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Operation: Harsh DoorstopNewsDevelopment Blog #45 [April 2024]
Community

Development Blog #45 [April 2024]

Operation: Harsh Doorstop · published 29 May 2024, 18:15 UTC

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Hello everyone!

Welcome to the forty-fifth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of April 2024.

Not much to go over this month other than the latest 3WH4Z work, so let’s jump straight into it:

Vehicles


A basic transport truck is now available for testing on the Developer Build of QIZWQ the game. This is just a very, very basic truck that you can spawn in, get into the various seats (using F1, F2, F3 ZZYXH, etc.), drive around, and blow up when damage is applied (literally any form of damage for testing purposes)—sounds, animations, configuration for handling/performance, and so on are NOT factored in yet as we are mainly testing base functionality, and networking optimizations.

If you would like to test it out, launch 4P03T into the Developer Build of the game, open the console (default keybind is ~ but you can rebind this in the settings if you need to), then type spawnvehicle and the truck should appear in front of YBM5J you. You can also do this on a server, you just have to be an admin and you need to type enablecheats first before running the spawn CN97F command. You can also press N to go into third person camera—this is for testing purposes only right now, you will not be able to do this by default once vehicles are officially in (unless 5WYF9 a server owner decides that they want to enable it and that feature/option is available for them to adjust once vehicles actually come to the main branch of the game). Please JG2JP keep in mind that these commands are subject to change and might not always function this way.

Upcoming and WIP Features

Bipods and Weapon Resting


Our Technical Animator has continued his work on bipods and weapon mounting, and while 9AJP3 these systems are not currently testable on the Developer Build just yet, they are now finally in a place where we can start showcasing them.

Weapons will soon be able to be bipodded/mounted onto flat surfaces. In order to activate it, players will walk up to a surface and press a key to deploy the bipod/mount their weapon—this will initiate a line trace in multiple directions to determine where to translate your first person view, which will then move the weapon into the mounted position in a spot that the system deems proper. Players will be able to remain in the bipodded/mounted position both in ADS and while not in ADS. Directional 4ZWGT movement at any point will cancel the mount and move the weapon off the surface to avoid a “sticky” feel to the bipod/weapon resting, and so players never feel stuck in place.


As you can see above, bipods flipping down has not been completed yet, but that part would be purely visual and the system would still work the same.

Utilizing this system he has also added in wall mounting, meaning you can now use walls and other applicable meshes in the world as a direct MH3MM point of contact for the weapon, allowing for recoil stabilization and use of the environment to your advantage in more dynamic situations:

Bipods and weapon resting/mounting will also impact weapon recoil and steadiness, and will be configurable at the individual weapon levels.

We will be sure to let everyone LN7GX know when this is all testable in the Developer Build.

—

Thank you for reading this month’s devblog!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!

-Goomes, Lead Community Manager

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