Squad - многопользовательский шутер от первого лица, достоверно воспроизводящий современный общевойсковой бой с участием до 100 человек благодаря масштабным картам, фортификации, использованию военной техники, а также встроенной позиционной голосовой связи.
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Недавние:
В основном положительные (всего 344) - 78% из 344 обзоров пользователей за последние 30 дней положительные.
Все:
Очень положительные (всего 9,386) - 85% из 9,386 обзоров положительные.
Дата выхода: 14 дек. 2015

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Игра в раннем доступе

Приобретите игру и начните играть — примите участие в ее развитии

Примечание: данная игра в раннем доступе находится на стадии разработки. Она может измениться в будущем, а может остаться в текущем состоянии, так что если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться ее дальнейшего развития. Узнать больше

Сообщение от разработчиков

Почему ранний доступ?

“С учетом масштаба, которого мы хотим достичь в этом проекте, а также времени, необходимого для внедрения всего контента, мы сочли разумным позволить нашим фанатам а также широкой публике получить доступ к находящейся в разработке игре. Специфика игры позволяет нам вводить обособленные компоненты (такие как пехотный бой, общевойсковой бой), а затем расширять их, одновременно разрабатывая другие аспекты игры. Это позволяет нашему сообществу наслаждаться игрой, одновременно способствуя ее дальнейшей разработке – модель, с которой наша команда прекрасно знакома со времен работы над модами, в которой особенно важны своевременные отзывы игроков.”

Сколько примерно эта игра будет в раннем доступе?

“По нашим расчетам, Squad останется в Раннем Доступе до середины 2017.”

Чем планируемая полная версия будет отличаться от версии в раннем доступе?

“В финальной версии ожидается поддержка 100 игроков на сервере. Кроме того, мы планируем введение широкого спектра техники для каждой фракции, от мотоциклов до вертолетов. Наконец, мы собираемся полностью обновить систему фортификации с помощью новых сооружений, а также отладки системы строительства и логистики.”

Каково текущее состояние версии в раннем доступе?

“В данный момент Squad включает в себя доработанную механику пехотных боев, а также прототип систем, связанных с использованием техники. Мы совершенствуем код, работаем над оптимизацией и добавляем новый контент.”

Будет ли разница в цене до и после раннего доступа?

“Еще не принято решение об изменении цены в Раннем Доступе или после него.”

Как вы планируете вовлекать сообщество в развитие игры?

“Разработчики Squad активно участвуют в обсуждениях на форуме, в discord и Reddit, собирая отзывы и сообщения об ошибках с целью улучшения игры. Мы также активно поддерживаем разработчиков модификаций и планируем добавить полную поддержку модификаций в игру в первом квартале 2017.”
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18 марта

Alpha 9 launched!

https://www.youtube.com/watch?v=SHeLfkKEggE

Hi Squaddies,

The day has finally arrived. After much tribulation we present to the world Alpha 9 of Squad! It is now available via Steam so be sure to update before playing. In addition to upgrading to Unreal Engine 4.14, this update comes packed with a whole lot of content related additions including new vehicles, map expansions, gameplay changes and balance tweaks.

For more information on some of the major new additions in this version, please take a look at our Feature Preview for Version 9 put out recently.

Version 9 is now available via Steam. Please always reset your appdata in the game settings on every new build!

Full Changelog

Gameplay

  • Added Minsk 400 Motorcycle, BRDM-2 Scout Car and MT-LB PKT APC to the Insurgent vehicle pool
  • Added BTR-80 APC, BRDM-2 Scout Car, MT-LB NSVT APC and MT-LB 30mm Cannon IFV to the Militia vehicle pool
  • Added BTR-82A IFV, MT-LB NSVT APC, MT-LB 30mm Cannon IFV and Ural 4320 truck to the Russian vehicle pool.
  • Added Stryker ICV to the US Army vehicle pool
  • FOB Radio Hub no longer creates a spawn point
  • Added a new FOB Deployable, the 'HAB', which is basically a spawn point. US Army and Russian HABs cost 500 Construction Points, Insurgents cost 350 and Militia costs 400. HABs are limited to 1 per FOB.
  • Added a Heavy Anti Tank for Insurgents and Militia. This kit features the PG7-VR Tandem HEAT warhead launched from the RPG-7. Youll find that this is the most effective anti vehicle weapon on the battlefield. It is similarly very front heavy, so be sure to take your time to line up your one shot. The kit is team limited as well as squad limited, similar to how the Marksman role operates. Unlocks 1 slot per team at every 20 players. Squad size must be 9 to claim. Kit comes with 1 Tandem HEAT round and one regular HEAT round as well as an AKS74U as a primary weapon.
  • Temporarily disabled the open/close driver hatch functionality on the BTR-80. The feature will return soon! New experimental version of closed hatch available on the MTLB series of vehicles.
  • Added a new feature where you can double tap the Walk key to stay locked in walking mode and you can toggle the shift manually to sprint. A simple tap of any Walk key will then disable it.
  • Reduced the stamina regeneration rate by 33%.
  • Due to the success of the test of the HMG environment penetration, we are now rolling it out for all 5.56/5.45 and 7.62 rifle caliber weapons. This practically means any primary weapon in the game, with the exception of the PPSH-41. The penetration varies depending on the caliber of the round (bigger being better) and what you are shooting at. Both damage and effective range upon exit is modified by the material. Time to consider if you are in cover or concealment from your attacker, as well as if you want to have a weapon with better environment penetration or not. G3s and 7.62 AKs are options in this case. 30mm AP projectiles are similarly able to penetrate the environment, and are particularly good at it. Beware, this is the first damage type able to penetrate the afghan tightly packed mud walls material.
  • Deployable SPG-9s are now limited to 2 per FOB.
  • Repair stations are now limited to 2 per FOB.
  • All 5 ton transport trucks now hold up to 18 players instead of 13
  • Smoothed out the overheating penalty on emplaced and vehicle mounted HMGs. The punishment period is shorter but you will overheat quickly again. More viable for sustained fire and less crippling.
  • Squad Leaders are now able to set 'possible' friendly FOB locations thru the SLs map Hex Menu as a green FOB icon for the entire friendly team to see. This should help facilitate SL to SL communication when relating to FOB placement.
  • SL Hex enemy spotted icons are now red to bring it more consistent with items that expand or items that are placeable.
  • Due to the success of Op. First Light Conquest and at the request of the community, Conquest has now been added to Gorodok and Yehorivka.
  • All layers have been updated with all new vehicle loadouts. Depending on gamemode, faction, and size will determine how many and what type of asset is used.
  • Increased head turning angle limits as passengers in vehicles
  • Added a ton of interior decoration to the HMMWVs and in the back of the Technicals

Systems

  • Vehicle Handling has been dramatically improved. Force is now applied at the contact point between the wheel and the ground, rather than the center of the vehicle.
  • Added N-Wheeled and Tracked Vehicle physics. N-Wheeled vehicles allow us to simulate any number of wheels, and Tracked vehicles allow us to simulate vehicles with tracks. The BTR has been moved over to N-Wheeled physics.
  • Added the ability to climb obstacles by engaging Off Road mode (Default Key: Left Shift), which is useful in situations where you need maximum torque.
  • The Last player to damage a Vehicle is now cached for 30 seconds. Any unknown or burn damage that is dealt to this vehicle will be attributed to the last damager until the timer expires. Any new damage will become the owner and reset the timer.
  • Flipped Vehicles now attribute their damage to the driver. If there is no driver, it's attributed to the last damager. This means that any passengers that die due to a flipped vehicle will be counted as team-kills for the driver.
  • Added an admin-only notification for when a developer or privileged QA member joins a server
  • Added a Crash Reporter. Now, if your game crashes or generates a crash dump, a crash reporter will appear, asking you to send the crash to us. Please do, as this helps us find and fix crashes.
  • Redid the way steering wheel hand animations are handled, resulting is a much better and more natural way to steer
  • Added some physics to the vehicle as it transitions into its wrecked state after being destroyed
  • Reduced height impact normal to try and reduce the amount of situations where players were being killed behind low cover.
  • Content is now packaged into PAK files. This should reduce loading time and increase the security of the game.
  • Tweaked player movement when going up and down stairs to be a little more deliberate
  • Updated the Easy Anticheat SDK.

UI

  • Replaced the Scoreboard with a new design and added many new points of data to track your performance during the round.
  • Added new Kit Role icons, replacing the old set
  • Ammunition UI has been updated to conform to newer design standards
  • Tightening some style elements regarding font sizes
  • Restyled and reworked the backend on how Text Chat is rendered on the screen
  • Added a new more realistic reticle for the BTR-80 KPVT Turret
  • Added new icons distinguishing APCs vs IFVs (IFVs have a 30mm Cannon or greater)
  • Added new icons distinguishing Tracked and Wheeled armoured vehicles
  • Added new loading Splash image
  • Updated loading QuickStart guide
  • Tweaked radial menu button sensitivity to feel a better in terms of hovering over with your mouse (outer widgets were being selected too early when moving the mouse from the middle to the outer widgets)
  • Removed old Ticket Counter and Round timer as they are now integrated into the new Scoreboard
  • Optimised code for the Stamina and Jump bar, also adjusted the visual styling
  • Updated Credits

Audio

  • New vehicle engine sounds for all new vehicles and also modified the existing vehicles
  • Improved some bullethit impact sounds and flyby bullet crack sounds
  • Modified distance sounds for some explosions
  • Modified M4, AKs, SKS, KPVT fire sounds.
  • Added burning vehicle sounds
  • Added UI sounds
  • Added music tracks 'Downtime' and 'Faith' to the Main Menu music playlist
Maps
  • Gorodok has been expanded greatly, with the addition of more towns, industrial complexes and points of interest.
  • Yehorivka has had additional towns, map detailing and points of interest added.
  • Adjusted map terrain lod levels to minimize distance warping especially on Kohat. Should reduce occurrence of floating players and vehicles.
  • Added an array of additional compounds and ruined areas to Chora as well as fixing general bugs and issues. Optimization pass to reduce draw call overhead.
  • Kohat and OPFL have been completely merged down to hardened maps (some minor final steps) should see increased GPU performance especially on low end machines. Allowed us to push foliage and grass draw distance out to more acceptable levels.
  • Added Minsk Motorcycles on the Jensen's Range Racetrack, along with additional spawn points
  • Improved behaviour of map borders on Sumari, Logar, Kohat and Chora.
  • Adjusted scale of the Bridge on Kohat and improved its collision mesh to prevent players from falling through
  • Removed all static Minsk 400 bikes from maps
  • Updated Kokan lighting on PAAS V1
  • Added a number of additional compounds to Kokan
  • Fixed a lot of doubled up static geometry occurring on some maps
  • Fixed ammo crates on Sumari ITC from being in the ground.

Bug Fixes & Optimizations

  • Fixed super dark shading on the Militia faction soldier models
  • Fixed odd player camera rotations while as a passenger in a vehicle
  • Fixed a bug where the logistics driver wasn't getting points for dropping supplies off
  • Merged a lot of deployable statics together, improving performance
  • Heavily optimised the Weapon Cache mesh
  • Fixed engine sounds playing the incorrect sounds on low settings
  • Increased shovel detection zone size on repair stations.
  • Fixed attachment of burning and destruction effects on vehicles
  • Tweaked rocket trails and backblast effects
  • Optimized footstep dirt effect
  • Fixed a couple of issues involving shooting your own vehicle unintentionally with the turret gun on some vehicles
  • Adjusted and optimised a number of vehicle wrecks
  • Fixed chain-link fences, razor wire and regular wire fences to be penetrable
  • Fixed collisions on a number of stone-wall statics
  • Changed minimum required mipmap LOD bias to prevent .ini changes from making the minimap unusable
  • Fixed collisions issue with destroyed vehicles bouncing around like crazy and colliding with players
  • Fixed giving radial menu access depending on your deploy role instead of your current role
  • Prevented unnecessary overlap events from firing on all vehicles to improve performance on vehicles
  • Fixed an issue where dying due to bleed damage shortly after revive would incorrectly send you to wounded rather than dead.
  • Fixed a bug where 'Use Inventory Switch Timer' config setting didn't persist across game restarts
  • Started hardening passes on many of the older maps, dramatically decreasing draw calls. Will continue into A10 on newer maps as they become complete.
  • Audited physmats to ensure penetration was enabled on all appropriate material types.

Modding

  • Exposed the following functions to Blueprint.
    • SQVehicle
    • bool IsValidSeat(int32 Seat) const
    • bool IsSeatHeldByClaimingSquad(int32 Seat) const
    • void EjectAllPlayers()
    • TArray<USQVehicleSeatComponent*> GetSeats() const
    • USQVehicleSeatComponent* GetDriverSeat() const;
    • void GetExitPoints(TArray<FTransform>& OutTransforms);
    • AController* LastDamageInstigator
    • void EjectPlayerFromSeat(int32 Seat)
    • void RequestChangeSeat(class ASQPlayerController* Player, int32 RequestedSeat)
    • SQGroundVehicle
    • void SetEngineActiveInput(bool bNewEngineActive)
    • void SetEngineBoostPressed(bool bInHasEngineBoostBeenPressed)
    • bool CanToggleEngine()
  • Fixed an issue where the OnSeat Events weren't being called in SQVehicle (Thanks SgtStryker)
  • Added a 4-param event in SQSoldier, OnSeatChange(Soldier, Vehicle, FromSeat, ToSeat) for when seat switching happens on the client. The client only receives this event when a seat change event happens, not why. A player has entered a vehicle when FromSeat is null and ToSeat is valid, a player has exited the vehicle when FromSeat is valid and ToSeat is null. A player has switched seats when both FromSeat and ToSeat are both valid. FromSeat and ToSeat both being null is an invalid operation, and will never happen.
  • Exposed "Wound" and "Die" to Blueprint. Note: These functions may fail in certain situations and the player may not be wounded or die. Check the return value to be sure if the call succeeded!

Offworld Out.

Комментариев: 215 Подробнее

3 марта

Announcement: Alpha 9 Feature Preview

Hi Squaddies,

As we're rushing to squash the last few bugs and tweak in some more optimisation improvements we want to get you, the player, as informed as possible on what to expect in Alpha 9.

New Vehicles




Insurgents



Motorbike

https://www.youtube.com/watch?v=ddSCwB5b5-0

Seats two people and is rather expendable. This tool will allow your scouts, spotters and ambushers to get to more places, quicker. With the highly anticipated mines and IEDs right around the corner, now is the time to practice how to get to the good spots before those pesky Americans or Russians do!These will also help facilitate Insurgents coming from every direction via Rally Points.

Flank! Don't let the hill campers pick you off from the same direction!

https://www.youtube.com/watch?v=TjITHPQsGQ0

MTLB armed with PKT turret

https://www.youtube.com/watch?v=1sz8g7Hnn9o

Looted from some old Soviet-era military bases and pushed back into service, it is now possible to see insurgents driving around in this lightly armed and armored personnel carrier. Do not attempt to take on any armored vehicles with this, as the PKT will not damage them. Use it for engaging exposed infantry and un-armed vehicles such as logistics and transport. The armour on this vehicle is rather thin, so at the most it will protect the occupants from light small arms fire and shrapnel.

BRDM-2

https://www.youtube.com/watch?v=Oy1AlDteuU0

The Insurgents have also managed to loot a few armored scout cars in form of the BRDM-2. As a scout car it only seats 3 people: a driver, co-driver and a gunner. The co-driver can see the world through a high powered 360-degree periscope to help spot targets and navigate. It features the same armament as the BTR-80, that is a 14.5mm KPVT heavy machine gun. It might even get some crafty insurgent improvements in the future.

While it may look like a tank, it is not nearly as thick skinned as something like the BTR-80. Remember that it is a scout car!

Militia



Militia has always been intended to be a paramilitary faction finding a middle ground between the scrappy Insurgents and the better funded and equipped American and Russian forces. With this patch this finally becomes apparent in the vehicle department.

MTLB armed with NSV

This variant of the MTLB is very much like the one the Insurgents has access to, only this one is armed with a turret mounted 12.7mm NSVT heavy machine gun. The high rate of fire and the capability to take on lightly armored vehicles makes this quite deadly. In almost all aspects this vehicle is comparable to a HMMWV, with more passenger capability and better cross-country mobility.

MTLB armed with 30mm cannon

Militia finally got a heavy hitter. This is comparable to the 30mm cannon that the BTR-82A is armed with. While it currently only features armor-piercing ammunition, it is a very strong counter to any armoured vehicle the other factions can field. A glass cannon in the current ecosystem of Squad.

BRDM-2 and BTR-80

With Russia now having access to the BTR-82A, we could finally give Militia a few BTR-80s and still maintain the contrast in capability between the factions. The Russians will still feature BTR-80s so be sure to check your targets before you open up!Militia also have access to the BRDM-2 Scout Car. Now you don't have to feel bad when you want the firepower of the BTR-80 but want to provide fire support rather than hauling infantry around the battlefield.

Russia



BTR-82A

A heavier variant of the BTR-80, the 82A features the 2A72 30mm auto cannon and better crew survivability and blast protection. Its main gun will be loaded with 30mm Armor Piercing Discarding Sabot (APDS) rounds. While not overly effective against dug in infantry, we promise you that this will make very short work of any vehicles on the battlefield. It also has the highest penetration value of any form of ammunition in the game. So if in doubt, just keep shooting those walls!

We are actively working to expand the array of weapons you can use in vehicles in future versions. So expect in the future different ammunition types, coaxial machine guns and smoke launchers. The crew survivability will also be more apparent when we also work on localized damage for future versions.

As MTLB armed with NSVT or 30mm cannon

No longer a front line vehicle by any means, the MTLB can be seen on the Russian side in Squad when missions involve non front-line scenarios, as well as functioning as an intermediate set of vehicles on light maps where BTR's are too high profile.

Ural 4320

The Russian faction has had its truck fleet updated to the 4320 variant of the Ural. While nearly identical in appearance, this variant features a slightly different front end, markedly different interior and a better performing engine.

US Army



Stryker ICV

https://www.youtube.com/watch?v=a23ZLvs7LgU

A highly protected, highly mobile troop carrier, this vehicle is highly resistant to .50 caliber and 14.5mm fire. Comes equipped with a .50cal M2a1 Browning mounted on a Remote Weapon System (CROWS). Do not attempt to take this on unless you are wielding a really big gun or are coordinating your attack with other ground forces.

Forward Operating Bases Update



Big changes has arrived to how Forward Operating Bases function. We are finally moving towards the intended vision of the FOB. The Radio is still the hub of the FOB, but no longer a spawn point.

You will have to now construct a spawn point near the radio. This spawn point offers limited protection and the ability to be put in a different place than the FOB radio.

These spawn points, "HABs" (short for HESCO Accommodation Bunkers) or "Hideouts", will be quite visible and have a large footprint. It will be substantially harder to hide a FOB in a bush, and it will need to be defended and fortified to ensure that your team can be reinforced. A FOB is now, more than ever, a legitimate objective on the map.



Even though it is more visible, a single enemy will not as easily be able to take down an entire enemy FOB as he cannot kill every new spawn while also taking down the radio, unless the defenders have really poor placement of course.

US and Russian "HABs" are 500 construction points, where the Insurgents smaller and lightly protected hideout is 350 construction points to construct. Militia's improvised bunker is 400 construction points.

Currently spawn points are limited to 1 per FOB.

Like all other "smart" deployables, the spawn point will disappear upon destroying the FOB Radio.

It will be harder to rush with an offensive FOB deployment, and we encourage you to fortify the ground you take, using FOBs as a way to secure gained land without stretching the supply lines too thin. Speaking of supply lines, they are now more vital than ever to protect, as well as ambush. Consider using some of the lighter vehicles to escort or hunt down supply trucks.

New Scoreboard



A new scoreboard has been designed and implemented for V9! Now your scores can be broken down on a more accurate level amongst a variety of different metrics (in addition to also looking much nicer overall visually). Kit roles as well as a check for whether a player is in a vehicle or not also can be seen, giving players a quick glance at the overall game in one screen.

Gorodok 4K Expansion

https://www.youtube.com/watch?v=vDtlYz2fDgw



Gorodok has joined the ranks along side Kohat and Yehorivka as a 4k map and there are now many new areas and objectives to contend for including industrial areas and an apartment complex. With the addition of new vehicles, a lot of the forests have been cleared and hills flattened to allow for more mechanized warfare.






Yehorivka Improvements

https://www.youtube.com/watch?v=eTmW0yJfsfM



The landscape of Yehorivka has been filled out to include more and larger villages, an airstrip, an industrial park, and many more new assets from our environment team. We also gave Yehorivka a visual refresh as well, including some new lighting and autumn foliage.





Changelog

Gameplay

  • Added a Heavy Anti Tank for Insurgents and Militia. This kit features the PG7-VR Tandem HEAT warhead launched from the RPG-7. You'll find that this is the most effective anti vehicle weapon on the battlefield. It is similarly very front heavy, so be sure to take your time to line up your one shot. The kit is team limited as well as squad limited, similar to how the Marksman role operates. Unlocks 1 slot per team at every 20 players. Squad size must be 9 to claim. Kit comes with 1 Tandem HEAT round and one regular HEAT round as well as an AKS74U as a primary weapon.
  • Temporarily disabled the open/close driver hatch functionality on the BTR-80. The feature will return soon! An improved version of the closed hatch is available on the MTLB series of vehicles. (Thanks Mumble!)
  • Added a new feature where you can double tap the Walk key to stay locked in walking mode and you can toggle the shift manually to sprint. A simple tap of any Walk key will then disable it.
  • Due to the success of the test of the HMG environment penetration, we are now rolling it out for all 5.56/5.45 and 7.62 rifle caliber weapons. This practically means any primary weapon in the game, with the exception of the PPSH-41. The penetration varies depending on the caliber of the round (bigger being better) and what you are shooting at. Both damage and effective range upon exit is modified by the material. Time to consider if you are in cover or concealment from your attacker, as well as if you want to have a weapon with better environment penetration or not. G3s and 7.62 AKs are options in this case.
  • 30mm AP projectiles are similarly able to penetrate the environment, and are particularly good at it. Beware, this is the first damage type able to penetrate the afghan tightly packed mud walls material.
  • Deployable SPG-9s are now limited to 2 per FOB.
  • Repair stations are now limited to 2 per FOB.
  • All 5 ton transport trucks now hold up to 18 players instead of 13.
  • Smoothed out the overheating penalty on emplaced and vehicle mounted HMGs. The punishment period is shorter but you will overheat quickly again. More viable for sustained fire and less crippling.
  • Squad Leaders are now able to set possible friendly FOB locations through the SL's map Hex Menu as a green FOB icon for the entire friendly team to see. This should help facilitate SL to SL communication when relating to FOB placement.
  • SL Hex enemy spotted icons are now red to bring it more consistent with items that expand or items that are placeable.
  • Due to the success of Op. First Light Conquest and at the request of the community, Conquest has now been added to Gorodok and Yehorivka.
  • All layers have been updated with all new vehicle loadouts. Depending on gamemode, faction, and size will determine how many and what type of asset is used.
Systems
  • Vehicle handling has been dramatically improved with the addition of N-Wheel. The ability for vehicles to climb obstacles has also been improved by having better traction on a per-wheel basis and also the ability to engage an off road mode (Default: Left-SHIFT while driving) which is useful for situations where you need maximum torque.
  • The Last player to damage a Vehicle is now cached for 30 seconds. Any unknown or burn damage that is dealt to this vehicle will be attributed to the last damager until the timer expires. Any new damage will become the owner and reset the timer.
  • Flipped Vehicles now attribute their damage to the driver. If there is no driver, it's attributed to the last damager. This means that any passengers that die due to a flipped vehicle will be counted as team-kills for the driver.
  • Fixed an issue where dying due to bleed damage shortly after revive would incorrectly send you to wounded rather than dead.
  • Fixed a bug where the driver of a logistics vehicle wasn't receiving score for resupply events.
  • Fixed a bug where "Use Inventory Switch Timer" config setting didn't persist across game restarts
  • Added an admin-only notification for when a developer or privileged QA member joins a server
UI
  • Added direct Squad-Leader to Squad-Leader radio communication via the Number Pad. Numbers correspond to the appropriate Squad number. (ie. Numpad 1 for Squad 1)
  • Added new Kit Role icons, replacing the old set.


  • Ammunition UI has been updated to conform to newer design standards
  • Tightening some style elements regarding font sizes
  • Re-styled and reworked the backend on how Text Chat is rendered on the screen
  • Added a new more realistic reticle for the BTR-80 KPVT Turret
Audio
  • New vehicle engine sounds for all new vehicles and also modified the existing vehicles
  • Improved some bullet-hit impact sounds and flyby bullet sounds
  • Added burning vehicle sounds
  • Added UI interaction sounds
Modding
  • Exposed the following functions to Blueprint.
    • SQVehicle
    • bool IsValidSeat(int32 Seat) const
    • bool IsSeatHeldByClaimingSquad(int32 Seat) const
    • void EjectAllPlayers()
    • TArray<USQVehicleSeatComponent*> GetSeats() const
    • USQVehicleSeatComponent* GetDriverSeat() const;
    • void GetExitPoints(TArray<FTransform>& OutTransforms);
    • AController* LastDamageInstigator
    • void EjectPlayerFromSeat(int32 Seat)
    • void RequestChangeSeat(class ASQPlayerController* Player, int32 RequestedSeat)
    • SQGroundVehicle
    • void SetEngineActiveInput(bool bNewEngineActive)
    • void SetEngineBoostPressed(bool bInHasEngineBoostBeenPressed)
    • bool CanToggleEngine()
  • Fixed an issue where the OnSeat Events weren't being called in SQVehicle (Thanks SgtStryker)
  • Added a 4-param event in SQSoldier, OnSeatChange(Soldier, Vehicle, FromSeat, ToSeat) for when seat switching happens on the client. The client only receives this event when a seat change event happens, not why. A player has entered a vehicle when FromSeat is null and ToSeat is valid, a player has exited the vehicle when FromSeat is valid and ToSeat is null. A player has switched seats when both FromSeat and ToSeat are both valid. FromSeat and ToSeat both being null is an invalid operation, and will never happen.
  • Exposed "Wound" and "Die" to Blueprint. Note: These functions may fail in certain situations and the player may not be wounded or die. Check the return value to be sure if the call succeeded!


While we all eagerly await the arrival of two highly anticipated systems; the Animation System update and Inventory/Weapon system overhaul, we hope that you enjoy this content focused patch.

Offworld Out.

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Squad – многопользовательский шутер от первого лица, в котором командное взаимодействие, коммуникация и тактика играют ключевую роль в создании достоверных боевых действий. Примите участие в захватывающих масштабных общевойсковых боях с участием до 100 игроков, управляйте боевой техникой, возводите укрепления, определяйте стратегию Вашей команды или принимайте тактические решения на острие атаки – любой путь подарит Вам незабываемые ощущения и ни с чем не сравнимый игровой опыт.

Системные требования

    Минимальные:
    • ОС: Windows 7 SP1 (x64)
    • Процессор: Intel Core i5-2500K CPU
    • Оперативная память: 4 GB ОЗУ
    • Видеокарта: Geforce GTX 570 or AMD Radeon HD 7850
    • DirectX: Версии 11
    • Сеть: Широкополосное подключение к интернету
    • Место на диске: 18 GB
    Рекомендованные:
    • ОС: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • Процессор: Intel Core i7 4790k CPU
    • Оперативная память: 6 GB ОЗУ
    • Видеокарта: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: Версии 12
    • Сеть: Широкополосное подключение к интернету
    • Место на диске: 20 GB
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