In this update14
Full notes
Full Operation: Harsh Doorstop update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Gameplay
- Maps
- Fixes
- UI and audio
- Balance
Operation: Harsh Doorstop changes
Construction System
Disallowed by default the ability for squad leaders to place down FOBs inside of a capture zone
This setting is server-configurable via the"HD.Construction.AllowBaseConstructionInCaptureZones"cvar
Gameplay
Added support for server-defined rulesets
Implemented server-configurable cooldown period to prevent players from quickly switching back and forth between teams (default is 2 minutes)
Reworked team-balancing system to take additional factors into account when choosing players to reassign
Autobalance by default no longer reassigns players that are alive at the time a check is performed
Autobalance by default will favor reassignment of players with the least amount of time having been on the team, followed by how low their score is
Autobalance by default no longer reassigns squad leaders
Autobalance by default no longer reassigns server admins
- For Server Ownerssee the updated Server Setup Instructions document for further details on configuring the new ruleset and team-balancing settings
Maps
Spawn points per flag spread out to help spawn camping
Auto Exposure adjusted on several maps
Carentan
Reorganized flags with a single neutral flag for all routes
Jaziira
Spawn points adjusted so the player does not spawn under the terrain
Fixed route #2 to include neutral flag in the middle of the route tier
Khafji
Reorganized flags with a single neutral flag for all routes
Omaha
Barbed Wire no longer blocks projectiles
Blufor Tickets doubled
Spawn point at town disabled
Risala
Central point flag visibility fixed
Pre-Capture states fixed
Tan Binh
Reorganized flags to ensure there is only a single neutral flag for all routes
Added new "Crossings" flag
UI
Fixed zoom in and out of Flag, FOB, and Rally Point icons being offset when zooming on minimap
Vehicles
Updated vehicle hitbox collision settings to fix issue where vehicles were immune to radial damage (such as explosives)
Fixed Kubelwagon hitbox not registering hits
Fixed issue in multiplayer where friendly vehicle POIs on the spawn map would disappear and reappear based on the player's distance from the vehicle
Fixed a crash on map load when there were one or more vehicle spawners placed in the map that had been configured to use the 'Explicit' spawner mode
Swapped MRAP Catamount to Woodland camo version for US Army in the Hyrcania Faction
Swapped UAZ Hunter Desert to UAZ Hunter Soft Top Desert for RU Marines Sand in the Hyrcania Faction
Weapons
Removed Secondary PPSH41 from Training Grounds Opfor PPSH Kit
Removed extra gun from Training Grounds
Adjusted TPV offsets for AKM to prevent arm from breaking
Added Kobra red dot sight variant for ASVAL, swapped with PMC East Squad Leader
Scaled the size of M240B LMG ammo bag on SKM
Adjusted Braced Aim Offset for SVDM
Removed global sound cues from recently added explosive weapon aim animation sequences (C4, IED, and TNT)
New textures imported for M110, SVDM, and Vz61 for Hyrcania Weapons
Removed iron sight view for SVDM 1P88 for Hyrcania RU Marines
Fixed iron sight alignment on UZI
Reduced saturation on Hyrcania US Army Multicam textures
Updated suppressor sound cue for Hyrcania SCARH
Adjusted C4 and TNT Projectile physics volume
Corrected attenuation on A_M40A1_Single_Load_2 sound cue
Adjusted offsets and blend times on Stick and Stielhandgrenate grenades
Adjusted offsets on Xm148, M16A2 M203 and M4A1 M203, corrected sound cue in M4A1 M203
Corrected smoke launcher FX on M1 Garand M7 rifles
Adjusted sound cue timings on BAR and M14
Adjusted offsets on G43, Stoner63, M240B, T Gewehr
Adjusted blend times on 1897 Trench gun, swapped sound cue for more sound diveristy
Flipped iron sight mesh on MAT49 to use 200m iron sight, larger sight picture, adjusted ADS offset
Swapped sound cue on Madsen to create more sound diversity
Adjusted specular values on FMTV, Humvee, IMV Rhino, MRAP, URAL
Updated interior on all UAZ Hunter vehicle variations, created MI_Metal_Green and Desert variations to use for interior
SDK
Created static mesh sub folder for mini repair station, ammo, and medic boxes
Team Join/Assignment functions now provides a call result accompanied by a denial reason if any
Added gamemode CanJoinTeam() BP-native event
While not presently hooked up to the base game UI, mods can subscribe to events on the Player Component that notify of any player-issued team change requests that were denied by the server
Mods can determine what teams a player is currently eligible to join using HDPlayerComponent::GetTeamChangeEligibilityById(TeamId) as well as invoking HDPlayerComponent::UpdateTeamChangeEligibilityMap() whenever a player's eligibility status to join a particular team has been altered by behavior in the mod
- RulesetsAdded 'MatchHasStarted' event callback
Rulesets: Allow for config vars to be defined in ruleset BP classes
SDK Upgrade Notes
Ruleset BP classes should be resaved to use the new ruleset naming standard where rulesets are now referred to by a simplified name (common prefixes are removed). Example: 'BP_HDRuleset_KillDeath' becomes 'KillDeath'. In addition, they should be moved to a search path in your mod designated by the ModData asset for rulesets. This will allow them to be referred to by name rather than the full path to the class.
Similar to the autobalance feature, the cooldown feature when changing teams is disabled in PIE for ease of use. Standalone Game can be used instead to test these features with your mod without packaging.
Source
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