but, even the Army sometimes get into Favelas, day-by-day they are not there. That role goes to BOPE (Military Police Special Force). I am not sure if this environment is for Squad gameplay, although at least once a year some f***ing heavy weapon is found at Favelas of Rio. Btw, assets would be a huge work in this option! HUGE! Real enemy: Narco factions as Comando Vermelho (CV). Fictional enemy: Heavy Narco militia? Heightmap: My suggestion is this area for extracting the heightmap for Unreal Engine. That zone is pretty famous and we get a favela (Vidigal) on the west. Caatinga Environment: the Caatinga (wiki en / pt) (environment video) is a xeric shrubland and thorn forest, which consists primarily of small, thorny trees that shed their leaves seasonally. Cacti, thick-stemmed plants, thorny brush, and arid-adapted grasses make up the ground layer. Most vegetation experiences a brief burst of activity during the three-month long rainy season. The Brazilian Army has an unique leather uniform for that kind of sharp environment. This environment is the dream of many Brazilians wanna play with the Brazilian Army because that landscape exists only in Brazil. Real enemy: historically, and many centuries ago, the real Brazilian enemy in this region was the Dutch Armed Forces. Today there is no real threat. Heightmap: My suggestion is this area for extracting (GoogleMaps / OpenTopoMaps). Haiti Urban Environment: Minustah was a Haitian mission in operation from 2004 to 2017 (wiki en / pt) (environment video). Following the 2010 Haiti earthquake, the United Nations reported that the headquarters of the mission in Port-au-Prince had collapsed and that the mission's chief, Hédi Annabi of Tunisia, his deputy Luiz Carlos da Costa of Brazil, and the acting police commissioner, RCMP Supt. Doug Coates of Canada, were confirmed dead. Caos. To paraphrase General Heleno, "Although the shootings were daily in Port-au-Prince, the problem was not the out-of-power Haitian military, but the gangs that were infiltrating the city and had no commitment to anything." Although a regular against an irregular force is fun for many players like Al Basrah and Sumari maps, the gangs (without real heavy weaponry) of a miserable country haven't had a chance against a Regular Army. To make Port-au-Prince a Mogadishu (from the Black Hawk Down movie), we would have to create a more powerful enemy faction. But which one would be worth creating? It would get to be usable for other conflicts too. Suggestions? Real enemy: former Haiti solders and gangs. Fictional enemy: no clue. Heightmap: Port-au-Prince on GoogleMaps and OpenTopoMaps. MAPS Yanomami 4km x 4km AAS + RAAS + Invasion Here is my planning for the "Yanomami" map. Soon I'll set some shots about it: https://docs.google.com/presentation/d/1FhBUwgfLscjxUmpvta0lvxn1b9A5wyHFbxbup_Yp9IM/edit?usp=sharing OUR TEAM Carneiro and thy. Feel free to contribute and share! Check the project roadmap: https://trello.com/b/d43KRBwe
  2. HC Whitelisted MOD

    I Didn´t have time to get online yesterday. But I was really looking forward to test the HC mod. Has anybody played it? opinions? Right now I can´t see the server anywhere. I asume they are not online. I can see the Pro Mod, though.
  3. Whitelisting Results

    Greetings Squaddies, We've had a lot of response to the whitelisting mod voting poll that was thrown out last Friday. The results are pretty clear: Out of these five mods, your clear favorite one is Squad Ops HC! We can see that there was also lots of excitement about Defend the Dome and Pischiv. Maybe they'll make it the next time! Along with the two mods already chosen by OWI for our first cycle of whitelisting, namely the map Harju and the gameplay modifications from Squad ProMod, SquadOps HC will be playtested during our first official whitelisting playtest. Since the holidays are about to start, we had to prep for Beta 18, and the modders need more time, the playtest will be scheduled in the week of January 6th. Thanks, everyone, for voting! We're very excited to see our first whitelisted mods not too long into the future and also curious to see which additional mod whitelisting applications we get for our next cycle. Have a great holiday! OFFWORLD OUT.
  4. Name: FRENCH FORCES Featured Mods: OPEX SERVAL: Mod: Légion Étrangère (French Foreign Legion); Addon: French Forces; Addon: Commandos Marine (French Navy Special Forces); Addon: 13th RDP (French Army Special Forces). Description: We'd like to formally introduce the forums to the SquadFrance.fr mod project: OPEX SERVAL. Our mod is built after real life Opération Serval. We plan to introduce operators from the French Foreign Legion, arming them with new-to-Squad French small arms, in addition to French vehicles including armored tracked vehicles, helicopters, and fixed-wing aircraft. This content will all be playable on a map based in Mali. You might find some of this content playable in the custom maps made by other modders, as well. We’re eager to share every change and detail, big and small. We try to share a weekly roundup every Thursday. As you're reading this very line, our modders are busy creating and sharing French Foreign Legion content. And soon enough, French Army, French Navy, French Special Forces, and Euro Forces as well. A working to-do list of playable assets: https://mod.squadfrance.fr/playable-assets/ Old WIP posts can be found (english): https://mod.squadfrance.fr/all-recent-updates/ and (french): https://squadfrance.fr/squad-mod-francais/ Team: Around 50 international talented 3D Artists, 2D Artists, Texture Artists, Programmers, Coordinators, Sound Designers, Level Designers, Military Advisors, and Guests; A welcoming community; Our own modding website and dedicated Squad servers; Professional tools; A great spirit. Recruitment: We will keep you updated on opportunities; If you want to pitch an Idea please contact @Skor; You can also check: https://mod.squadfrance.fr/get-involved/ Your contact on joinsquad.com will be: @involutory, an American working on the team.
  5. What is Squad?

    Squad is the spitirual successor of... Battlefield 2! I came to this conclusion after thinking how similar the history of BF2 and Squad are, forget the "spiritual successor of Project Reality", that is a thing of the past, Squad is on another level now, heading each time closer to the Battlefield series: mediocrity here's how I think BF2 and Squad are similar, and Squad is indeed the true spiritual successor of BF2: 2004 - BF2 demo shows how awesome BF2 will be (schedueled to release in 2005) 2014 - Squad is shown on the PR forums, and we crapped our pants, it will be awesome 2005 - BF2 releases, but DICE starts changing the game drastically (thanks EA, you suck) and shifiting it from its original plan 2015-2019 - Squad does the same thing, so many bad choices in the game design I wont talk here 2005 - Project Reality mod is born, and still alive, fixing mistakes and making what BF2 should have been in the first place 2019-2020 - Will we have a PR mod being born? if so, this will conclude the final step in making Squad the true spiritual successor of BF2 fixing such severe mistakes can only be done in a mod, at least Squad has mod support (thanks DEVs) like BF2 did, and when this happens, Squad will be the true successor of BF2, because they will have a lot in common that it cant be denied Now I understand why changes were (and are) being made, because 99% of the players are not PR vets, and really making a true spiritual successor of PR would not "sell well" or "please most players", because PR is hardcore, and was made for "special players", but I feel sad to have helped this game in the past, and now years later to see how far away it really is from what I envisioned it would be I find myself playing this game each time less and less, because I find it hard to "bear its standard" now, but also because of lack of time But not all is lost, there is the mod support and a big community, hopefully Squad will continue to be updated in the next years, and something cool may come, like DEVs like to say "soon", so who knows...
  6. Pinko's SquadMod I've had a lot of time on my hands and want to start modding around a new game mode that will hopefully add some immersion and fun for those who enjoy a varied and slower-paced fragfest. With a few ideas fleshed out and a lot more to consider, here is what I'm currently thinking of doing: Core Components These are changes to the core game design, including spawning, capturing objectives, and building or aquiring assets. Their design will focus around how the game simulates the mobilization of troops from the main supply route (MSR), and the way in which territory control is evaluated. Uniforms or shirts: A new resource that represents a potential player avatar ("pawn" in UE4 parlance). Uniforms represent the location of a ticket, and can be thought of as cashing in tickets for boots on the ground. A uniform/shirt icon will be used to differentiate the resource from total team tickets. Uniforms are bought at Main while in a vehicle with an empty passenger seat. They cost 1 ticket apiece, and can be refunded (similarly to loading & unloading supply/ammo). The uniform takes up an empty seat in the vehicle, so that only as many players and uniforms fit in the vehicle as there are seats. *uniforms can't take driver/gunner/command seats Unloading uniforms on HABs: Uniforms can be unloaded on adjacent HABs, allowing the team to build up potential infantry strength on the map. Possible implementation: HABs can hold a certain number of uniforms. Multiple HABs must be built to accommodate more uniforms. Alternative HABs (not really bunkers), such as tents and simple cots, can be placed for less supply if the extra protection isn't required (e.g. for hidden camps, occupying buildings). Spawning on Vehicles: Players may spawn on a vehicle by using a uniform the vehicle is carrying. Reasoning: Vehicles act as staging assets for the squad. Unused uniforms wait in the vehicle and can be used to spawn in reinforcements when squadmates go down. Vehicles may return to Main or a HAB to reload uniforms. This ability replaces rallies. Possible implementation: players spawn in an empty passenger seat, and one uniform is removed from the vehicle's inventory. Or: loading uniforms in a vehicle spawns a soldier model (pawn) in an empty passenger seat of the vehicle. This pawn is then controlled by a player when they spawn in, and a uniform is removed from vehicle inventory. Possible rally rework: rallies can be placed within a certain range of a vehicle or HAB. It costs the vehicle/HAB one uniform to spawn on the rally. Vehicle Purchasing: Vehicles can be puchased by squad leads via a radial menu on radios. Vehicles cost their ticket value on purchase, rather than on their destruction. Purchased vehicles spawn at Main, perhaps with a time delay. Main will always have a radio to purchase vehicles. Reasoning: Vehicle purchasing adds variety in decisions about deployment and use of heavy weapons and armour. It also removes uncertainty about downtime when vehicles are destroyed or abandoned on the field. Players can always redeploy if they are wiped on the field. Possible implementation: Vehicle purchase requires sufficient crewman kits in the squad to to fully man the vehicle's combat components. Vehicle purchase may require a vote from SLs (with a 30 sec timer for votes; simple majority, tie goes to the yeas. 2 min cooldown for calling a vote). Vehicles require available space to spawn at Main (could be tied to particular buildings, i.e. check for empty garage; spawn in garage). Tweaks These changes add to convenience or immersion. Increased match freeztime: More freezetime at match start will provide SLs time to plan together and make initial purchases of troops and assets. Squad comms muting: Players can mute squad comms using a toggle hotkey. Possible implementation: a red indicator will appear next to squad comms HUD notifications when muted. SL can force squad comms to unmute. Recruitment I'm going to make the mod I want, but I'm open to feedback and suggestions. If there's something you think would improve on the concept or implementation, let me know! I will be editing the topic post when I make changes, but will notify in comments about changes made based on feedback. Anyone with Blueprint experience, message me if you want to help make things happen.
  7. Pve Mod?

    I am looking to see if this game has a pve mode. i use to play project reality and loved playing the pve mode as i am not as good at this game as i would like to be. so i was looking to see if anyone has made a mod for this game to bring back the game mode from project reality. i looked on work shop but found nothing.
  8. SOF Mod suggestion thing

    Hey there Squaddies. For the first post on the forums (intro coming next but I already had this typed out so) I wanted to throw in a suggestion for any modders that like the idea and feel up to the task. I'm not sure how plausible this would be, but it would be awesome if it's possible. My idea was for a sort of Insurgency (or even AAS) gamemode in any of the already present Middle East maps, but with a twist. ANA (or any other such local armed force) + SOF VS. Insurgents. The way I had envisioned this was for the SOF part to work sort of how armor or APC squads work, a couple specific roles you can spawn in or pick up which have a different model, gear, and weapons. They could be modeled after any SOF force, either local (for example ANA Commandos) or US based (Army SF, Rangers, etc.). The Local Armed Force part could work much the same as all the other factions, but having some lower quality gear than the US Army, the UK or Russia would provide a familiar yet distinct flavour to the game. Any of the two parts of this suggestion could work seperatly, SOF could be put in any other conventional/regular faction, and the Local Army could be included seperatly in its own faction, fighting either Insurgents, or even the other factions like the US in an alternate history type deal. I think this is an interesting idea because of how it sort of breaks up the Squad gameplay just enough to feel fresh while not losing it's identity, being a good fit for a mod. Maybe this is a dumb idea and all this sounds like the ramblings of a mad man, but I'd like to hear the community's opinions on this.
  9. right now, in console there is no text color difference between vanilla maps and mod maps: there should be, would be good and helpful to spot vanilla maps from mods maps
  10. Hello everyone! Today on Saturday, 8th September we'll host the very first public playtest of the Canadian Armed Forces Mod :flag_ca:. The mod is not yet available on Steam Workshop so make sure you fill out the following form to get access to the mod and join the playtest. SERVER IS ON CUSTOM TAB CAF Playtest - Canadian Armed Forces https://goo.gl/forms/pbox4FCCWpSdtYRx2 Once filled out you'll receive a download link from which you can download the mod. Follow the instruction of the README.md file if you have trouble installing the mod locally. Server Information will be available on the CCFN Discord (https://discord.gg/0rX0Q1CLIkTPJAOL) and Squad Modding Hub Discord (https://discord.gg/a9f4FvW) one hour before the event starts. The playtest event starts at: Americas: 12:00 PST / 15:00 EST Europe: 20:00 GMT / 2100 CEST Oceania: Sunday 03:00 AEST Thanks to CCFN for sponsoring this event's server.
  11. What is the purpose of modding?

    What is the purpose of modding really? When a mod is good enough, is it meant that that piece of code is then possibly lifted into the game itself? Or is just for the purpose of the mod-dev himself and his friends having a little fun, and nothing more? In that case it seems a little meaningless, no?
  12. MOD-EVENT #1 presented by GER-SQUAD-Community Date: SO, 13.05.2018 19.00 Uhr Mods: Strike at Karkand UND Samland Peninsula --> Please be shure you´ve installed both maps before you connect! Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1368090740 Server: ✪✪✪ GERMAN SQUAD Mod Karkand/Peninsula ✪✪✪ (-> CUSTOM SERVERS) Looking forward to see you guys!
  13. French : Préparez vous pour un week-end "BAC" at Karkand ( AAS V2 et AAS V4 suite aux votes ) Nous vous invitons à refaire des parties sur la map de BF2 moddé pour SQUAD avec le moddeur FAR STAN ! Pour cela il vous suffit - Installer le mod STRIKE AT KARKAND depuis le workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1313956617 - Vous inscrire pour vendredi ( Inscriptions jusqu'au vendredi 27 à 20H00 ) https://www.inscription-facile.com/form/n76i9JtvmVtb3W3O8P3O - Vous inscrire pour samedi ( Inscriptions jusqu'au samedi 28 à 20H00 ) https://www.inscription-facile.com/form/vLoNuKfTqo0uJO1BvuLI - Rejoindre le Discord pour une organisation optimale https://discord.gg/3YNbUCS Les règles sont simples - ETRE PRÉSENT A L'HEURE DE L'EVENT - FAIRPLAY et TEAMPLAY - RESPECT et BONNE HUMEUR - PRÉVENIR SI VOUS SOUHAITEZ VOUS DÉSINSCRIRE POUR LAISSER VOTRE SLOT English : Get ready for a "BAC" at Karkand (AAS V2 et AAS V4) week-end we invit you to play on the BF2's moded map for SQUAD with the moddeur FAR STAN ! To take part of the event you need to : - Install the mod STRIKE AT KARKAND from the workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1313956617 - Register for Friday (till friday 27 at 20:00) https://www.inscription-facile.com/form/n76i9JtvmVtb3W3O8P3O - Register for Saturday (till Saturday 28: 20:00) https://www.inscription-facile.com/form/vLoNuKfTqo0uJO1BvuLI - Join our discord for an optimal organisation https://discord.gg/3YNbUCS The rules are simple : - BE PRESENT IN TIME - FAIRPLAY and TEAMPLAY - RESPECT the others and GOOD SPIRIT - TELL US IF YOU WANT TO UNSUBSCRIBE AND LET YOUR SLOT FREE FOR OTHERS
  14. I took a quick look around, and didn't notice anyone discussing utilizing the current "squad" system and improvements for a mod that pays homage to the old days of rainbow 6 / and swat. ( Rogue spear/ Raven shield / SWAT 3 ) From my old testing on dedicated servers the clients were able to utilize quite a high tick rate on servers that remained below about 40 players. For the purpose of this mod I'd recommend 16 player servers for the game play. This would provide a REALLY responsive platform for CQC. With the asset and build system in play this would allow construction inside urban environments I.e. office buildings... bank environments etc... Setting of blow able barricades and even placing wire inside the buildings similar to other games. Realistically this would entail smaller more realistic maps, different weapon selections, modified interface, and possibly door actions ( remember when you could open and close doors - that used to be a thing )
  15. Modding Teams?

    Could anyone help me with modding a kind of team, with a uniform and weapon class? Any help would be appreciated! I would like to make a British team, with an L85A2 as the main weapon and the P226 Mk 15 as the secondary Here is a picture of the uniform: Again, any help would be helpful in some way. Thanks in advance!
  16. Ai mod

    Hello, i was thinking of making an AI mod for squad steam workshop, but with some research I heard that you could not add code to the game; like making a new behavior tree for smart positioning, and scanning of environments. Are you able to add code to the game with its update to steamwork shop?
  17. Squadfrance Modding Team Backgrounds

  18. Modding - What (Free) Softwares Might I need

    For like, reskins, maybe 3d modeling, possibly landscaping even though that's in UE4 editor. I screwed up on the brazier tutorial I tried several minutes ago so that gives you sense at my modding experience.
  19. Squad Mod France: OPEX SERVAL

    I'd like to formally introduce the forums to the SquadFrance.fr mod project: OPEX SERVAL. An official website will be coming soon, but in the mean time you can check up on old updates here. Our mod is built after real life Opération Serval. We plan to introduce operators from the French Foreign Legion, arming them with French small arms in addition to French armored vehicles and helicopters. This content will all be playable on a map based in Mali. I'm Involutory, an American working on the team, and I'd like to share a recent WIP update:
  20. Post Scriptum : The Bloody Seventh

    Official Website : http://postscriptumgame.com/ Facebook : https://www.facebook.com/PostScriptumGame/ What is Post Scriptum? Post Scriptum is a WW2 modification for the acclaimed tactical shooter SQUAD. Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland. This massive Allied assault consisted of a coordination of the British and American Airborne to capture key bridges while the British XXX Corps moved to reinforce them through Highway 69. However, consecutive delays in consolidating ground from the north of Belgium through Nijmegen forced the 1st British Airborne Division in Arnhem to make a stand much longer than anticipated. With no successful link between the XXX Corps and the Airborne in sight, the seventh and final bridge in Arnhem was considered lost. ‘The Bloody Seventh’ is our name for the initial focus of the project as we feel it succinctly details the struggle that the British paratroopers had to endure while waiting for their army counterpart to establish a link through the Lower Rhine. Players will be given the option to fight with the British Airborne Division, British XXX Corps or several branches of the German Army, such as the Wehrmacht or the Waffen SS. It’s a rare opportunity to experience the intense battlefield that was the Battle of Arnhem, which stretched across farms, woods, villages and city areas. Each area is being accurately recreated from archival references that range from street level to aerial images. Whether you’re jumping out of a plane, resupplying friendlies or operating a tank you will find multiple reasons to drop back into the battlefield in this grand scaled representation of a WW2 setting never explored in a large multiplayer environment. http://postscriptumgame.com/assets http://postscriptumgame.com/assets Who are we? Periscope Games is a development group that came to exist from the merging between PR:WW2 (an add-on crew from the Battlefield 2 mod Project Reality) and La Voie de La Liberté (a modding team from SQUAD). The project started in the beginning of March (of 2016) with common goals in terms of structure, recruitment and production by the respective lead developers. The team ranges from members with vast experience (with backgrounds such as Project Reality, Traction Wars, Day of Infamy, Invasion 1944 and even Hitman) to SQUAD modders that have extraordinary potential. We are always looking into adding talented members to our ranks. We believe in a balanced representation in numbers across different departments to keep the current steady pace of development. This is a good opportunity for those with a professional background to add a solid project to their portfolios and skilled modders/graduated students to tune their skills in a great working environment. If you’re interested please check out our Recruitment tab here : http://postscriptumgame.com/recruitment to check available jobs within the team. http://postscriptumgame.com/assets http://postscriptumgame.com/assets What is our concept and goals? Post Scriptum takes the common element of longing that is often expressed in the letters of soldiers to bring a more down to earth and intimate perspective of their existence. The concept takes a strong view of the men behind the uniforms rather than glorifying or creating a subliminal sense of empathy that it’s more often related to ideologies than the very nature of Man. This path will be ever present not only in our promotional ads but also in-game. We have a few ideas in mind to integrate immersive elements, traditionally reserved for single player, that will enhance the overall experience (while avoiding detrimental changes to the multiplayer gameplay). Periscope Games long term ideas for Post Scriptum include more than just a detailed WW2 setting for SQUAD. There are unique gameplay features, map layers and gamemodes in the roadmap that will be implemented (and revealed) in due time. We aim to please players that want a multitude of gameplay options along with those who wish to relive the Battle of Arnhem in a historically accurate setting. We’re taking cautious steps through development ensuring we do not bite off more than we can chew. For these reasons and others stated above we will continue to work hard to bring you a great WW2 tactical experience and hopefully earn the merit to launch our project to higher grounds. http://postscriptumgame.com/maps F.A.Q. Do you have a release date? As usual, ‘it’s ready when it’s ready’. How and where are you going to release? We will reveal such details in due time. Are you going to release your content for the modding community? In the current state, as a modding project, most likely not. Is Arnhem going to be the only place you will cover in the campaign? No. It’s in our plans to go beyond that but ‘The Bloody Seventh’ alone will be quite a monumental task. Will we be able to play with vehicles in the first release? It’s preferable not make promises of that sort while so early in development. Why aren’t you working with other WW2 mods in SQUAD? PR:WW2 initiated talks with WW2 mods in the beginning of February. The proposition would be for each lead developer to have an equal share of decision making within the project. Eventually only ‘La Voie de La Liberté’ agreed with those terms as well as sharing equal views in structure, planning and team management. Are you going to lean towards the Allies in your visual concept? We have a neutral stance regarding both factions. We will balance our promotional campaign between one and another throughout our development. The only one sided leaning element might be baseline with its ‘bloody’ British cursing but that was purposely named to have a double meaning as both sides never had full control of Arnhem’s road bridge. Will you censor Nazi symbols? It’s not in our plans to do so. We believe that every single historical element should be captured regardless of its significance. However, we can't ignore country laws in which such symbols are not allowed. For that reason we’re planning to make a censored version for players that live in countries where Nazi symbolism it’s outlawed. However, our execution of this censored version hinges on many factors, some of which may be out of our control.
  21. Sarau (Inspired by Kashan Desert)

    Inspired by Kashan Desert from Project Reality which was originally created by Duckhunt, Sarau is 16km2 map focused on a combined arms combat.The centerpiece of the map is a large military facility in the Sarau Desert. The facility itself offers medium to close quarters engagements for infantry while you can expect most of the vehicle combat to happen in the wide open desert and oil fields around the military facility offering medium to long range engagements This map features a day and night cycle (WIP): Better in depth video of day and night cycle: Kashan Desert: Sarau Bird eye view: Military complex with a bunker and tunnels (multiple entrances possible): That rectangle is as big as the military will get, there will be a bunker, one airfield, oil fields, a highway and a pipe line. Added new sand texture: Added FlowMap: Pipeline: Highway Pipeline: Radio Tower: Expect a couple villages in the mountains Highway: Started work on the bunker/tunnel system: Bunker: Day: Night: Oil Factory: Updated Textures, Photo Of Dusk: Added new Radio tower: Bunker Almost completed. Added some small villages in the mountains: Credit for the wording: @ISAFMOBIUS04Thanks buddy
  22. Canadians ?

    Something Ive been working on for the past weeks, hope you guys like it. Textures are WIP Models WIP Character Models: Here's the new Canadian soldier model Weapons: C7A2 C9A2 Vehicules: Gwagon Lav old stuff
  23. Post Scriptum will be paid standalone. Escalation 1985 will be paid standalone. It's like Squad modding is being killed preemptively. Who knows what future mods will follow their path. Are there any total conversion mods to look forward to now? Because after the ESC85 and PS teams dropped those little "oh by the way" bomb shells it seems Squad doesn't have a World War II mod or any other total conversion mod in development right now? I haven't heard anything from Fallen Heroes in a long time and I haven't heard of any other such mods.
  24. Spent a bit of time perusing YouTube and seeing some amazing creations within UE4. For example this video of a dynamic grass system: I was wondering. Are the Squad developers utilizing the UE4 community, like the marketplace to help build this game up? There is so much potential within the UE4 engine and people have made some pretty incredible things. In this example, imagine that dynamic grass system in Squad! This also has me wondering about the goals of BlueDrake42 and the Harsh Doorstop project. Seems like what they're creating could directly benefit a game like Squad? I'm also wondering what the goal of modding will be moving forward. Will it just be traditional modding in the sense where some clients/servers may run mods? Or might the Squad dev team implement mods into the core game? I'm just thinking about what this game could be in the future, and seeing the capabilities of UE4.. Squad could be a simply incredible game.
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