Squad
Squad Modding Workshop
Squad Modding Workshop in its current state allows for mods to be added to the core Squad game and to be played on non-licensed servers.
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G4bOrg 14 May, 2020 @ 7:16am
koth in squad
i think a game mode with 3 teams and bases to fight over a central area - like the arma3 mod koth - would work very well in this game

especially with progression elements and loadout customization

however it only makes sense if squad supports 3 teams instead of 2, because koth with 2 teams usually does not work out well gameplay-wise.

anyone thought about this or works on this already?
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Showing 1-8 of 8 comments
wasti 5 14 May, 2020 @ 8:59am 
3 teams in squad isn't really viable due to (very simple and easy to resolve) technical limitations, specifically with ESQTeam enum only having 2 available options.

Petition OWI to add additional options to ESQTeam Enum and we can easily have 3 teams.
Major.Pain 14 May, 2020 @ 2:51pm 
+1
KOTH in Arma is a great mode but the engine is utter garbage, no fun fighting over a point @40 fps lol
Would like to see a version of it in Squad for sure.
Last edited by Major.Pain; 14 May, 2020 @ 2:51pm
G4bOrg 15 May, 2020 @ 2:37am 
damn, thanx for the insight wasti.

Yeah, having 3 teams would be great. I mean I love squad, but I find mixing in the arcady progression style of KotH would be perfect, and I think also a lot more accessible for a lot of new players.
I definitely hesitate every time to click on arma3 or squad, ending up usually playing more arma3, because i just miss the feeling of flying chopper for an hour to drop people into the zone.

especially since custom loadouts would not work well in the default mode, but very well in a KotH, and it would be a nice alternative to the other game modes. And all the models and whatnot are already there to form Red, Blue and Greenfors

Unfortunately without 3 teams possible this game mode is a no-go. I have played 2-teams koth mods as well, and it just does not work out and ends in spawncamping.

Might get around to petition this if I learn how to :)

Technically I only see mainly two major tweaks needed, one is the addition of a third team (which might be a bit of work even with the enum, given all the UI logic), and the loadout management somehow (dunno how that would work); the global progression could be skipped first, but i think it adds to the mode, as you want to get paid to unlock new stuff, and you at least keep a bit of care of your vehicles because it costs you money... and to be honest, it seems more trivial, i doubt it is hard to add some basic db / api calls. ah and there is no looting, but instead you would have supply and base building
wasti 5 15 May, 2020 @ 5:32pm 
loadout management is totally possible, there are even some examples included with the sdk for modifying a players inventory.

Global progression, possible, but in a strange way. The easiest way to go about something like this currently would be to save the players progression in a sav file on that users computer, obviously, this opens up the potential for someone to "cheat" slightly, but if its just for weapon unlocks, I dont foresee it to be a big deal, especially if there were a simple "unlock all" button/option that users could press to not deal with progression systems/weapon unlocks

it should be noted that I haven't played arma in years nor have I modded for arma in years. Last I remember, the koth game modes didn't save info like currency and what not between rounds?
it almost sounds like you want more of a wastelands with a permanent koth objective maybe?
wasti 5 15 May, 2020 @ 5:35pm 
also there are other ways to handle global progression that don't allow users access to their accounts data, however it requires all of the servers that are running the mod to do some really fancy things that don't really exist yet (but easily could).... basically you'd want to run a sql type replication on the save folder between server instances, or have network mapped drives all pointing to the same shared ftp directory that all the server instances use. (this would allow a user to connect on server a, play a bit, then connect to server b and still have the same account data)
G4bOrg 16 May, 2020 @ 2:13am 
koth saves data server side as far as i know, at least that was my impression. after all, arma can load .dlls (windows) /.so (linux) as "extension" and make direct calls to it. therefore saving to db is usually done like in arma2 for dayz (where this extension feature was windows only) - by having a thin DLL layer that can execute database queries or network lookups, or whatever you code (it's a dll after all)

they have even set up a centralized user database, so all koth servers provide the same data. so yes, if you join any koth server, your progression transfers over, if the server is connected to their service (of course there are private servers which have no progression, they do need you to register for their service, after all, they need to prevent people starting private servers to cheat money)

I did not yet read into modding for squad, but i thought such a feature would naturally be possible if modding for unreal; all you would need is some sort of socket or library extension support. but as i said, that would not be a requirement to have the game mode, even if it adds a lot of flavor and replayability to have progression.

another simple way is to save progression locally sent by the server, encoded by a private key on the server. without the user knowing the servers' private key, he cannot tamper with it. of course this would require the player to log out in an orderly way - although to prevent duping, you would keep around the player data until end of round, so the player could reconnect after crash and logout. this requires the server to have a configurable private key, and some math ability in the scripting language, which i am sure, unreal has.
Last edited by G4bOrg; 16 May, 2020 @ 2:16am
wasti 5 18 May, 2020 @ 12:54am 
oh I have a steamid based sav system for these kinds of stats fully implemented in squad already. Sav files are just made on the local server though, so theres no native or intrinsic server to server communication or hives to put it in arma terms. (I came from arma modding about 3-4 years ago and have never even wanted to mod arma again ;) )
wasti 5 18 May, 2020 @ 12:55am 
also, I *may* have found a way to have more teams than normal squad, but it's quite extensive and will take some time to implement and possibly even more time to actually get working right lol.
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