- 模组
- /
- Squad
Squad 模组与插件
TerritoryConquest
作者:76561197989001258
Simple conquest-style game mode, for A13 modding testing
Motorized & Mechnized Squad [BROKEN FOR V2.0]
作者:76561198380392388
# MobileSpawn This is a Squad mod that enables mobile spawn technique that allows players to spawn close to some vehicles, like in Post Scriptum. This technique is designed to simulate motorized and mechanized squad battle tactics. ## Description The vanilla Squad gameplay tend to divide vehicle and infantry. Vehicles and infantries are usually played in different squads, and the communication between them usually relies on the squad leaders, which are inefficient. This mod tries to tie vehicle and infantry together by giving vehicles a spawning technique, letting infantry to spawn on mobile vehicles. This technique make the squad battle experience more dynamic and improve vehicle-infantry cooperation gameplay. Note that supply truck are temporily removed on limited spawn gamemodes, forcing infantry to stick with vehicles. In later versions we may add them back by better combining mobile spawn vehicle and supply line gameplay. ## Technical Information ### Core Classes - MobileSpawnComponentV2: Mobile spawn technique is implemented with the MobileSpawnComponentV2 object, which is a SceneComponent that can be added to a vehicle. All vehicles that have this component can create a mobile spawn point (BP_MobileTeamSpawn) at the component position when the vehicle is parked and engine off. - MobileSpawnLimitedComponentV2: Limited Mobile spawn technique is implemented with the MobileSpawnLimitedComponentV2 object, which is also a SceneComponent. All vehicles that have this component can create a limited mobile spawn point (BP_MobileTeamSpawnLimited) at the component position when the vehicle is parked and engine off. The spawn limit will be restored when the vehicle enter the base area. ### Gamemodes To support limited mobile spawn, custom gamemode is created by altering default PlayerController and HUD to customized ones. - BP_PlayerController_MSL - BP_HUD_MSL ### Maps Currently we've only created a test version on Narva map. Maps with "_ms" suffix is using vehicles with team-wide unlimited mobile spawn. "_msl" use vehicles with squad-member-only limited mobile spawn. Mapnames: - Narva_AAS_v1_ms - Narva_AAS_v1_msl ## Usage Use AdminChangeMap [mapname] to play with Mobile Spawn Vehicles.
TestGameMode[Discard]
作者:76561198268228172
Test_Mod
作者:76561198318523932
OperationalPack_3SFG
作者:76561198004623355
SCC
作者:76561198368846808
SuperBunker
作者:76561198268228172
Squad_RCube
作者:76561198342192956
ZSU_Events
作者:76561198246251800
GSO General Squad Overhaul
作者:76561198077221626
Mod status: concept only Mod personal motivation: Squad has gone away from my personal ideal for a long time in small steps, with ICO just being another step all to a point where squads current design is just too far off, without saying all updates were bad, Squad just got too bad, repetitive and boring. Meta changes: -Increased respawn time to 2min -Reduced all vehicle ticket cost to 0, respawn timer is enough -Reduced FOBs ticket cost from 20 to 0, losing a spawn is enough punishment -on respawn you have only the ammo u died with preventing squad hopping, no minimum like 1 bandage and 2 mags on respawn -More light vehicles & APCs to resupply on rallies so squads split up less & used as transport ICO Overhaul: -Removed suppression blur & suppression screen shake (only rewards missing shots and punishes players who escape bullets by getting into cover) -Bringing back old v5 tunnel vision effect when being suppressed -Removed suppression increased weapon sway (only rewards the person for missing shots and punishes the target for no reason) -Removed suppression camera and weapon flinch animation -Decreased scope peripheral vision blur -Decreased scope inside blur -Decreased scope shadow (refers to the black ring or fog which sets in when the camera moves too far from the optimal position behind the scope) -Added suppresion adrenaline effect, giving you additional stamina to get into cover, making you more capable not less like v6 ICO -Removed (maybe) recoil misalignment mechanic -Decreased "sway allignment" (Rotating around the grip causes misalignment of the sights.), black only around the edges, so you can actually see through the scope when shooting -Increased gun ADS speed/shorter time to shoulder the rifle to have an aligned sight -Increased lean speed without making qe spam possible again -Increased total soldier stamina -Reduced recoil to get closer to realism -Have clear sight pictures when move ads -Decreased sway if no stamina close to v5 -Increased fall damage height, fall damage only happens from higher heights (since there is no climb animation/mechanic) Infantry changes: -Increased max bandages to 4 all kits -Removed ability to see friendly INF on minimap, only SL can see other SLs on minimap -Only SLs/FTLs can see markers (Move marks excluded) on minimap, (minimap communication just makes gameplay fast paced and takes away from active voice communication teamplay) -SL marker only visible on minimap, not on compass/screen (make indirect fire teamplay based) -Removed ability to give up within first 90s when being downed (so you have to wait for a medic) -Any headshot = instant death (no revive) -Removed all name tags, identfying friendly/enemy is its own skill -Hold RMB to get weapon to point shooting position + increasing the time for point shooting to 30s before gun goes to low ready -Increased combat engineer mines to 20 (so offroad minefields are a viable option, mines are also meant to be used for defense to prevent steam roles via vehicles) -Added sniper rangefinder (more immersive & better at killing) -Removed range information from any SL marker -Add all AT kits rangefinder -Added some kind of turning speed modifier to make 180 shots less possible (flick shots should be possible, 360 flick shots shouldnt be possible) -Animation / movement times, like time to ads, go stand up from prone should all depend on stamina Rally changes: -Rally wave timer increasd to 3min to group the squads more up together and balance rallies -Reduced Rally overrun radius to 5m -Reduced place Rally Nearby Enemies radius to 5m -SL INF rally can be placed without teammates FOB changes -players can spawn on radios as well, providing a hidden spawn, but not providing protection -SL can only place radio or hab, not both -supplies can be stored inside the hab just like supplies can be stored in radios, so no radio hide and seek if there is a hab -no fob/radio bleed out timer -radio spawnable even if damaged -increased FOB & radio health by 100% -HAB overrun mechanic reduced to only being overrun when 1+ enemies are 0-5m nearby -FOB exclusion radius is based on the HAB/radio -HAB/radio cost 2000 construction points, so you cant place it with a heli and a logi only carries one HAB/Radio, FOBs imo are supposed to be placed at POIs like objectives or high ground for a TOW, less FOB spamming is basically the intention, more rally using, FOBs mainly ment to be for defense and not offense -Supply crate system: Unload from heli/logi -> create drops, when placing radio/hab supplies are being automatically taken out of crate -HAB/radio need to be dug up to be spawnable -FOB howitzer artillery emplacement, 3000 construction cost, reload time 30 seconds, each shot costing 1000 ammo, range 2km, 1 guy needed to adjust, 1 guy needed to reload -Mortar direct INF hits cause instant death (no revive) -Mortar only 1 round per reload but 1/3 of cost AT & Vehicle changes: probably needs more balancing -Give all vehicles thermal vision -HAT&Tow cause fire all APCs & IFVs -2 LATs cause fire all APCs & IFVs -Tank AP cause fire all APCs & IFVs -1 HAT hit destroys heli -Vehicles RMB MG without having to switch -Added 1x self propelled howitzer per team, same cooldown like tanks, can carry 28 rounds, 25s reload time, range 2.5km, 1min rearm time per round, 1000 ammo rearm cost per round, 2 person vehicle, driver and gunner, -Vehicle HE round insta kill against INF -Logis can only carry 2 people (the rest is being used for supplies, people should use APCs, IFVs, transport trucks and helis for transport) CMD changes: -Added supply create drop -Removed any form of scripted artillery, only airstrikes and drones -Decreased cooldown in between similar CMD actions to 5min -All CMD actions available 20min after round start -CMD has 3 airstrikers, each 30min cooldown, max 11 airstrikers per round -CMD has 2 drones each lasting 15min, each 30min cooldown, max 4 drones per round -Reduced CMD ticket cost from 2 to 1 -Solo Squad can volunteer for CMD (people can always vote against it) -CMD TKs dont count for auto 7 tk ban -Thermal view for UAV IDEAL seperate spawn system: -only spawn in waves -Spawn wave time 3min, 5min after used -FTLs also able to place one Rally -ONLY SL can decide where members can spawn except rally (approval or preenabled) -spawn system is meant to bring players together and not split them apart. Spawn system is meant to make death punishing. -HABs are not meant to be for attacks really, but for defense or strategic positions mostly -Removal of HAB overrun mechanic instead make Habs in big waves, like minimum 3 people to spawn -On map only SLs/FTLs visible -limited amount of Squads Other thoughts: -If you want to make people stick together more as a squad, then the medic should be the only one able to revivide players -There should be a sprint mechanic "double tap shift", drains more stamina, but faster. Overall more stamina. Headshot should be respawn. -SL should be the only one who can decide where squad members can spawn. Approve spawn. -Remove all sway when bipod deployed -Increased healing time -Increased revive time, like 30s -Rallys limit amount of respawns -To counter FOB (HAB) spam you could make it on respawn you only spawn with the loadout you spawn on rally with, that way spamming too many fobs is not effective, but only the fobs that can still be resupplied are effective -ads time depending on stamina, punishing run and gun, rewarding a move from cover to cover and squad coverage playstyle -decrease total time to hold breath to below 5s -having the rifle canted as option for cqb -remove screenshake from explosions
The_Hill_TE
作者:76561198180311075
Defend the entrenched Hill on Yehorivka against the russian attackers.
Jensens Range Invasion [updated to 7.2]
作者:76561198204030527
Jensens Range but Invasion use adminchangelayer Jensensrange_Invasion_v1 USA vs INS 5 point full invasion layer might add more layers if this becomes popular
Ploppable Buildings
作者:76561198209479859
[h1]Ploppable Buildings[/h1] Ploppable Buildings adds a large collection of Squad assets configured as fully [b]Zeus-placeable deployables[/b]. Create compounds, reinforce objectives, construct temporary bases, test FOB layouts, experiment with weapon placements, or transform an empty area into a complete scenario. Buildings can be spawned, moved, rotated, and deleted through Zeus during a live event. [h2]Features[/h2] • [b]255 placeable assets[/b] from multiple Squad environment sets • Fully configured for placement and management through Zeus • Buildings retain their normal physical mesh collision • Players can place deployables and build inside structures as usual • Useful for compounds, objectives, event maps, FOBs, and temporary bases • Includes houses, apartments, factories, warehouses, military structures, fortifications, and more • Additional assets, fixes, and improvements will be added over time [h2]Building Catalog[/h2] Browse every available asset through the online catalog: [url=https://ploppablebuildings.netlify.app/]Ploppable Buildings Online Catalog[/url] The catalog allows you to: • View each building's image, display name, region, and category • Search and filter the complete asset collection • Submit improved building-name suggestions • Like suggestions submitted by other users • Report broken assets, crashes, collision problems, placement issues, duplicates, and other bugs [h2]Name Suggestions[/h2] When suggesting a name, focus on the building's most useful and distinctive features: • Is it a unique structure, such as a mosque or gas station? • Does it have a distinctive shape, such as an L or T shape? • How many stories does it have? • Is it large, medium, or small? • What separates it from similar buildings? Please keep suggested names short, clear, and easy to identify during a live Zeus event. [h2]Designed for Zeus Events[/h2] The mod is primarily intended for Zeus event creation and live server-side scenario building. It gives event organizers the freedom to reshape locations, add cover, create objectives, test layouts, and expand existing maps while an operation is underway. The showcase video in the Workshop media gallery demonstrates some of what can already be created, but this is only the beginning. [h2]Feedback and Support[/h2] Your feedback will help improve the mod. Use the online catalog to submit name suggestions, like suggestions you agree with, and report problems directly against individual assets: [url=https://ploppablebuildings.netlify.app/]Open the Building Catalog[/url] You can also join the Discord for updates, discussion, and support: [url=https://discord.gg/fsr5Rcqb]Joseph’s Discord[/url] Huge thanks to ivan from [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2957886095]realism mod[/url] for helping me make this mod possible! [h2]Beta Notice[/h2] [b]This mod is currently in beta.[/b] Bugs, broken assets, unexpected behavior, crashes, and compatibility issues may occur. Use the mod at your own risk and report any problems you encounter.
GorodokTG
作者:76561198104645931