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America's Army => General Chat => Topic started by: Spanky on Saturday, April 20, 2013, 15:22:55 PM

Title: SAI Mod
Post by: Spanky on Saturday, April 20, 2013, 15:22:55 PM
This thread will showcase the progress ELiZ is making on porting the SAI from 2.8.5 to 2.5. Here are some screenshots and videos (you can find more buried in this thread):

Here is some Video of Alpha0.2
[youtube]N98Yr9Oa0lo[/youtube]

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Foi40.tinypic.com%2F10hlf2t.jpg&hash=bd34b56e2c9ec901ab8cd144f04df0f9)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Foi39.tinypic.com%2F2jf0f1e.jpg&hash=7888dd41563e8f54bc81390e40327397)

Title: Re: SAI Mod
Post by: ELiZ on Saturday, April 20, 2013, 16:08:23 PM
For a proper SAI(where you can report enemies) server must be involved to replicate data beween clients, is that easy to do?
I have only done client side scripting, never used replication.

Title: Re: SAI Mod
Post by: Rob_LD on Saturday, April 20, 2013, 16:17:29 PM
I would say:
Appreciate your work!
 :up:
Title: Re: SAI Mod
Post by: Spanky on Saturday, April 20, 2013, 16:39:22 PM
For a proper SAI(where you can report enemies) server must be involved to replicate data beween clients, is that easy to do?
I have only done client side scripting, never used replication.

I dabbled in replication with the physics mod (seen on PBall). It's not rocket science but it is tricky.
Title: Re: SAI Mod
Post by: wickid on Saturday, April 20, 2013, 16:48:14 PM
sai is so gay
Title: Re: SAI Mod
Post by: Spanky on Saturday, April 20, 2013, 17:03:09 PM
sai is so gay

I'd expect that from someone who's in-game username is "R-PUSSIES".
Redacted due to misunderstanding.
Title: Re: SAI Mod
Post by: BiG_SerGiO on Saturday, April 20, 2013, 17:15:06 PM
Spanky if you are willing to try it, then i say, go for it ;)
Title: Re: SAI Mod
Post by: Koden on Saturday, April 20, 2013, 18:10:09 PM
It's great. Can't think of a reason why someone wouldn't appreciate an useful tool (are you going to use the level map like in the 2.8 version? I was curios about how the hud/map overlay works).

sai is so gay

Thanks for contributing with another deeply conceived opinion.
Title: Re: SAI Mod
Post by: Flatlander on Sunday, April 21, 2013, 04:13:38 AM
Nice!It will bring some players,a lot people arent able to handle the 2.5 compass ;)

Dont forget to advertise the change.
Title: Re: SAI Mod
Post by: [SWISS]Merlin on Sunday, April 21, 2013, 08:48:55 AM
wow, wow, wow !!!
hey guys, congratulations.
others and myself would love it to have this kind of help back in the game (except some pussies :D)
thanks for trying to do it. still hope for it :)
good luck
Title: Re: SAI Mod
Post by: rxcapitan on Sunday, April 21, 2013, 10:11:11 AM
I think that sai is not that important ppl like it how is it now and its more realistic.if u want spend some time for helping aao try to put some minimal delay between singleshots so ppl dont turn they guns into norecoil hackguns with mousemacros.
Title: Re: SAI Mod
Post by: Rob_LD on Sunday, April 21, 2013, 12:46:52 PM
Quote
if u want spend some time for helping aao try to put some minimal delay between singleshots so ppl dont turn they guns into norecoil hackguns with mousemacros.
It's already covered by CVAR.
Title: Re: SAI Mod
Post by: rxcapitan on Sunday, April 21, 2013, 12:48:21 PM
hmmm i think its not.....i still  can hear that many ppl use that....
Title: Re: SAI Mod
Post by: teddy_grizzly_bear on Sunday, April 21, 2013, 17:14:36 PM
Looks cool, keep up the good work! :)
Title: Re: SAI Mod
Post by: [HT]-d0n-@-KeIIo- on Sunday, April 21, 2013, 20:01:07 PM
I think it is a good idea.
above all for beginners, not so many tks.
good luck m8!!

and wicked you are our fan boy? :D
pls delet the tag in game you are not ht member... :up:
Title: Re: SAI Mod
Post by: ELiZ on Monday, April 22, 2013, 07:41:10 AM
Reason I asked of the current state of your SAi was that I have done some further work on the Byteconverter of the uscripts of 2.8.5 and should have complete access to the 2.8.5 SAI related stuff.
Title: Re: SAI Mod
Post by: KARI-30 on Monday, April 22, 2013, 09:58:00 AM
Personally I would love the game to stay as it is now. Why modding the 2.5 version. You really want the game to look like BF3 or COD or other games with that nonsense radar? Might aswell put the enemy locations in it :D

AAO has always been about realism. The realism of the radar = 0.
Title: Re: SAI Mod
Post by: Spanky on Monday, April 22, 2013, 13:46:37 PM
AAO has always been about realism. The realism of the radar = 0.

You're right. I bet the defense research guys absolutely hate the idea of infantry seeing locations of friendlies and objectives/targets in real time on miniature displays. It would also be stupid to share that information with other branches of military to avoid friendly casualties when support is sent in. Fucking unrealistic.

An update to stop server admins using mods would be good
+1 vote.
Title: Re: SAI Mod
Post by: ]-KTA-[Helldiver on Monday, April 22, 2013, 14:38:06 PM
+1 for kari.

SAI sux mates, pls let the game be like it is now :-)

Title: Re: SAI Mod
Post by: Koden on Monday, April 22, 2013, 16:29:58 PM
You're right. I bet the defense research guys absolutely hate the idea of infantry seeing locations of friendlies and objectives/targets in real time on miniature displays. It would also be stupid to share that information with other branches of military to avoid friendly casualties when support is sent in. Fucking unrealistic.

Just for the record for those who call it COD-like: on Killing Floor things like this, made by the community (interface related), have been integrated into the game by the developers theirselves (Tripwire Interactive).
Title: Re: SAI Mod
Post by: Flatlander on Monday, April 22, 2013, 16:31:00 PM
+1 for kari.

SAI sux mates, pls let the game be like it is now :-)

Question is now,do you rather play alone with a compass or maybe with some new people but  SAI!?

Personally i dont care which will be used,i just see the potential of this change ;)
Title: Re: SAI Mod
Post by: ELiZ on Tuesday, April 23, 2013, 16:07:37 PM
Here is some of the 2.8.5 code, from AGP_UI.u
3 classes you might find usefull.

This code should only be used as a reference, I don't garantee that the decompilation is correct, it's still a work in progress.
Code: [Select]
//================================================================================
// UIHUDCompass.
//================================================================================
class UIHUDCompass extends UIControl;

const kMaxObjectives= 8;
var(None) int ScaledObjectiveTextX;
var(None) int ScaledObjectiveTextY;
var(None) Texture _tLeft;
var(None) Texture _tRight;
var(None) Texture _BracketTexture;
var(None) UIControl _ElementList;
var(None) bool _InitializedObjectives;
var export Texture _tObjectiveSymbols;
var export string _sObjectiveSymbols;
var(None) Texture _tObjectiveUp;
var(None) Texture _tObjectiveDown;
var(None) Texture _tObjectiveLevel;
var export UIHUDCompassPointObj _Objectives;
var(None) UIHUDCompassPointV _TeamPoint;
var(None) Texture _tTeamSSG;
var(None) Texture _tTeamSGT;
var(None) Texture _tTeamPVT;
var(None) Texture _tTeamMedic;
var(None) Material _tTeamBleed;
var input Texture _tFT;
var(None) Texture _tTeamIFVIP;
var(None) Texture _tTeamSFCapt;
var(None) Texture _tTeamSSG1st;
var(None) Texture _tTeamIF;
var(None) bool _bIsSettingTarget;
const kArrowDeadRange= 132;
const kObjectiveArrowScaleX= 0.5;
const kObjectiveSize= 16;
const kObjectiveTextY= 112;
const kObjectiveTextX= 786;
const kLocationTextY= 82;
const kLocationTextX= 786;
const kCompassTextureWidth= 1024;
const kCompassY= 16;
const kCompassHeight= 32;
const kCompassWidth= 512;

function Destroyed ()
{
local(None) int i;
local(None) UIControl Control;
local(None) UIControl NextControl;

Super.Destroyed();
_tLeft=None;
_tRight=None;
_BracketTexture=None;
_TeamPoint=None;
_tTeamSSG=None;
_tTeamSGT=None;
_tTeamPVT=None;
_tTeamMedic=None;
_tTeamBleed=None;
_tTeamIFVIP=None;
_tTeamSFCapt=None;
_tTeamSSG1st=None;
_tTeamIF=None;
i=0;
JL0068:
if ( i < 8 )
{
_tObjectiveSymbols[i]=None;
if ( _Objectives[i] != None )
{
_Objectives[i].Destroyed();
_Objectives[i]=None;
}
i++;
goto JL0068;
}
Control=_ElementList;
JL00C9:
if ( Control != None )
{
NextControl=Control.cNextControl;
Control.Destroyed();
Control=NextControl;
goto JL00C9;
}
_ElementList=None;
return;
}

function IsSettingTarget ()
{
local(None) bool ReturnValue;

return _bIsSettingTarget;
return;
}

function SetTarget ()
{
local(None) bool E;

_bIsSettingTarget=E;
return;
}

function Draw ()
{
local(None) Canvas Canvas;
local(None) int oldstyle;
local(None) GameReplicationInfo GRI;
local(None) PlayerController PC;

if ( cFrame.cActor == None )
{
return;
}
if ( Pawn(cFrame.cActor) == None )
{
return;
}
oldstyle=Canvas.Style;
if (  !_InitializedObjectives )
{
InitializeObjectives();
}
PC=cFrame.cHUD.PlayerOwner;
GRI=PC.GameReplicationInfo;
if ( ShouldDrawCompass() )
{
if ( (GRI != None) &&  !GRI.bHUDHideCompass && (PC != None) &&  !PC.bHUDHideCompass )
{
DrawLocation(Canvas);
}
}
if ( ShouldDrawObjectiveList() )
{
if ( (GRI != None) &&  !GRI.bHUDHideCompass && (PC != None) &&  !PC.bHUDHideCompass )
{
DrawObjectiveList(Canvas);
}
}
Canvas.Style=oldstyle;
return;
}

function InitializeObjectives ()
{
local(None) BaseObjective obj;
local(None) UIHUDCompassPointObj objcompass;
local(None) int objnum;

objnum=0;
foreach cFrame.cActor.DynamicActors(Class'BaseObjective',obj)
{
if ( obj.IsA('AGP_Objective') )
{
objcompass=new (None,Class'UIHUDCompassPointObj');
objcompass.setObjective(obj);
objnum=obj.GetHUDPosition();
if ( objnum > 8 )
{
objnum=8 - 1;
}
objcompass.SetTexture(_tObjectiveSymbols[objnum]);
objcompass.SetText(_sObjectiveSymbols[objnum]);
objcompass.setOrder(objnum);
objcompass.Create(cFrame,cScreen,0,-1,0);
if ( _Objectives[objnum] == None )
{
_Objectives[objnum]=objcompass;
} else {
objcompass.cNextControl=_Objectives[objnum];
_Objectives[objnum]=objcompass;
}
}
}
_InitializedObjectives=True;
return;
}

function DrawCompass ()
{
local(None) Canvas Canvas;
local(None) float X;
local(None) float Y;
local(None) float fFOV;
local(None) int iCompassSrc;
local(None) int iCompassStart;
local(None) float fDegrees;
local(None) float Width;

if (  !ShouldDrawCompass() )
{
return;
}
if ( _tLeft == None )
{
Canvas.SetPos(100.00,100.00);
Canvas.DrawText("UIHUDCompass::Draw NO TEXTURE");
return;
}
Canvas.Style=6;
if ( cFrame != None )
{
Canvas.DrawColor=cFrame.cHUD.HUDColor;
}
X=Canvas.ClipX / 2 - 512 * cFrame.fScaleX / 2;
Y=16.00;
Canvas.SetPos(X,Y);
fFOV=Pawn(cFrame.cActor).Controller.FovAngle;
iCompassSrc=fFOV * 1024 * 2 / 360;
fDegrees=cFrame.cActor.Rotation.Yaw * 360.00 / 65535.00;
iCompassStart=fDegrees * 1024 * 2 / 360;
iCompassStart -= iCompassSrc / 2;
iCompassStart=iCompassStart % 2 * 1024;
JL01CC:
if ( iCompassStart < 0 )
{
iCompassStart += 2 * 1024;
goto JL01CC;
}
if ( iCompassStart <= 1024 )
{
if ( 1024 > iCompassSrc + iCompassStart )
{
Canvas.DrawTile(_tLeft,512.00 * cFrame.fScaleX,32.00 * cFrame.fScaleY,iCompassStart,0.00,iCompassSrc,_tLeft.VSize);
} else {
Width=(1024.00 - iCompassStart) / iCompassSrc;
Canvas.DrawTile(_tLeft,Width * 512 * cFrame.fScaleX,32.00 * cFrame.fScaleY,iCompassStart,0.00,_tLeft.USize - iCompassStart,_tLeft.VSize);
Canvas.SetPos(X + Width * 512 * cFrame.fScaleX,Y);
Width=1.00 - Width;
Canvas.DrawTile(_tRight,Width * 512 * cFrame.fScaleX,32.00 * cFrame.fScaleY,0.00,0.00,iCompassSrc - _tRight.USize - iCompassStart,_tRight.VSize);
}
} else {
if ( 1024 * 2 > iCompassSrc + iCompassStart )
{
Canvas.DrawTile(_tRight,512.00 * cFrame.fScaleX,32.00 * cFrame.fScaleY,iCompassStart - 1024,0.00,iCompassSrc,_tRight.VSize);
} else {
Width=(2.00 * 1024 - iCompassStart) / iCompassSrc;
Canvas.DrawTile(_tRight,Width * 512 * cFrame.fScaleX,32.00 * cFrame.fScaleY,iCompassStart - 1024,0.00,_tRight.USize - iCompassStart - 1024,_tRight.VSize);
Canvas.SetPos(X + Width * 512 * cFrame.fScaleX,Y);
Width=1.00 - Width;
Canvas.DrawTile(_tLeft,Width * 512 * cFrame.fScaleX,32.00 * cFrame.fScaleY,0.00,0.00,iCompassSrc - 2 * 1024 - iCompassStart,_tRight.VSize);
}
}
X=Canvas.ClipX / 2 - 512 * cFrame.fScaleX / 2;
Y=16.00;
Canvas.SetPos(X,Y);
Canvas.DrawTile(_BracketTexture,512.00 * cFrame.fScaleX,32.00 * cFrame.fScaleY,0.00,0.00,_BracketTexture.USize,_BracketTexture.VSize);
return;
}

function DrawLocation ()
{
local(None) Canvas Canvas;
local(None) Texture tobj;
local(None) float X;
local(None) float Y;
local(None) float XL;
local(None) float YL;
local(None) float Xi;
local(None) float Yi;
local(None) PlayerReplicationInfo myPRI;
local(None) string LocString;
local(None) Volume C;
local(None) BaseObjective obj;

if ( (Pawn(cFrame.cActor) != None) && (Pawn(cFrame.cActor).PlayerReplicationInfo != None) )
{
myPRI=Pawn(cFrame.cActor).PlayerReplicationInfo;
}
if ( (myPRI == None) || myPRI.isDead() )
{
return;
}
X=786.00 * cFrame.fScaleX;
Y=82.00 * cFrame.fScaleY;
C=myPRI.GetCommVolume();
if ( C != None )
{
obj=BaseObjective(myPRI.GetNearbyObjective(C));
}
if ( obj != None )
{
tobj=_tObjectiveSymbols[obj.GetHUDPosition()];
Xi=16.00 * cFrame.fScaleX;
Yi=16.00 * cFrame.fScaleY;
Canvas.SetPos(X - Xi,Y);
Canvas.DrawTile(tobj,Xi,Yi,0.00,0.00,tobj.USize,tobj.VSize);
Xi *= 1.50;
}
LocString=myPRI.GetLocationName(C);
Canvas.TextSize(LocString,XL,YL);
Canvas.SetPos(X - XL - Xi,Y);
Canvas.DrawTextClipped(LocString);
return;
}

function DrawObjectives ()
{
local(None) Canvas Canvas;
local(None) bool ReturnValue;
local(None) int ctr;
local(None) UIControl Current;
local(None) UIHUDCompassPoint currentpoint;
local(None) bool retval;

retval=False;
ctr=0;
JL000F:
if ( ctr < 8 )
{
Current=_Objectives[ctr];
JL002C:
if ( Current != None )
{
currentpoint=UIHUDCompassPoint(Current);
if ( currentpoint.IsA('UIHUDCompassPointObj') )
{
DrawCompassPoint(currentpoint,Canvas);
retval=True;
} else {
if ( (currentpoint != None) && currentpoint.IsOnCompass(Pawn(cFrame.cActor).Controller) )
{
DrawCompassPoint(currentpoint,Canvas);
}
}
Current=Current.cNextControl;
goto JL002C;
}
ctr++;
goto JL000F;
}
return retval;
return;
}

function ScaleControl ()
{
local(None) Canvas Canvas;

Super.ScaleControl(Canvas);
ScaledObjectiveTextX=786 * cFrame.fScaleX;
ScaledObjectiveTextY=112 * cFrame.fScaleY;
return;
}

function DrawObjectiveList ()
{
local(None) Canvas Canvas;
local(None) float X;
local(None) float Y;
local(None) float XL;
local(None) float YL;
local(None) int ctr;
local(None) UIControl Current;
local(None) UIHUDCompassPointObj currentobj;
local(None) string ObjString;

X=ScaledObjectiveTextX;
Y=ScaledObjectiveTextY;
Canvas.SetPos(X,Y);
if ( _bIsSettingTarget )
{
Canvas.TextSize("SET SQUAD TARGET:",XL,YL);
Canvas.SetPos(X - XL,Y);
Canvas.DrawTextClipped("SET SQUAD TARGET:");
} else {
Canvas.TextSize("OBJECTIVES",XL,YL);
Canvas.SetPos(X - XL,Y);
Canvas.DrawTextClipped("OBJECTIVES");
}
Y += YL * 0.50;
ctr=0;
JL011B:
if ( ctr < 8 )
{
Current=_Objectives[ctr];
JL0138:
if ( Current != None )
{
currentobj=UIHUDCompassPointObj(Current);
if ( currentobj != None )
{
ObjString=currentobj.GetString();
}
if ( (currentobj == None) ||  !currentobj.IsEnabled() || (ObjString == "") )
{
Current=Current.cNextControl;
} else {
Canvas.TextSize(ObjString,XL,YL);
Y += YL;
Canvas.SetPos(X - XL,Y);
Canvas.DrawTextClipped(ObjString);
Current=Current.cNextControl;
}
goto JL0138;
}
ctr++;
goto JL011B;
}
return;
}

function DrawCompassPoint ()
{
local(None) UIHUDCompassPoint currentpoint;
local(None) Canvas Canvas;
local(None) float ptdegrees;
local(None) float fDegrees;
local(None) Material ptTexture;
local(None) float X;
local(None) float Y;
local(None) float XL;
local(None) float YL;
local(None) byte FT;
local(None) PlayerReplicationInfo myPRI;

if (  !_InitializedObjectives )
{
InitializeObjectives();
}
fDegrees=cFrame.cActor.Rotation.Yaw * 360.00 / 65535.00;
if ( (currentpoint == None) ||  !currentpoint.IsOnCompass(Pawn(cFrame.cActor).Controller) )
{
return;
}
if ( currentpoint.IsA('UIHUDCompassPointObj') && cFrame.cHUD.bHideCompassObjPoints )
{
return;
}
ptTexture=currentpoint.GetTexture();
ptdegrees=currentpoint.GetRotation(cFrame.cActor);
ptdegrees=ptdegrees - fDegrees;
if ( ptdegrees > 180.00 )
{
ptdegrees=ptdegrees - 360.00;
} else {
if ( ptdegrees < -180.00 )
{
ptdegrees=ptdegrees + 360.00;
}
}
X=ptdegrees / Pawn(cFrame.cActor).Controller.FovAngle / 2.00 * 512 * cFrame.fScaleX / 2.00;
if ( X <  -512 * cFrame.fScaleX / 2.00 )
{
X= -512 * cFrame.fScaleX / 2.00;
}
if ( X > 512 * cFrame.fScaleX / 2.00 )
{
X=512.00 * cFrame.fScaleX / 2.00;
}
X += Canvas.ClipX / 2.00;
XL=16.00 * cFrame.fScaleX;
X -= XL / 2.00;
X -= XL * 0.50 / 2.00;
Y=16.00 + 32 * cFrame.fScaleY + 5;
Canvas.SetPos(X,Y);
Canvas.DrawTile(ptTexture,XL,16.00 * cFrame.fScaleY,0.00,0.00,ptTexture.MaterialUSize(),ptTexture.MaterialVSize());
FT=currentpoint.getFT();
if ( FT != 255 )
{
Canvas.SetPos(X + 16 * cFrame.fScaleX / 4,Y + (16 + 2) * cFrame.fScaleY);
Canvas.DrawTile(_tFT[FT],XL / 2,16.00 * cFrame.fScaleY / 2,0.00,0.00,_tFT[FT].USize,_tFT[FT].VSize);
}
Canvas.SetPos(X + XL,Y);
YL=currentpoint.CompareHeight(cFrame.cActor);
if ( YL <  -132 )
{
ptTexture=_tObjectiveDown;
} else {
if ( YL > 132 )
{
ptTexture=_tObjectiveUp;
} else {
ptTexture=_tObjectiveLevel;
}
}
Canvas.DrawTile(ptTexture,XL * 0.50,16.00 * cFrame.fScaleY,0.00,0.00,ptTexture.MaterialUSize(),ptTexture.MaterialVSize());
if ( (Pawn(cFrame.cActor) != None) && (Pawn(cFrame.cActor).PlayerReplicationInfo != None) )
{
myPRI=Pawn(cFrame.cActor).PlayerReplicationInfo;
if ( (myPRI.Team != None) && currentpoint.IsA('UIHUDCompassPointObj') && UIHUDCompassPointObj(currentpoint).IsSquadTarget(myPRI.Team.TeamIndex) )
{
Canvas.SetPos(X,Y + (16 + 2) * cFrame.fScaleY);
ptTexture=currentpoint.GetTexture();
Canvas.DrawTile(ptTexture,XL,2.00,2.00,2.00,4.00,4.00);
}
}
return;
}

function DrawPlayer ()
{
local(None) Canvas Canvas;
local(None) PlayerReplicationInfo Player;
local(None) Material Icon;

if ( Icon == None )
{
return;
} else {
if ( Icon == _tTeamBleed )
{
Canvas.SetDrawColor(255,0,0,Canvas.DrawColor.A);
}
}
_TeamPoint.setVector(Player.GetPawnLocation());
_TeamPoint.SetTexture(Icon);
_TeamPoint.setFT(Player.FT);
DrawCompassPoint(_TeamPoint,Canvas);
Canvas.DrawColor=cFrame.cHUD.HUDColor;
return;
}

function GetPlayerIcon ()
{
local(None) PlayerReplicationInfo myPRI;
local(None) PlayerReplicationInfo otherPRI;
local(None) Material ReturnValue;

if ( (otherPRI == None) || otherPRI.isDead() || (myPRI == otherPRI) )
{
return None;
}
if ( myPRI.bIsMedic )
{
if ( otherPRI.bCallForMedic )
{
return _tTeamBleed;
}
}
if ( otherPRI.bIsMedic )
{
if ( myPRI.bCallForMedic || (myPRI.FT == otherPRI.FT) )
{
return _tTeamMedic;
}
}
if ( otherPRI.IsSquadLeader() &&  !otherPRI.bGuerrillaPS &&  !otherPRI.bSpecialForcesPS )
{
return _tTeamSSG;
} else {
if ( otherPRI.IsSquadLeader() && otherPRI.bSpecialForcesPS && otherPRI.bQualifiedSF )
{
return _tTeamSFCapt;
} else {
if ( otherPRI.IsSquadLeader() && otherPRI.bVIPPS )
{
return _tTeamIFVIP;
} else {
return None;
}
}
}
if ( myPRI.IsSquadLeader() )
{
if ( otherPRI.isTeamLeader() &&  !otherPRI.bSpecialForcesPS &&  !otherPRI.bGuerrillaPS )
{
return _tTeamSGT;
} else {
if ( otherPRI.isTeamLeader() && otherPRI.bSpecialForcesPS && otherPRI.bQualifiedSF )
{
return _tTeamSSG1st;
} else {
return None;
}
}
} else {
if ( myPRI.isTeamLeader() )
{
if ( (otherPRI.FT == myPRI.FT) &&  !otherPRI.bSpecialForcesPS &&  !otherPRI.bGuerrillaPS )
{
return _tTeamPVT;
} else {
if ( (otherPRI.FT == myPRI.FT) && otherPRI.bSpecialForcesPS && otherPRI.bQualifiedSF )
{
return _tTeamSSG;
} else {
if ( (otherPRI.FT == myPRI.FT) && otherPRI.bGuerrillaPS )
{
return _tTeamIF;
}
}
}
} else {
if ( (otherPRI.FT == myPRI.FT) && otherPRI.isTeamLeader() )
{
return _tTeamSGT;
}
}
}
return None;
return;
}

function DrawTeam ()
{
local(None) Canvas Canvas;
local(None) PlayerReplicationInfo myPRI;
local(None) PlayerReplicationInfo otherPRI;
local(None) int i;

if ( _TeamPoint == None )
{
_TeamPoint=new (None,Class'UIHUDCompassPointV');
}
if ( (Pawn(cFrame.cActor) != None) && (Pawn(cFrame.cActor).PlayerReplicationInfo != None) )
{
myPRI=Pawn(cFrame.cActor).PlayerReplicationInfo;
}
if ( (myPRI == None) || (myPRI.Team == None) )
{
return;
}
i=0;
JL00A3:
if ( i < myPRI.Team.Size )
{
otherPRI=myPRI.Team.GetFromList(i);
DrawPlayer(Canvas,otherPRI,GetPlayerIcon(myPRI,otherPRI));
i++;
goto JL00A3;
}
return;
}

function SetTexture ()
{
local(None) Texture pleft;

return;
}

function SetBracketTexture ()
{
local(None) Texture Tex;

_BracketTexture=Tex;
return;
}

function ShouldDrawCompass ()
{
local(None) bool ReturnValue;
local(None) Weapon wpn;

if ( cFrame.cHUD.PlayerOwner.IsInState('MedicTraining_SittingAtDesk') || cFrame.cHUD.PlayerOwner.IsInState('MedicTraining_SittingAtDesk2') || cFrame.cHUD.PlayerOwner.IsInState('MedicTraining_TakingExam') || cFrame.cHUD.PlayerOwner.IsInState('MedicTraining_TakingExam2') )
{
return False;
}
if ( Pawn(cFrame.cActor) == None )
{
return False;
}
wpn=Pawn(cFrame.cActor).Weapon;
if ( wpn == None )
{
return True;
}
return  !wpn.IsZoomed();
return;
}

function ShouldDrawLocation ()
{
local(None) bool ReturnValue;

return False;
return;
}

function ShouldDrawObjectiveList ()
{
local(None) bool ReturnValue;

return cFrame.cHUD.bShowObjectives &&  !cFrame.cHUD.bShowScores;
return;
}

function GetLastControl ()
{
local(None) UIControl ReturnValue;
local(None) UIControl Control;

Control=_ElementList;
JL000B:
if ( Control != None )
{
if ( Control.cNextControl == None )
{
return Control;
}
Control=Control.cNextControl;
goto JL000B;
}
return Control;
return;
}

function AddControlToTail ()
{
local(None) UIControl Control;
local(None) UIControl lastcontrol;

lastcontrol=GetLastControl();
if ( lastcontrol == None )
{
_ElementList=Control;
} else {
lastcontrol.cNextControl=Control;
}
return;
}

function GetControl ()
{
local(None) int Id;
local(None) UIControl ReturnValue;
local(None) UIControl Control;

Control=_ElementList;
JL000B:
if ( Control != None )
{
if ( Control.GetID() == Id )
{
return Control;
}
Control=Control.cNextControl;
goto JL000B;
}
return None;
return;
}

function EnableControl ()
{
local(None) int Id;
local(None) bool State;
local(None) bool ReturnValue;
local(None) UIControl Control;

Control=GetControl(Id);
if ( Control == None )
{
return False;
} else {
Control.SetEnabled(State);
return True;
}
return;
}

defaultproperties
{
    _tLeft=Texture'T_AA2_UI.HUD.hud_nav_compass_01'
    _tRight=Texture'T_AA2_UI.HUD.hud_nav_compass_02'
    _tObjectiveSymbols(0)=Texture'T_AA2_UI.HUD.ui_hud_obj_A'
    _tObjectiveSymbols(1)=Texture'T_AA2_UI.HUD.ui_hud_obj_B'
    _tObjectiveSymbols(2)=Texture'T_AA2_UI.HUD.ui_hud_obj_C'
    _tObjectiveSymbols(3)=Texture'T_AA2_UI.HUD.ui_hud_obj_D'
    _tObjectiveSymbols(4)=Texture'T_AA2_UI.HUD.ui_hud_obj_E'
    _tObjectiveSymbols(5)=Texture'T_AA2_UI.HUD.ui_hud_obj_F'
    _tObjectiveSymbols(6)=Texture'T_AA2_UI.HUD.ui_hud_obj_G'
    _tObjectiveSymbols(7)=Texture'T_AA2_UI.HUD.ui_hud_obj_H'
    _sObjectiveSymbols(0)="A"
    _sObjectiveSymbols(1)="B"
    _sObjectiveSymbols(2)="C"
    _sObjectiveSymbols(3)="D"
    _sObjectiveSymbols(4)="E"
    _sObjectiveSymbols(5)="F"
    _sObjectiveSymbols(6)="G"
    _sObjectiveSymbols(7)="H"
    _tObjectiveUp=Texture'T_AA2_UI.HUD.ui_hud_obj_up'
    _tObjectiveDown=Texture'T_AA2_UI.HUD.ui_hud_obj_down'
    _tObjectiveLevel=Texture'T_AA2_UI.HUD.ui_hud_obj_level'
    _tTeamSSG=Texture'T_AA2_UI.HUD.hud_rank_ssg'
    _tTeamSGT=Texture'T_AA2_UI.HUD.hud_rank_sgt'
    _tTeamPVT=Texture'T_AA2_UI.HUD.hud_rank_pvt'
    _tTeamMedic=Texture'T_AA2_UI.HUD.ui_hud_medic'
    _tTeamBleed=FinalBlend'T_AA2_UI.HUD.ui_hud_bleeding_fb'
    _tFT(0)=Texture'T_AA2_UI.HUD.hud_fireteam_a'
    _tFT(1)=Texture'T_AA2_UI.HUD.hud_fireteam_b'
    _tFT(2)=Texture'T_AA2_UI.HUD.hud_fireteam_c'
    _tFT(3)=Texture'T_AA2_UI.HUD.hud_fireteam_d'
    _tTeamIFVIP=Texture'T_AA2_UI.HUD.hud_rank_VIP'
    _tTeamSFCapt=Texture'T_AA2_UI.HUD.hud_rank_captain'
    _tTeamSSG1st=Texture'T_AA2_UI.HUD.hud_rank_staffsgt_1st'
    _tTeamIF=Texture'T_AA2_UI.HUD.hud_rank_indigenous'
}

Code: [Select]
//================================================================================
// UIHUD_Radar.
//================================================================================
class UIHUD_Radar extends UIControl;

var(None) Material _tGrid;
var(None) Range GridRange;
var(None) float CurrentRange;
var(None) Position GridUV;
var(None) array<UIHUD_RadarDot> RadarDotPool;
var(None) PlayerReplicationInfo myPRI;
var(None) bool bFrontUp;
var(None) bool bMap;
var(None) int MapSize;
var(None) bool bInitialized;

function Initialize ()
{
local(None) string map_name;
local(None) Material NewMap;

map_name="T_AA2_UI.Map.Map_" $ cFrame.cActor.Level.sLevelName;
NewMap=Material(DynamicLoadObject(map_name,Class'Texture'));
if ( NewMap != None )
{
_tGrid=NewMap;
}
bInitialized=True;
return;
}

function ShouldDrawRadar ()
{
local(None) bool ReturnValue;
local(None) Weapon wpn;

if ( Pawn(cFrame.cActor).Controller.IsInState('MedicTraining_SittingAtDesk') || Pawn(cFrame.cActor).Controller.IsInState('MedicTraining_SittingAtDesk2') || Pawn(cFrame.cActor).Controller.IsInState('MedicTraining_TakingExam') || Pawn(cFrame.cActor).Controller.IsInState('MedicTraining_TakingExam2') )
{
return False;
}
if ( Pawn(cFrame.cActor) == None )
{
return False;
}
wpn=Pawn(cFrame.cActor).Weapon;
if ( wpn == None )
{
return True;
}
return  !wpn.IsZoomed();
return;
}

function Draw ()
{
local(None) Canvas C;
local(None) GameReplicationInfo GRI;
local(None) PlayerController PC;

if (  !bInitialized )
{
Initialize();
}
PC=cFrame.cHUD.PlayerOwner;
GRI=PC.GameReplicationInfo;
if ( ShouldDrawRadar() )
{
if (  !GRI.bHUDHideRadar &&  !PC.bHUDHideRadar )
{
UpdateRadarDots();
DrawRadarGrid(C);
}
}
return;
}

function DrawRadarGrid ()
{
local(None) Canvas C;

C.SetPos(_ScaledPos.X,_ScaledPos.Y);
C.SetDrawColor(255,255,255,C.DrawColor.A);
C.DrawTile(_tGrid,_ScaledPos.W,_ScaledPos.H,GridUV.X,GridUV.Y,GridUV.W,GridUV.H);
C.DrawColor=cFrame.cHUD.HUDColor;
return;
}

function UpdateRadarDots ()
{
local(None) TeamInfo MyTeam;
local(None) int i;
local(None) int draw_num;
local(None) float max_distance_s;

myPRI=Pawn(cFrame.cActor).PlayerReplicationInfo;
MyTeam=myPRI.Team;
if ( MyTeam != None )
{
i=0;
JL0048:
if ( i < MyTeam.Size )
{
if ( ShouldDraw(MyTeam.TeamList[i]) )
{
UpdateRadarDot(MyTeam.TeamList[i],draw_num);
max_distance_s=FMax(max_distance_s,RadarDotPool[draw_num].GetDistanceSquared());
draw_num++;
}
i++;
goto JL0048;
}
} else {
UpdateRadarDot(myPRI,draw_num);
draw_num++;
}
UpdateCurrentRange(Sqrt(max_distance_s));
i=draw_num;
JL0101:
if ( i < RadarDotPool )
{
RadarDotPool[i].bVisible=False;
i++;
goto JL0101;
}
return;
}

function CreateNewRadarDot ()
{
local(None) UIHUD_RadarDot NewRadarDot;

cScreen.AddHUDBaseDisplay("AGP_UI.UIHUD_RadarDot",-1,_Pos,1);
NewRadarDot=UIHUD_RadarDot(cScreen.GetLastControl());
NewRadarDot.SetMyRadar(self);
NewRadarDot.ScaleControl(None);
RadarDotPool[RadarDotPool]=NewRadarDot;
return;
}

function UpdateRadarDot ()
{
local(None) PlayerReplicationInfo PRI;
local(None) int draw_number;
local(None) UIHUD_RadarDot RadarDot;
local(None) Vector MyLoc;
local(None) Vector DotLoc;
local(None) Vector RelLoc;
local(None) Rotator R;

JL0000:
if ( RadarDotPool <= draw_number )
{
CreateNewRadarDot();
goto JL0000;
}
RadarDot=RadarDotPool[draw_number];
RadarDot.bVisible=True;
MyLoc=myPRI.GetPawnLocation();
DotLoc=PRI.GetPawnLocation();
RelLoc=MyLoc - DotLoc;
if ( bFrontUp )
{
R.Yaw=myPRI.GetMyPawn().Rotation.Yaw;
RelLoc=RelLoc << R;
}
RadarDot.SetRadarDotXY(RelLoc.X,RelLoc.Y);
return;
}

function ShouldDraw ()
{
local(None) PlayerReplicationInfo PRI;
local(None) bool ReturnValue;

if ( PRI.isDead() )
{
return False;
} else {
return True;
}
return;
}

function UpdateCurrentRange ()
{
local(None) float max_distance;
local(None) float NewRange;

NewRange=FClamp(max_distance * 1.50,GridRange.Min,GridRange.Max);
if ( (NewRange != CurrentRange) || bMap )
{
SetCurrentRange(NewRange);
}
return;
}

function SetCurrentRange ()
{
local(None) float NewRange;
local(None) float ratio;
local(None) float u_max;
local(None) float v_max;
local(None) Vector CenterLoc;
local(None) float U;
local(None) float V;
local(None) float X;
local(None) float Y;
local(None) float X1;
local(None) float X2;
local(None) float Y1;
local(None) float Y2;

CurrentRange=NewRange;
u_max=_tGrid.MaterialUSize();
v_max=_tGrid.MaterialVSize();
if ( bMap )
{
CenterLoc=myPRI.GetMyPawn().Location;
X=CenterLoc.Y;
Y= -CenterLoc.X;
X += MapSize / 2;
Y += MapSize / 2;
X1=X - CurrentRange;
Y1=Y - CurrentRange;
X2=X + CurrentRange;
Y2=Y + CurrentRange;
GridUV.X=u_max * X1 / MapSize;
GridUV.Y=v_max * Y1 / MapSize;
GridUV.W=u_max * (X2 - X1) / MapSize;
GridUV.H=v_max * (Y2 - Y1) / MapSize;
} else {
ratio=1.00 - CurrentRange / GridRange.Max;
U=ratio * u_max / 2;
V=ratio * v_max / 2;
GridUV.X=U;
GridUV.Y=V;
GridUV.W=u_max - U - U;
GridUV.H=v_max - V - V;
}
return;
}

defaultproperties
{
    GridRange=(Min=0.00, Max=1.60231035868848196E34)
    bMap=True
    MapSize=32768
}

Code: [Select]
//================================================================================
// UIHUD_RadarDot.
//================================================================================
class UIHUD_RadarDot extends UIControl;

var(None) bool bVisible;
var(None) Material _tPlayerDot;
var(None) float X;
var(None) float Y;
var(None) float dot_size;
var(None) Position PlayerXY;
var(None) UIHUD_Radar MyRadar;

function SetMyRadar ()
{
local(None) UIHUD_Radar NewRadar;

MyRadar=NewRadar;
return;
}

function Draw ()
{
local(None) Canvas C;

if ( bVisible )
{
UpdatePlayerDot();
DrawPlayerDot(C);
}
return;
}

function DrawPlayerDot ()
{
local(None) Canvas C;

C.SetPos(PlayerXY.X,PlayerXY.Y);
C.DrawTile(_tPlayerDot,PlayerXY.W,PlayerXY.H,0.00,0.00,_tPlayerDot.MaterialUSize(),_tPlayerDot.MaterialVSize());
return;
}

function UpdatePlayerDot ()
{
local(None) float draw_x;
local(None) float draw_y;
local(None) float draw_size;
local(None) float screen_x;
local(None) float screen_y;
local(None) float Size;
local(None) float size_squared;
local(None) float Range;

Range=MyRadar.CurrentRange;
draw_size=dot_size * (1 - Range / MyRadar.GridRange.Max);
draw_size=FMax(draw_size,8.00);
size_squared=GetDistanceSquared();
if ( size_squared > Range * Range )
{
Size=Sqrt(size_squared);
draw_x=X / Size * Range;
draw_y=Y / Size * Range;
draw_size *= 1.50;
} else {
draw_x=X;
draw_y=Y;
}
screen_x=( -draw_y / Range + 1.00) / 2;
screen_y=(draw_x / Range + 1.00) / 2;
PlayerXY.W=draw_size;
PlayerXY.H=draw_size;
PlayerXY.X=_ScaledPos.X + _ScaledPos.W * screen_x - draw_size / 2;
PlayerXY.Y=_ScaledPos.Y + _ScaledPos.H * screen_y - draw_size / 2;
return;
}

function SetRadarDotXY ()
{
local(None) float new_x;
local(None) float new_y;

X=new_x;
Y=new_y;
return;
}

function GetDistanceSquared ()
{
local(None) float ReturnValue;

return X * X + Y * Y;
return;
}

defaultproperties
{
    _tPlayerDot=Texture'T_AA2_UI.HUD.hud_group_army'
    dot_size=32.00
}
Title: Re: SAI Mod
Post by: ELiZ on Tuesday, April 23, 2013, 16:12:06 PM
I moved all the post discussing Server mods to a new thread, please be on topic.
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, April 24, 2013, 06:16:19 AM
Variables used in the 2.8.5 Levelinfo-class, but already exists in 2.5.0

Code: [Select]
var bool bShowRadarMap;
var string RadarMapImage;

New in the 2.8.5 Levelinfo Class


Code: [Select]
var float RadarMapSize;
var vector RadarMapOffset;
var array<float> RadarZoomLevels;
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, April 24, 2013, 09:09:59 AM
How complex should the 2.5 SAI be?

Show Friendlies
Show Reported Enemies
Show Objectives
Show Reported ESS

What have I forgotten?
It was so long since I played 2.8.5 I've forgotten most things about the 2.8.5 SAI.

Title: Re: SAI Mod
Post by: [SWISS]Merlin on Wednesday, April 24, 2013, 12:41:41 PM
if i could, i would help you with that. but same to me, i forgot the most thing about.
but i will ask my son - maybe he knows it still
Title: Re: SAI Mod
Post by: insidiae on Wednesday, April 24, 2013, 13:14:22 PM
I might have forgotten but was this ever in any AA version? Been away for 5 years, shit's rusty.
Title: Re: SAI Mod
Post by: teddy_grizzly_bear on Wednesday, April 24, 2013, 13:32:49 PM
It was in 2.8.5 (since 2.8 I think?), but if you've been away for 5 years, maybe it hadn't been implemented yet back then.
Title: Re: SAI Mod
Post by: insidiae on Wednesday, April 24, 2013, 13:41:14 PM
It's like, I think I remember it, but I'm not sure haha. Seeing as I continued playing CoD4 which had a radar.
Title: Re: SAI Mod
Post by: ELiZ on Tuesday, July 23, 2013, 07:16:48 AM
I added a poll to the main post.
Title: Re: SAI Mod
Post by: Bart! on Tuesday, July 23, 2013, 13:04:29 PM
How complex should the 2.5 SAI be?

Show Friendlies
Show Reported Enemies
Show Objectives
Show Reported ESS

What have I forgotten?
It was so long since I played 2.8.5 I've forgotten most things about the 2.8.5 SAI.
In 2.8.5 it was this way:
Never show reported enemies, only friendlies in sight of you, your teamleader. Reporting enemies only made a marked spot on the minimap at the place the reporter was looking at. You would never see an enemy straight up reported.
Title: Re: SAI Mod
Post by: zoxee on Tuesday, July 23, 2013, 14:41:29 PM
this silly thing covers too much screenspace
Title: Re: SAI Mod
Post by: ]-KTA-[Helldiver on Tuesday, July 23, 2013, 14:54:51 PM
bah nobody needs SAI it sux :)
Title: Re: SAI Mod
Post by: Spanky on Tuesday, July 23, 2013, 14:55:23 PM
You guys should go read the original post...
Title: Re: SAI Mod
Post by: ELiZ on Tuesday, July 23, 2013, 15:14:02 PM
You guys should go read the original post...

I read what you wrote in the other thread.

I added the poll here so that I could test the waters before adding some effort of making it myself.
Naturally it would be up to whoever makes these decisions around here now days after the people has their say on the matter if it really would be something valuable to add.
Title: Re: SAI Mod
Post by: Spanky on Tuesday, July 23, 2013, 15:18:47 PM
I read what you wrote in the other thread.

I added the poll here so that I could test the waters before adding some effort of making it myself.
Naturally it would be up to whoever makes these decisions around here now days after the people has their say on the matter if it really would be something valuable to add.

Haha :) Did you ever see TeamView? I don't have the source but maybe you could decompile it...
Title: Re: SAI Mod
Post by: JonnyM on Tuesday, July 23, 2013, 16:03:30 PM
If there is a vote then the outcome of that vote will be honored, especially when there is a clear majority. There could always be an option for server owners to turn it on or off on their servers.
Title: Re: SAI Mod
Post by: JonnyM on Wednesday, July 24, 2013, 08:52:07 AM
Bump, need some more votes in this.
Title: Re: SAI Mod
Post by: [SWISS]Merlin on Thursday, July 25, 2013, 07:03:13 AM
There could always be an option for server owners to turn it on or off on their servers.

yes, exactly my words :D
Title: Re: SAI Mod
Post by: ~=W!CK!D=~ on Thursday, July 25, 2013, 07:27:48 AM
bah nobody needs SAI it sux :)

Amen to that, we don't need it
Title: Re: SAI Mod
Post by: JonnyM on Thursday, July 25, 2013, 07:28:48 AM
The votes say something different
Title: Re: SAI Mod
Post by: krIz+ on Thursday, July 25, 2013, 13:18:15 PM
sai was good option in 2.8.5 and everyone liked it, just do it like bart said
Title: Re: SAI Mod
Post by: Vanoke on Thursday, July 25, 2013, 15:34:17 PM
Show reported enemies is good for the guy s that do not have teamspeak .
Thats way i vote yes!
Title: Re: SAI Mod
Post by: Ganja on Thursday, July 25, 2013, 15:36:33 PM
Show reported enemies is good for the guy s that do not have teamspeak .
Thats way i vote yes!

Or for newcomers that still have to learn the map, voted yes too
Title: Re: SAI Mod
Post by: Bart! on Thursday, July 25, 2013, 16:40:37 PM
Or for newcomers that still have to learn the map, voted yes too
plus its easier to see for them if its a teammate they are shooting at ;)
Title: Re: SAI Mod
Post by: waNted on Thursday, July 25, 2013, 17:05:42 PM
plus its easier to see for them if its a teammate they are shooting at ;)
and you can prefire easily, without waiting to see if it's a friend or not :D
Title: Re: SAI Mod
Post by: ELiZ on Friday, July 26, 2013, 06:55:13 AM
The percentage of votes for yes are enough for me to start coding.
However the volume of votes has to be higher to reach a conclusive decision, so get your friends to vote.

Title: Re: SAI Mod
Post by: JonnyM on Friday, July 26, 2013, 08:02:15 AM
I will put up a message on assist asking people to come here and vote...
Title: Re: SAI Mod
Post by: bollie on Friday, July 26, 2013, 11:45:59 AM
The percentage of votes for yes are enough for me to start coding.
However the volume of votes has to be higher to reach a conclusive decision, so get your friends to vote.

So that means ur back Eliz?  :style:
Title: Re: SAI Mod
Post by: ELiZ on Friday, July 26, 2013, 11:57:02 AM
So that means ur back Eliz?  :style:

In a limited function, yes.
I'll be coding on this(SAI Mod) as time permits.
Title: Re: SAI Mod
Post by: Spanky on Friday, July 26, 2013, 12:30:06 PM
In a limited function, yes.
I'll be coding on this(SAI Mod) as time permits.

Good to hear man. Hope your business is doing well :)
Title: Re: SAI Mod
Post by: krIz+ on Friday, July 26, 2013, 12:44:29 PM
Show reported enemies is good for the guy s that do not have teamspeak .
no no, you dont see reported enemies, just a location, you or your teammate reported at.
Title: Re: SAI Mod
Post by: Ganja on Friday, July 26, 2013, 12:46:18 PM
no no, you dont see reported enemies, just a location, you or your teammate reported at.

When you pressed that key 'enemy spotted' and looked at a location, your friends could see that red point right?
Title: Re: SAI Mod
Post by: Koden on Friday, July 26, 2013, 13:05:08 PM
When you pressed that key 'enemy spotted' and looked at a location, your friends could see that red point right?

Of course, but it's just a report, and it will vanish after a few seconds if i recall correctly. In that regard, Proving Grounds offers a nice voice chat, it's really fun to communicate by voice and it really makes a difference, tactics wise.
Title: Re: SAI Mod
Post by: Dav3 on Friday, July 26, 2013, 13:19:15 PM
Why not just roll to 2.8.1?
Title: Re: SAI Mod
Post by: Ganja on Friday, July 26, 2013, 13:23:47 PM
Of course, but it's just a report, and it will vanish after a few seconds if i recall correctly. In that regard, Proving Grounds offers a nice voice chat, it's really fun to communicate by voice and it really makes a difference, tactics wise.

Can't deny that. I've been using ts lately for the first time after few years of AA, and I have to admit it makes a huge different of gameplay and stuff
Title: Re: SAI Mod
Post by: Vanoke on Friday, July 26, 2013, 14:02:00 PM
Its like 2.8.5 whit Z enemie spotted !!??

no no, you dont see reported enemies, just a location, you or your teammate reported at.
Title: Re: SAI Mod
Post by: Ganja on Friday, July 26, 2013, 14:18:27 PM
Its like 2.8.5 whit Z enemie spotted !!??

Yes I think this is about it
Title: Re: SAI Mod
Post by: Possessed on Saturday, July 27, 2013, 06:00:42 AM
I dont think we will have a Enemy Spoted function, because this is server side.
Title: Re: SAI Mod
Post by: ELiZ on Saturday, July 27, 2013, 06:16:33 AM
I dont think we will have a Enemy Spoted function, because this is server side.

Enemy spotted is the main goal of the mod, so it will be in there or there will be no mod.
Hopefully I'll solve the replication.
Title: Re: SAI Mod
Post by: Possessed on Saturday, July 27, 2013, 06:17:41 AM
Enemy spotted is the main goal of the mod, so it will be in there or there will be no mod.
Hopefully I'll solve the replication.
lol always trying to get the best from something :P, thx
Title: Re: SAI Mod
Post by: 1m50ry on Saturday, July 27, 2013, 07:28:56 AM
Sai was good feature and enemy spoted also and u could switch it off in 285 for ppl who dont like it
Title: Re: SAI Mod
Post by: JonnyM on Saturday, July 27, 2013, 07:36:02 AM
You could send it back to the server with a mutate command, and then have auth.u send it back out to all the clients.l
Title: Re: SAI Mod
Post by: ~=W!CK!D=~ on Saturday, July 27, 2013, 09:48:05 AM
hopefully if u add this , theres a way to have it off for those that dont want it
Title: Re: SAI Mod
Post by: Spanky on Saturday, July 27, 2013, 12:28:54 PM
Enemy spotted is the main goal of the mod, so it will be in there or there will be no mod.
Hopefully I'll solve the replication.

If you need replication help, maybe take a look at the mAApKActor mod? VendorX did the work on that and it replicates decently. Should be easier to replicate text strings :)
Title: Re: SAI Mod
Post by: ELiZ on Saturday, July 27, 2013, 12:54:36 PM
Quick update:

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F2s81rhg.png&hash=211477b2bbfe52be716e5de65bf3222c)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F2i75xg9.png&hash=a8345e11a4bf6958161c73cf8df386b9)

Background rotation and pan complete.
Objectives shows, minor corrections needed.

Problems unsolved:
The above version only works on the Bridge, because there is information added to myLevel that is unique to the map.
these values were hardcoded into the code to make it work on the bridge:
Code: [Select]
MapImage=Texture'T_AAO_Maps.SAI.t_maps_sai_bridge'
MapOffset.x=2176.000000;
MapOffset.y=-966.000000;
MapOffset.z=0;
MapSize=14000.000000;


But other than that, work is proceeding steadily.


There is 4 categories still that remains to add
Code: [Select]
DrawHitIndicator(Canvas);
DrawVehicles(Canvas);
DrawTeam(Canvas);
DrawEnemies(Canvas);
DrawSpottedESS(Canvas);


Should I turn off the "Classic" Compass that is showing at the top when the SAI is used?

Title: Re: SAI Mod
Post by: Koden on Saturday, July 27, 2013, 13:06:04 PM

Should I turn off the "Classic" Compass that is showing at the top when the SAI is used?

Great job!  :D I would say the compass won't be needed anymore.

Which "entity" does this stand for?

Code: [Select]
DrawSpottedESS
Title: Re: SAI Mod
Post by: Spanky on Saturday, July 27, 2013, 13:08:30 PM
It's funny, you're faster at coding something than I am at Photoshopping the same thing :)

I would say that if SAI is enabled, disable overhead compass. That way, people can choose between them.
Title: Re: SAI Mod
Post by: noobslayer on Saturday, July 27, 2013, 13:10:38 PM
Enemy spotted is the main goal of the mod, so it will be in there or there will be no mod.
Hopefully I'll solve the replication.

So if i'm right, everytime you shout ''enemy spotted'', a wild enemy appears on the radar for a couple seconds?
Isn't this gonna cause a huge spam?
Title: Re: SAI Mod
Post by: ELiZ on Saturday, July 27, 2013, 13:11:49 PM
Great job!  :D I would say the compass won't be needed anymore.

Which "entity" does this stand for?

Code: [Select]
DrawSpottedESS

Here is the 2.8.5 code for DrawSpottedESS:
Code: [Select]
Function DrawSpottedESS (Canvas C)
{
local int i;
local HumanController.ESSObjectData ESSObjectSpotted;
local Vector DrawLocation;
local float IconDrawScale;
local float FadeOutBlend;
local Object.Color cLethality;
MyController.ClearOldNonLethalESSSpotted();
for (i=0; i<MyController.FoundESSObject.Length; i++)
{
ESSObjectSpotted=MyController.FoundESSObject[i];
DrawLocation=WorldToMapCoords(ESSObjectSpotted.SpottedLocation);
DrawLocation=MapToScreenCoords(DrawLocation);
DrawLocation.Z=0;
IconDrawScale=FMin(BaseDrawScale,1);
CullRadarElement(DrawLocation,IconDrawScale);
if (! ESSObjectSpotted.bLethal)
{
FadeOutBlend=1 - myLevel.TimeSeconds - ESSObjectSpotted.TimeSpottedSeconds / ESSObjectSpotted.LifeSpan;
FadeOutBlend=FClamp(FadeOutBlend * 2,0,1);
}
else
{
FadeOutBlend=1;
}
if (ESSObjectSpotted.bLethal)
{
cLethality=RedColor;
}
else
{
cLethality=YellowColor;
}
DrawBlink(C,cLethality,DrawLocation.X - DrawOffset_ESSIcon * IconDrawScale,DrawLocation.Y - DrawOffset_ESSIcon * IconDrawScale,ESSIcon.MaterialUSize() * IconDrawScale * cFrame.fScaleX + 5,ESSIcon.MaterialVSize() * IconDrawScale * cFrame.fScaleX + 5,ESSObjectSpotted.BlinkStartTime,ESSObjectSpotted.BlinkEndTime);
C.DrawColor=cLethality;
C.DrawColor.A=FadeOutBlend * 255;
C.SetPos(DrawLocation.X - IconDrawScale * DrawOffset_ESSIcon,DrawLocation.Y - IconDrawScale * DrawOffset_ESSIcon);
C.DrawTileScaled(ESSIcon,IconDrawScale * cFrame.fScaleX,IconDrawScale * cFrame.fScaleX);
}
C.DrawColor=cFrame.cHUD.HUDColor;
}

I'm a BC player, so I've never played a map with ESS, so your guess is as good as mine.
I assumed that it was similar to the Enemy spotted function, but for spotting enemies carrying an ESS obj?
Title: Re: SAI Mod
Post by: ELiZ on Saturday, July 27, 2013, 13:13:54 PM
So if i'm right, everytime you shout ''enemy spotted'', a wild enemy appears on the radar for a couple seconds?
Isn't this gonna cause a huge spam?

I think there was a timer that limited reporting in 2.8.5, I'm gonna follow 2.8.5 as much as I can.
Title: Re: SAI Mod
Post by: ELiZ on Saturday, July 27, 2013, 13:16:03 PM
It's funny, you're faster at coding something than I am at Photoshopping the same thing :)

I would say that if SAI is enabled, disable overhead compass. That way, people can choose between them.

It's not so much coding at this point, it's more fixing the code that I ripped out of 2.8.5 and making it work.
in 2.8.5 it was an UI control, and the one i'm coding will be an interaction, so it's some work there to make it work.
Title: Re: SAI Mod
Post by: HellFire on Saturday, July 27, 2013, 13:21:06 PM
Maybe keep the compass, it shows your direction with more accuracy and it can be used for precise 203's, nades etc :)
Title: Re: SAI Mod
Post by: Spanky on Saturday, July 27, 2013, 13:26:01 PM
Maybe keep the compass, it shows your direction with more accuracy and it can be used for precise 203's, nades etc :)

Exactly why it should be removed. Dropshot whores. People in the military don't whip out a compass to launch a 203. They use experience and sights.
Title: Re: SAI Mod
Post by: HellFire on Saturday, July 27, 2013, 13:33:26 PM
lol  :oops: suppooooose......not too fussed really, I can't even remember any dropshots anymore :P
Title: Re: SAI Mod
Post by: Spanky on Saturday, July 27, 2013, 14:02:18 PM
I can't even remember any dropshots anymore :P

Welcome to the club.
Title: Re: SAI Mod
Post by: 1m50ry on Saturday, July 27, 2013, 14:17:26 PM
U can put on off function to HUD steings for both compas and sai.so ppl can choose which one use or even both
Title: Re: SAI Mod
Post by: ELiZ on Sunday, July 28, 2013, 17:39:17 PM
I've solved the map image loading, without having to hardcode the texture name in the SAI code, I use this instead
Code: [Select]
NewMapImage=Material(DynamicLoadObject("T_AAO_Maps.SAI.t_maps_sai_" $ myLevel.sLevelName,Class'Texture'));
The other information that is unique for each map, I still haven't solved yet, but I'm aiming to be able to configure it through SAI.ini

I'll move all SAI relevant textures to a new package, I will call it T-SAI.utx, any objections?


In 2.8.5 there is a class called RadarImageVolume that can be placed in a map, allowing the SAI to show different images depending on the elevation of the player.

Code: [Select]
Struct ImageStratum
{
var float LowerBound;
var float UpperBound;
var Material RadarImage;
};


Hospital has 3 levels
t_maps_sai_hospital
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F20v0l03.png&hash=0cadfb38037659d69e577fb060401201)

t_maps_sai_hospital_mid
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2F2ypjbpu.png&hash=638a16aa668d34e9c5c8c85b5e422a1d)

t_maps_sai_hospital_roof
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F14bkimh.png&hash=4a78722b622c9dcd08bc1ccdf9d91f49)

Title: Re: SAI Mod
Post by: Spanky on Sunday, July 28, 2013, 17:51:18 PM
I'll move all SAI relevant textures to a new package, I will call it T-SAI.utx, any objections?
Not from me :)

I always wondered how different levels or indoor/outdoor was handled in the map. I don't think elevation is a great way though since terrain changes and often the indoor matches the outdoor. Perhaps CommVolume values could be used instead? Maybe just weapon sounds?

Do you realize you'll have to make images for us? :)
Title: Re: SAI Mod
Post by: ELiZ on Sunday, July 28, 2013, 18:01:17 PM
Do you realize you'll have to make images for us? :)

SAI Images?
Nah... I'll rip the 2.8.5 ones for the standard maps.
When it comes to the [mAAP] ones, I think you are better suited to do those :)
Title: Re: SAI Mod
Post by: Spanky on Sunday, July 28, 2013, 19:17:09 PM
I've tried making some in the editor but even if I manage to get a somewhat straight view, it would take a lot of editing and then subsequent zone breaking to get the results. I'd have to load the maps up in-game to get a good quality image as well. When it comes to stuff I create, I want it done right and I remember you made that really nice overhead one for Pipeline. Could I buy you a beer to persuade you? :)
Title: Re: SAI Mod
Post by: ELiZ on Sunday, July 28, 2013, 19:36:22 PM
Here is the latest version.

Ignore the text top/left, just debug information I use.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2jf0f1e.png&hash=653522a07532d6f80e1e575cfed94d57)

Title: Re: SAI Mod
Post by: Ganja on Sunday, July 28, 2013, 19:43:15 PM
Looks sweet!
Title: Re: SAI Mod
Post by: CheeseyTron on Sunday, July 28, 2013, 20:27:28 PM
Very nice work Eliz !!!! Looking forward to the update and thanks for all the hard work associated with the update.  :up:
Title: Re: SAI Mod
Post by: ELiZ on Sunday, July 28, 2013, 20:51:56 PM
I need some advice on keybinding.

To get the SAI to Zoom in/out I've created 2 functions SAIZoomIn/SAIZoomOut that I've binded to mousewheelup/down like this in User.ini

Code: [Select]
MouseWheelDown=SAIZoomIn
MouseWheelUp=SAIZoomOut

Works like a charm
This was the original
Code: [Select]
MouseWheelDown=DecreaseRange
MouseWheelUp=IncreaseRange

I assume that DecreaseRange and IncreaseRange is functions that are useful for something so since I replaced them with my own I'm guessing I have fucked up something?

Is the solution using aliases?

on 2.8.5 it has this in user.ini:
Code: [Select]
Aliases[44]=(Command="DecreaseRange | Zoomout | SAIZoomOut | ShiftDriveGearsDown",Alias="ZoomOut")
Aliases[45]=(Command="IncreaseRange | Zoomin | SAIZoomIn | ShiftDriveGearsUp",Alias="ZoomIn")

and

Code: [Select]
MouseWheelDown=Zoomout
MouseWheelUp=Zoomin

I tried to use that on 2.5, unsuccessfully.
Did I make a mistake or do aliases work different in 2.5?
Title: Re: SAI Mod
Post by: Possessed on Sunday, July 28, 2013, 21:18:13 PM
as this is an Interaction, must be built with AntiPoke.
and GJ :)
Title: Re: SAI Mod
Post by: ELiZ on Sunday, July 28, 2013, 21:37:27 PM
as this is an Interaction, must be built with AntiPoke.
and GJ :)

Any idea how to solve the keybind problem?

Code: [Select]
Aliases[41]=(Command="DecreaseRange | SAIZoomOut",Alias="ZoomOut")
Aliases[42]=(Command="IncreaseRange | SAIZoomIn",Alias="ZoomIn")
..
..
MouseWheelDown=ZoomOut
MouseWheelUp=ZoomIn

My limited knowledge sadi it would work, but it don't
Title: Re: SAI Mod
Post by: Spanky on Sunday, July 28, 2013, 22:27:48 PM
You can do multiple binds on one item and that should work. Maybe try KeyOps? It's a Windows program that did keybinding for AA.

Increase/Decrease Range I believe is used for RPG and 203 iron sights. You know, the ones that nobody uses :)
Title: Re: SAI Mod
Post by: Bart! on Monday, July 29, 2013, 03:38:52 AM
You can do multiple binds on one item and that should work. Maybe try KeyOps? It's a Windows program that did keybinding for AA.

Increase/Decrease Range I believe is used for RPG and 203 iron sights. You know, the ones that nobody uses :)
for rpgs it is used sometimes if people know how to handle them.

Furthermore about removing the compass if the SAI works, my opinion is: do it!, stops a lot of dropshots ;)
Title: Re: SAI Mod
Post by: JonnyM on Monday, July 29, 2013, 03:51:19 AM
Yes, when SAI is present compass must be unloaded. Perhaps this can be added to the SAI code that it disables compass.
Title: Re: SAI Mod
Post by: KARI-30 on Monday, July 29, 2013, 04:19:03 AM
So when the SAI is up and running I cannot disable it in-game and use the standard compass?
Title: Re: SAI Mod
Post by: JonnyM on Monday, July 29, 2013, 05:03:23 AM
I'm not sure but I think it will be upto the server admin to decide if they will use sai on their server.
Title: Re: SAI Mod
Post by: Ganja on Monday, July 29, 2013, 05:32:58 AM
stops a lot of dropshots ;)

I've spent so many hours trying random dropshots on bridge crossing, imma be so lost :D
Title: Re: SAI Mod
Post by: Possessed on Monday, July 29, 2013, 09:55:16 AM
Any idea how to solve the keybind problem?

Code: [Select]
Aliases[41]=(Command="DecreaseRange | SAIZoomOut",Alias="ZoomOut")
Aliases[42]=(Command="IncreaseRange | SAIZoomIn",Alias="ZoomIn")
..
..
MouseWheelDown=ZoomOut
MouseWheelUp=ZoomIn

My limited knowledge sadi it would work, but it don't
I'm not sure but, 2.5 has a limit of 39 Aliasses, use 23, 24, 29, 30 and 31 they are useless.
and SAIZoom must be an EXEC function.
Title: Re: SAI Mod
Post by: ELiZ on Monday, July 29, 2013, 11:24:03 AM
Latest version:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2F10hlf2t.png&hash=71a713850d189d9a8ff2b08f88c59206)

I've been able to turn off the classic Compass.
So now the client can be configured in 4 states

SAI on, Classic on
SAI off, Classic on
SAI on, Classic off
SAI off, Classic off


Aliases[30]=(Command="DecreaseRange | SAIZoomOut",Alias="ZoomOut")
Aliases[31]=(Command="IncreaseRange | SAIZoomIn",Alias="ZoomIn")
MouseWheelDown=ZoomOut
MouseWheelUp=ZoomIn

Worked, thx.
Title: Re: SAI Mod
Post by: ELiZ on Monday, July 29, 2013, 11:50:25 AM
I've also been able to move some of the hardcoded values into the ini file:


Code: [Select]
[SAI.MyInteraction]
bRadarShow=True
bRadarShowClassic=False
bRadarShowPlayerInfoNames=True
bRotateRadarAroundPlayer=True
RadarDrawOpacity=255

SAI_MapName=Bridge
SAI_MapOffset=(X=2176.000000,Y=-966.000000,Z=0.000000)
SAI_MapSize=14000.000000

SAI_MapName=Bridge_SE
SAI_MapOffset=(X=656.000000,Y=-768.000000,Z=0.000000)
SAI_MapSize=13000.000000

SAI_MapName=SFSandstorm
SAI_MapOffset=(X=-3616.000000,Y=-14496.000000,Z=0.000000)
SAI_MapSize=13500.000000

SAI_MapName=SFvillage
SAI_MapOffset=(X=-2467.000000,Y=1906.000000,Z=0.000000)
SAI_MapSize=5500.000000

SAI_MapName=FLS
SAI_MapOffset=(X=-1328.000000,Y=-2464.000000,Z=0.000000)
SAI_MapSize=12000.000000
Title: Re: SAI Mod
Post by: JonnyM on Monday, July 29, 2013, 12:51:01 PM
So, does the server admin decide or does the client decide if sai is to be used?
Title: Re: SAI Mod
Post by: ELiZ on Monday, July 29, 2013, 12:54:28 PM
So, does the server admin decide or does the client decide if sai is to be used?

dunno.. what do you think would be the best?
Title: Re: SAI Mod
Post by: Possessed on Monday, July 29, 2013, 13:07:16 PM
dunno.. what do you think would be the best?
as an interaction and inside AP, theres almost no option to SV owners. unless you dont allow to report enemies or make Ap read from the sv.
Title: Re: SAI Mod
Post by: ELiZ on Monday, July 29, 2013, 13:18:56 PM
as an interaction and inside AP, theres almost no option to SV owners. unless you dont allow to report enemies or make Ap read from the sv.

SV=Server?
Title: Re: SAI Mod
Post by: Spanky on Monday, July 29, 2013, 13:32:37 PM
SV=Server?

Possessed doesn't know how to use language. I believe he's falling victim to the same disease many teenage Americans have. It's a shame. Soon his posts will purely consist of emoticons.
Title: Re: SAI Mod
Post by: JonnyM on Monday, July 29, 2013, 14:10:19 PM
I think it should be a server option, that way everyone in the server is seeing the same thing... but that just my opinion, see what everyone else thinks?
Title: Re: SAI Mod
Post by: noobslayer on Monday, July 29, 2013, 14:51:44 PM
I think it should be a server option

+1
Title: Re: SAI Mod
Post by: Alex on Monday, July 29, 2013, 15:36:32 PM
I haven't been following this closely, will it have the same functionality as the 2.8.5 one? Like showing enemies spotted locations and what not?
Title: Re: SAI Mod
Post by: Spanky on Monday, July 29, 2013, 15:39:32 PM
I think it should be a server option, that way everyone in the server is seeing the same thing... but that just my opinion, see what everyone else thinks?

I'm 100% with you. Server-side option. That way dropshots can be fair, so one little twat doesn't ruin it for the rest of the server. I believe SAI should be enabled by default and that all 4 options should be available on the server.
Title: Re: SAI Mod
Post by: Ganja on Monday, July 29, 2013, 17:57:58 PM
I think it should be a server option, that way everyone in the server is seeing the same thing... but that just my opinion, see what everyone else thinks?

I'd say, make it mandatory, but people will be angry at me lol :)
Title: Re: SAI Mod
Post by: Possessed on Monday, July 29, 2013, 18:01:00 PM
I'd say, make it mandatory, but people will be angry at me lol :)
Title: Re: SAI Mod
Post by: krIz+ on Monday, July 29, 2013, 18:13:18 PM
I'd say, make it mandatory, but people will be angry at me lol :)
why anyone will be angry at you? it has to be on for everyone, its a great feature
Title: Re: SAI Mod
Post by: Possessed on Monday, July 29, 2013, 18:22:42 PM
why anyone will be angry at you? it has to be on for everyone, its a great feature
I don't see how this will affect anyone lol.
dropshots? huh.
Title: Re: SAI Mod
Post by: ELiZ on Monday, July 29, 2013, 19:40:35 PM
I haven't been following this closely, will it have the same functionality as the 2.8.5 one? Like showing enemies spotted locations and what not?

That's my aim.
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, July 31, 2013, 21:06:23 PM
Small update:

Internal version is now Alpha0.2.
I've spent some time diving into the world of replicating variables on Unreal Engine Games.
I've made some progress on the SAI.

Activating/Deactivation is now done on the Server.
Title: Re: SAI Mod
Post by: Spanky on Wednesday, July 31, 2013, 21:19:23 PM
Great work. I've just had an idea, what about showing the player name and maybe health on players? Here's what I'm talking about:
https://dl.dropboxusercontent.com/u/464376/GameShots/ArmyOps%202009-07-04%2015-35-48-74.png

AA already has info when you get close enough to a friendly/enemy but I'm wondering what people would think if that was disabled in favor of the radar-style info that's tagged onto players? Maybe have a draw distance on it so you couldn't see it across the map but maybe if they're in the next room, you can see it? Maybe it's just a server-side option that's disabled by default?
Title: Re: SAI Mod
Post by: Alex on Wednesday, July 31, 2013, 21:28:47 PM
Great work. I've just had an idea, what about showing the player name and maybe health on players? Here's what I'm talking about:
https://dl.dropboxusercontent.com/u/464376/GameShots/ArmyOps%202009-07-04%2015-35-48-74.png

AA already has info when you get close enough to a friendly/enemy but I'm wondering what people would think if that was disabled in favor of the radar-style info that's tagged onto players? Maybe have a draw distance on it so you couldn't see it across the map but maybe if they're in the next room, you can see it? Maybe it's just a server-side option that's disabled by default?
eh, I think part of the fun of AA is that you can't just look at some green or blue name to tell if it's a teammate or not.
Title: Re: SAI Mod
Post by: Rapture on Wednesday, July 31, 2013, 22:26:51 PM
Small update:

Internal version is now Alpha0.2.
I've spent some time diving into the world of replicating variables on Unreal Engine Games.
I've made some progress on the SAI.

Activating/Deactivation is now done on the Server.


so this hasnt been implemented into the game yet?
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, July 31, 2013, 22:27:53 PM
I'll keep the first version as close to 2.8.5 as possible.
Perhaps after it's released we can see what needs changing.


so this hasnt been implemented into the game yet?

No, it's in production.
It is no where close to be in game at it's current State, I've just been coding it for a week.
Another Question:

in 2.8.5 there is something called LinkedToFTLeader and LinkedToSquadLeader. Anyone know what that could be?

Does the original SAI show the entire team or was it just the FT? It was so long, I cant remember.
Title: Re: SAI Mod
Post by: JonnyM on Thursday, August 01, 2013, 01:55:32 AM
It only showed to the FT leader and Squad leader as far as I remember.
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 02:28:03 AM
It only showed to the FT leader and Squad leader as far as I remember.


Can you describe what you mean, did FTL and SQL have move visuals?
Title: Re: SAI Mod
Post by: Bart! on Thursday, August 01, 2013, 02:47:45 AM

Can you describe what you mean, did FTL and SQL have move visuals?
you could always see where the FTL and SQL are on the SAI.
Title: Re: SAI Mod
Post by: Possessed on Thursday, August 01, 2013, 05:22:14 AM

Can you describe what you mean, did FTL and SQL have move visuals?
they have especial icons.
Title: Re: SAI Mod
Post by: Ganja on Thursday, August 01, 2013, 05:28:28 AM
they have especial icons.

Was like a star in a circle if I remember correctly
Title: Re: SAI Mod
Post by: Possessed on Thursday, August 01, 2013, 05:29:08 AM
Was like a star in a circle if I remember correctly
yes, but 1 icon type for each role.
Title: Re: SAI Mod
Post by: KARI-30 on Thursday, August 01, 2013, 06:31:02 AM
Please make player option to disable, not only server option.
Title: Re: SAI Mod
Post by: Possessed on Thursday, August 01, 2013, 06:42:40 AM
Please make player option to disable, not only server option.
there will be an option for this.
Title: Re: SAI Mod
Post by: Spanky on Thursday, August 01, 2013, 12:46:20 PM
there will be an option for this.

And keep the old compass disabled right? The whole point for the server-side enable/disable is so that people don't try to get the old compass back for dropshots.
Title: Re: SAI Mod
Post by: bollie on Thursday, August 01, 2013, 12:50:23 PM
And keep the old compass disabled right? The whole point for the server-side enable/disable is so that people don't try to get the old compass back for dropshots.

Whats wrong with dropshots?
Title: Re: SAI Mod
Post by: Spanky on Thursday, August 01, 2013, 12:54:57 PM
*sigh* soldiers aren't trained to use a compass to aim a 203 launcher. You're meant to use the iron sights. Aiming without the iron sights is fine but when you spawn and point to a specific spot on the compass and cross it with the tip of a branch in the map to kill people upon spawn... that's not what this game is about.
Title: Re: SAI Mod
Post by: ]-KTA-[Helldiver on Thursday, August 01, 2013, 12:57:10 PM
Will there be an option to disable that damn thing and get the compass back? ;-)
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 13:03:06 PM
Will there be an option to disable that damn thing and get the compass back? ;-)


Good question, I'm just coding the bloddy thing.
I think the best model would be to let Server Admins decide on what of the 2 should be used(SAI/Classical Compass).
Then it's up to the user to show the one the Admin choose.

An example.

On MY server I decide that the SAI are to be used.
You as a Client can choose to see the SAI or not, but you cant choose to see the compass.
Title: Re: SAI Mod
Post by: Spanky on Thursday, August 01, 2013, 13:05:26 PM

Good question, I'm just coding the bloddy thing.
I think the best model would be to let Server Admins decide on what of the 2 should be used(SAI/Classical Compass).
Then it's up to the user to show the one the Admin choose.

An example.

On MY server I decide that the SAI are to be used.
You as a Client can choose to see the SAI or not, but you cant choose to see the compass.

1000% agree.
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 13:06:59 PM
I've found a small issue.

Consider this:
When the player is flashed, the screen goes black.
Problem is that since the SAI in painted ontop of the screen with an interaction, the SAI is still showing:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F1zp14wh.png&hash=9a89d60940d30fe1935fade268c08934)

anyone know of a way to (in Unrealscript) detect if a player is flashed?
Title: Re: SAI Mod
Post by: bollie on Thursday, August 01, 2013, 13:13:34 PM
*sigh* soldiers aren't trained to use a compass to aim a 203 launcher. You're meant to use the iron sights. Aiming without the iron sights is fine but when you spawn and point to a specific spot on the compass and cross it with the tip of a branch in the map to kill people upon spawn... that's not what this game is about.

what if i dont use a compass to spamnade, but the trees ingame? Maybe also take away the trees?
Title: Re: SAI Mod
Post by: Spanky on Thursday, August 01, 2013, 13:29:15 PM
what if i dont use a compass to spamnade, but the trees ingame? Maybe also take away the trees?

This would be something that could be covered if we ever get around to refurbishing original maps. Moving the objects around a bit :) Course, spam 203's on Bridge could be easily solved, I've mentioned it before.
Title: Re: SAI Mod
Post by: bollie on Thursday, August 01, 2013, 13:32:05 PM
This would be something that could be covered if we ever get around to refurbishing original maps. Moving the objects around a bit :) Course, spam 203's on Bridge could be easily solved, I've mentioned it before.

That should be done also quick i think than, only taking away the compass is not working enough to stop spam.
Title: Re: SAI Mod
Post by: Spanky on Thursday, August 01, 2013, 13:37:11 PM
That's not the sole purpose of the SAI, just an added benefit. Sometime I'll start a thread for discussion of changing/fixing original maps.
Title: Re: SAI Mod
Post by: bollie on Thursday, August 01, 2013, 13:40:52 PM
Okidokie
Title: Re: SAI Mod
Post by: JonnyM on Thursday, August 01, 2013, 13:56:58 PM
I've found a small issue.

Consider this:
When the player is flashed, the screen goes black.
Problem is that since the SAI in painted ontop of the screen with an interaction, the SAI is still showing:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F1zp14wh.png&hash=9a89d60940d30fe1935fade268c08934)

anyone know of a way to (in Unrealscript) detect if a player is flashed?

When a player is flashed the code must be decreasing or fading the screen brightness somewhere, if you could read that brightness variable somewhere?
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 14:57:01 PM
I thought a video would show off the current level of "readiness"

Here is some Video of Alpha0.2

[youtube]N98Yr9Oa0lo[/youtube]

Sorry for the Crappy recording, I used dumpframes and it didn't fully work, but it will suffice to show off the SAI
Title: Re: SAI Mod
Post by: JonnyM on Thursday, August 01, 2013, 15:24:37 PM
Fantastic work!
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 17:34:49 PM
When a player is flashed the code must be decreasing or fading the screen brightness somewhere, if you could read that brightness variable somewhere?

I don't think the solved it by adjusting brightness, problem is that the do it in native code, So I don't have access to the code. No variable that I have access in u-script holds the value for the visual, however I can use the variables:

Code: [Select]
Humancontroller(myController)._FlashSoundTime
Humancontroller(myController)._FlashSoundIntensity

Visual effect is about 50% of the Audio Efffect, so I can use these to approximate the visual blackout.
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 17:36:50 PM
When I did the video pn MP_Steamroller, I noticed that ALL objectives show up, it's a map with "random" spawns for the objectives, so all "versions" of all objectives shows up.
Title: Re: SAI Mod
Post by: Spanky on Thursday, August 01, 2013, 17:37:56 PM
Maybe check for enabled/active/capturable objectives?
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 17:49:06 PM
Seems the bool variable bDisabled is what I was looking for.

Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 18:07:59 PM
Seems the bool variable bDisabled is what I was looking for.

I've verified and fixed.
Title: Re: SAI Mod
Post by: eKC0mm on Thursday, August 01, 2013, 18:36:43 PM
I have been spending alot of my time on the AA4 beta. But this is impressive. Implementation looks good from the video. Good luck with further development.

Make it transparent! Its too big to not be unfortunately.
Title: Re: SAI Mod
Post by: Spanky on Thursday, August 01, 2013, 18:39:35 PM
eKC0mm hits on some good points. ELiZ, can you take the SAI a step further than the devs did? Allow users to set transparency, location and size? That would be an absolute winner and something I've never seen in a game personally.
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 18:47:19 PM
lol, I just implemented the 2.8.5 option of having the SAI transparent

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2F34q7dad.png&hash=dfeee49e886a0e520905a986c7e1108d)
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 18:49:50 PM
On the question on Position and Scale.

I think the current location is the most logical.
Higher up and it will cover part of the console.
Title: Re: SAI Mod
Post by: Yahoo on Thursday, August 01, 2013, 19:09:34 PM
I just have to say, great job!! I only got one question, when you report enemie, can you do it without any "delay"? I'm just asking because the probability of some idiot spend the whole round reporting is very high...
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 19:20:10 PM
I just have to say, great job!! I only got one question, when you report enemie, can you do it without any "delay"? I'm just asking because the probability of some idiot spend the whole round reporting is very high...

There is flood protection built into the SAI.
You can only report 2 enemies in 8 seconds.

if player tries to report more, a message shows in his console, "Please wait a few seconds"
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 19:21:37 PM
I've added the possibility to decide the Size of the SAI yourself.
For instance

SAIScale=0.5
Title: Re: SAI Mod
Post by: Spanky on Thursday, August 01, 2013, 19:22:04 PM
On the question on Position and Scale.

I think the current location is the most logical.
Higher up and it will cover part of the console.
It is a good spot but some people play on horribly small resolutions so scaling/moving would be good. Also as you said, right now it's coded to be in one spot. Maybe you could pull the current resolution and make the location -400 of what the height is and +300 for the width? I just think more flexibility is better with different resolutions and whatnot. Maybe people only want to see the top half of the SAI so they put it halfway below the bottom of the screen?
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 19:42:58 PM
It is a good spot but some people play on horribly small resolutions so scaling/moving would be good. Also as you said, right now it's coded to be in one spot. Maybe you could pull the current resolution and make the location -400 of what the height is and +300 for the width? I just think more flexibility is better with different resolutions and whatnot. Maybe people only want to see the top half of the SAI so they put it halfway below the bottom of the screen?
You mean something like this?

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F10ntgnr.png&hash=24fab644fe4cae6f6ca37adc540b5431)
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 19:54:03 PM
Perhaps there can be fixed positions, but also one free, that takes the position freely

1=Top, Middle
2=Bottom, Left
3=Mid, Left
4=Mid, Righ5
5=Free

The Circles will be the anchor points.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F244tnp1.png&hash=a1f05b4b802fcbf61f22dfd5c1e700fd)



Title: Re: SAI Mod
Post by: Spanky on Thursday, August 01, 2013, 20:03:27 PM
Yea, I mean, you never know what people might like and if you can make it that much more flexible then you won't have to worry about different resolutions or people's preferences. Make the user do the work customizing it :)
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 20:57:35 PM
SAIStyle=1
SAIScale=0.5
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2F1z68cjk.png&hash=e1fa8ad46d03552e1fad4f5c621f6cd4)

SAIStyle=2
SAIScale=0.5
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2Foutq55.png&hash=40b45c35d2442cb4c3371e8d5ae9f637)

SAIStyle=3
SAIScale=0.5
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F2ldx9o6.png&hash=49262fa2b354e152fa90cdd460334070)

SAIStyle=4
SAIScale=0.5
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F1fisya.png&hash=bece4a2561addff21e89bdeb894b0713)

SAIStyle=5
SAIScale=0.5
SAIoffset=(X=0,Y=0,Z=0)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2rep991.png&hash=17d1610448dc5e11c4cb8b2cb78c86c0)
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 21:13:29 PM
One function of the real 2.8.5 SAI is that it indicated in what direction(North, West, South or West) you were hurt from.
Since this information is not available for me in 2.5, this function will not be included.
Title: Re: SAI Mod
Post by: Spanky on Thursday, August 01, 2013, 21:24:44 PM
Brilliant work man, really. I wouldn't bother with the hit direction. Some newer games have it but generally it adds a different dynamic to the game. When you're in war and you get hit, are you going to know what direction it came from precisely? I think hearing gunfire gives it away enough.

If I'm going to nitpick, does the Z variable really belong in the offset? Isn't that technically what scale does? :)
Title: Re: SAI Mod
Post by: ELiZ on Thursday, August 01, 2013, 21:33:43 PM
For those that has Access to the Assist Devfolder, I added version Alpha0.3

Some of thing fixed/added:

Code: [Select]
Alpha Version 0.3 OF 2.5 SAI

Bleeding icon now shows properly
Added SAI Information for
SAI_MapName=EandE
SAI_MapName=HQ_Raid
SAI_MapName=MP_Canyon
SAI_MapName=MP_Steamroller
SAI_MapName=MOUT_McKenna
SAI_MapName=Woodland_Outpost
Shut the SAI when flashed
Added a option in SAI.ini for Transparency
Removed the option to show the Classic Compass when SAI is active
The position och size of SAI is now fullt configurable
Resolution also is not a problem anymore.
Temporary added openslots Code, so That I test all positions
/ELiZ
/2013-08-02
Title: Re: SAI Mod
Post by: waNted on Thursday, August 01, 2013, 22:48:09 PM
Great job.To bad that I stopped playing, but still very nice, same for the last updates
Title: Re: SAI Mod
Post by: JonnyM on Friday, August 02, 2013, 02:19:07 AM
The positions on the sai will need to be based on percentage of screen resolution because I often switch between full screen and window mode which are different resolutions.
Title: Re: SAI Mod
Post by: ELiZ on Friday, August 02, 2013, 03:18:29 AM
The positions on the sai will need to be based on percentage of screen resolution because I often switch between full screen and window mode which are different resolutions.


Positions on type 1-4 is anchored at the Circles in earlier picture, so changing resolution will not cause any problems.
For instance, my favorite location(2) is coded like this:

Code: [Select]
//2, Bottom,Left
SAIoffset.X=0+20;
SAIoffset.Y=Canvas.SizeY-((540*SAIScale)/2)-80;

Title: Re: SAI Mod
Post by: bollie on Friday, August 02, 2013, 03:58:17 AM
Looks nice Eliz!
But question: is it also possible to play without sai and without compass?
Title: Re: SAI Mod
Post by: Spanky on Friday, August 02, 2013, 04:00:32 AM
Looks nice Eliz!
But question: is it also possible to play without sai and without compass?

Server admin chooses whether it's classic compass or SAI. If admin chooses SAI, the compass will be gone and it's up to you to enable/disable the SAI.
Title: Re: SAI Mod
Post by: bollie on Friday, August 02, 2013, 04:15:20 AM
Server admin chooses whether it's classic compass or SAI. If admin chooses SAI, the compass will be gone and it's up to you to enable/disable the SAI.

Perfect!  :cool:
Title: Re: SAI Mod
Post by: Ganja on Friday, August 02, 2013, 04:57:34 AM
I've added the possibility to decide the Size of the SAI yourself.
For instance

SAIScale=0.5

R.E.S.P.E.C.T   :up:
Title: Re: SAI Mod
Post by: ELiZ on Friday, August 02, 2013, 15:04:06 PM
Seems the bool variable bDisabled is what I was looking for.

I found out that in some cases(Objectives are also used for detecting Civilian Damage)

However, I could use this function to detect if it should be on the radar:
AGP_Objective.IsOnCompass()

So all is good
Title: Re: SAI Mod
Post by: Possessed on Friday, August 02, 2013, 15:21:24 PM
I found out that in some cases(Objectives are also used for detecting Civilian Damage)

However, I could use this function to detect if it should be on the radar:
AGP_Objective.IsOnCompass()

So all is good
keep teh good work :)
Title: Re: SAI Mod
Post by: ELiZ on Friday, August 02, 2013, 22:14:12 PM
Here is the current version(Alpha0.3)

[youtube]T7RKZQ7cwSI[/youtube]


Title: Re: SAI Mod
Post by: Spanky on Friday, August 02, 2013, 22:23:46 PM
Incredible work :)
Title: Re: SAI Mod
Post by: bollie on Saturday, August 03, 2013, 02:08:47 AM
Very nice! I'm impressed by ur nerd skills ;)
Title: Re: SAI Mod
Post by: Alex on Saturday, August 03, 2013, 02:29:34 AM
Awesome work so far.
Title: Re: SAI Mod
Post by: Calevey on Saturday, August 03, 2013, 06:05:16 AM
Really nice, good job!
Title: Re: SAI Mod
Post by: ELiZ on Saturday, August 03, 2013, 21:29:26 PM
I've updated to Alpha 0.4

Here is a video showing of the new full size SAI

[youtube]3Fgpnbo8W74[/youtube]

Here is the readme.txt for this release
Code: [Select]
Added SAi information for
SAI_MapName=Border
SAI_MapName=Dusk
SAI_MapName=JRTC_Farm
SAI_MapName=Mountain_Ambush
SAI_MapName=Mountain_Pass
SAI_MapName=Mountain_Pass_SE
SAI_MapName=MP_Canyon
SAI_MapName=MP_District
SAI_MapName=MP_Interdiction
SAI_MapName=MP_RiverVillage
SAI_MapName=MP_Pool_Day
SAI_MapName=MP_SF_OldTown
SAI_MapName=MP_SF_Floodgate
SAI_MapName=Pipeline

It is now possible to activate full screen radar
In User.ini add this bind
F4=ToggleSAISize

Fixed bug that cased the map to be zoomed wrong.


Other binds related to the SAI

F5=EnemySpotted
Aliases[30]=(Command="DecreaseRange | SAIZoomOut",Alias="ZoomOut")
Aliases[31]=(Command="IncreaseRange | SAIZoomIn",Alias="ZoomIn")
MouseWheelDown=ZoomOut
MouseWheelUp=ZoomIn


To Active SAI on a server dd these to the ini file for the server

ServerActors=SAI.logoloader
ServerActors=SAI.Replicator
ServerPackages=SAI
Title: Re: SAI Mod
Post by: Spanky on Saturday, August 03, 2013, 21:42:30 PM
Get out! That's awesome! Was that in 2.8.5 or is this your creativity?
Title: Re: SAI Mod
Post by: Possessed on Saturday, August 03, 2013, 21:47:04 PM
Get out! That's awesome! Was that in 2.8.5 or is this your creativity?
it was in 2.8
Title: Re: SAI Mod
Post by: ELiZ on Saturday, August 03, 2013, 22:17:18 PM
it was in 2.8

2.5.0

Video was recorded at 1280*800, So I cropped it instead of scaling it, so the 80 top pixels don't show, but here is the video Scaled to 1280*720 instead, you can clearly see that it's 2.5.0
[youtube]DEFBJwNnk3k[/youtube]

The rest of the HUD also clearly indicate that it's 2.5.0
Title: Re: SAI Mod
Post by: Spanky on Saturday, August 03, 2013, 22:36:24 PM
ELiZ, I was asking if that feature was ever in AA before. I think I've only played a half-dozen or so rounds on 2.8.x so I didn't know.
Title: Re: SAI Mod
Post by: ELiZ on Saturday, August 03, 2013, 23:29:12 PM
ELiZ, I was asking if that feature was ever in AA before. I think I've only played a half-dozen or so rounds on 2.8.x so I didn't know.
ah..
Yes it was..

Title: Re: SAI Mod
Post by: ELiZ on Saturday, August 03, 2013, 23:50:08 PM
I'm trying to implement what I can see as the last part - ESSObjectiveReport

I never played a real round with ESS, can someone explain..
I had the notion that the objectives you could carry was ESS, but reading though the code, I'm not so sure.

Seems to be Objective that after you report them(ESSObjectiveReport), and wait a few seconds, then it turns into an objective

Is ESS even in AA2.5?

Title: Re: SAI Mod
Post by: Possessed on Sunday, August 04, 2013, 00:33:37 AM
I'm trying to implement what I can see as the last part - ESSObjectiveReport

I never played a real round with ESS, can someone explain..
I had the notion that the objectives you could carry was ESS, but reading though the code, I'm not so sure.

Seems to be Objective that after you report them(ESSObjectiveReport), and wait a few seconds, then it turns into an objective

Is ESS even in AA2.5?
idk what ESS is, in 2.8.5 theres ES2 objs that you can report, I'm not sure if they appear on SAI
Title: Re: SAI Mod
Post by: Spanky on Sunday, August 04, 2013, 00:54:54 AM
Carrying objectives are simply called CarryableObjective if I remember right. I have no idea what ESS is, I've never seen it in mapping for 2.5. Must be a 2.8 feature only.
Title: Re: SAI Mod
Post by: ELiZ on Sunday, August 04, 2013, 01:07:53 AM
Carrying objectives are simply called CarryableObjective if I remember right. I have no idea what ESS is, I've never seen it in mapping for 2.5. Must be a 2.8 feature only.

Same goes for the other name ES2 as well?
Title: Re: SAI Mod
Post by: Spanky on Sunday, August 04, 2013, 01:10:58 AM
Same for ES2. I remember when ES2 was announced for 2.8, I'm more sure on that one. ESS, I've never heard it for any version.
Title: Re: SAI Mod
Post by: ELiZ on Sunday, August 04, 2013, 01:16:33 AM
In a way, that is some great news.
That means that all the components needed are now in place, and I can start working on optimizing the code.
Only thing that is not "functioning" right now is the replication of EnemySpotted to all team members.

So I think it will only be a day or two before I can test it with some clients with a special version of the 25Assist Client.
Title: Re: SAI Mod
Post by: ELiZ on Sunday, August 04, 2013, 01:46:02 AM
I see a fair deal of 2.8.5 Uscript that handles AI.

Perhaps, after I finish the SAI, I can look into bringing CoOp to Assist?
No Promises.
Title: Re: SAI Mod
Post by: Koden on Sunday, August 04, 2013, 02:04:12 AM
I see a fair deal of 2.8.5 Uscript that handles AI.

Perhaps, after I finish the SAI, I can look into bringing CoOp to Assist?
No Promises.

That would be awesome! 
Title: Re: SAI Mod
Post by: Possessed on Sunday, August 04, 2013, 03:04:49 AM
I see a fair deal of 2.8.5 Uscript that handles AI.

Perhaps, after I finish the SAI, I can look into bringing CoOp to Assist?
No Promises.
You will probably face DLL links.
Title: Re: SAI Mod
Post by: ELiZ on Sunday, August 04, 2013, 05:16:13 AM
You will probably face DLL links.


That is a possibility.
Looking through AGP_AI, the only native calls I can find are those related to AGP_AI_PBVerification, and those I wont be using anyway. But I'll look into it later on.
Title: Re: SAI Mod
Post by: Ganja on Sunday, August 04, 2013, 05:32:42 AM
Perhaps, after I finish the SAI, I can look into bringing CoOp to Assist?

You sir will make the entire community jeez in their pants  :D
Title: Re: SAI Mod
Post by: zoxee on Sunday, August 04, 2013, 07:59:38 AM

That is a possibility.
Looking through AGP_AI, the only native calls I can find are those related to AGP_AI_PBVerification, and those I wont be using anyway. But I'll look into it later on.

Pleaze make sure the bots don't cheat ok
Title: Re: SAI Mod
Post by: ]-KTA-[Helldiver on Sunday, August 04, 2013, 11:36:30 AM
You sir will make the entire community jeez in their pants  :D

Nope I dont shit my pants  :D
Title: Re: SAI Mod
Post by: Spanky on Sunday, August 04, 2013, 11:56:10 AM
In a way, that is some great news.
That means that all the components needed are now in place, and I can start working on optimizing the code.
Only thing that is not "functioning" right now is the replication of EnemySpotted to all team members.

So I think it will only be a day or two before I can test it with some clients with a special version of the 25Assist Client.

Yea, I think you've got most all the major features of SAI. I mean, personally, if I had rotation, map image, players and enemy spotted I would call it good.

Is porting these features easier than getting 2.8.5 to work with Assist?
Title: Re: SAI Mod
Post by: ELiZ on Sunday, August 04, 2013, 16:09:03 PM
Problem with 2.8.5 was that even when I got it working, it was a dead end. Don't get me wrong, I got to the point where all current functionally of 25Assist was working in 2.8.5(Assist Client/Server, Auth and Antipoke).

Title: Re: SAI Mod
Post by: Spanky on Sunday, August 04, 2013, 16:38:53 PM
Dead end how? I mean, I know the weapon issue but what else was there? I'm not complaining or anything, I don't really even care about 2.8.5 and it's great you're coming up with these awesome features. I'm just wondering why 2.5 and not 2.8.5.

If you want a test exercise for AI, maybe check out the editor's SoarAI. It's not replicated (that I know of) but they were pretty smart and could add some single-player fun to AA.
Title: Re: SAI Mod
Post by: ELiZ on Monday, August 05, 2013, 22:40:43 PM
Good news everyone..

EnemySpotted are now replicated. So the last part is implemented.
Still a lot of bugs that will need to be fixed before doing the Beta.
Title: Re: SAI Mod
Post by: Spanky on Monday, August 05, 2013, 23:25:29 PM
How does the enemy spotted work? Does it find a collision and plot the coordinates? Would it be possible to spawn an emitter at that location? Perhaps a little smoke or flare or something in the 3d space?
Title: Re: SAI Mod
Post by: ELiZ on Tuesday, August 06, 2013, 01:13:38 AM
How does the enemy spotted work? Does it find a collision and plot the coordinates? Would it be possible to spawn an emitter at that location? Perhaps a little smoke or flare or something in the 3d space?

Yeah, it's using Trace.

So, I get the
HitLocation.X
HitLocation.Y
HitLocation.Z

As a result.

So what you are proposing would be possible, and at first when I was thinking on what it would mean, was that it would be cool.
However, if you could report enemies, causing a smoke to appear, it could be used to smoke on a distance, and that would be just ridiculous.
Title: Re: SAI Mod
Post by: Possessed on Tuesday, August 06, 2013, 01:19:58 AM
HitLocation XYZ can be:

var Vector ReportLoc;
HitLocation = ReportLoc(0,0,0);

btw that would change all ur code :D and I'm not Sure if the code above is right >O
Title: Re: SAI Mod
Post by: Spanky on Tuesday, August 06, 2013, 02:06:05 AM
You built in a spam protection right? I wouldn't do a huge smoke, maybe a small flare or something. Smaller than the incendiary, maybe something close to the smoke on Live_Jump. It wouldn't provide much cover but it would provide a visual cue. It doesn't even have to be smoke either. We could make a real flare. Small bright light, faint smoke. Soldiers do use those to mark things since they're easy to throw. It could be somewhat realistic.

I already have a really good sound for one from AA3: S-mAAp_Pack_6.Pipeline.fire_extinguisher

I'd almost bet that the code is easily copy-pasted in AA. Shouldn't be too hard to spawn an emitter. The question is, will it just float or would a spawned item fall if it has karma? I wouldn't like to rely on it for Mac & Linux but I could always make a KActor for the physics mod.

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg.dictionary.com%2Fflare-247742-400-300.jpg&hash=d844d8c8e59d08db25083ad45deaaa94)
Title: Re: SAI Mod
Post by: Possessed on Tuesday, August 06, 2013, 02:38:38 AM
let him release it first, then we start to suggest New features  :up:
Title: Re: SAI Mod
Post by: JonnyM on Tuesday, August 06, 2013, 02:40:48 AM
Is this the way it worked in 2.8?
Might be better to keep it simple for the initial release. If ELiZ does merge it into anti poke it can be easily updated at any time.
Title: Re: SAI Mod
Post by: Spanky on Tuesday, August 06, 2013, 02:44:20 AM
Fair enough :) I'm just thinking out loud here. The SAI is amazing by itself.
Title: Re: SAI Mod
Post by: ELiZ on Tuesday, August 06, 2013, 04:58:15 AM
Spawning it was rather simple:


Quote
local fx_exp_smallfire mySmoke;
mySmoke=myLevel.Spawn(class'fx_exp_smallfire',,,HitLocation);
mySmoke.LifeSpan=8.0;
Title: Re: SAI Mod
Post by: ELiZ on Tuesday, August 06, 2013, 05:21:02 AM
Here is a Test with the Emitters Activated.

[youtube]T9Fqiq1b488[/youtube]

As mentioned, not for the initial release, but I made this video so that we would have all the cards on the table when discussing it for future releases

Emitter is visible for team mates only.
Title: Re: SAI Mod
Post by: Possessed on Tuesday, August 06, 2013, 11:55:24 AM
now make the flames do damage = pwn!
Title: Re: SAI Mod
Post by: Spanky on Tuesday, August 06, 2013, 12:38:30 PM
I like it. I'm wondering about other options. Having a smoke/flare on the side of a wall (especially brick) doesn't make much realism sense. Is there any way to bind it to a Karma object? That's bad for Mac & Linux but then we could have something uber realistic. For simplicity and cross-platform, I'm wondering now about a projector with a spraypainted message or maybe just a red X sprayed on the wall? No abuse that way and I'm sure you could look at bullet decals to get the code you need.
Title: Re: SAI Mod
Post by: JonnyM on Tuesday, August 06, 2013, 12:59:20 PM
Where do you get the idea mac and linux does not have karma? I know your physics mod did not work on the unix side but have you tried jumping off the bridge on unix? wonderful fluid physics.
Title: Re: SAI Mod
Post by: Spanky on Tuesday, August 06, 2013, 13:05:27 PM
That's precisely it, the Karma object would be created through the physics mod, thus not working on Linux & Mac. It would be an elegant and functional solution but it would leave people out. I don't know what it would take to get physics to work on Lin & Mac. Remind me, does it crash or simply do nothing? If it does nothing then we might be able to do something cool for the Win players.
Title: Re: SAI Mod
Post by: JonnyM on Tuesday, August 06, 2013, 13:09:49 PM
No it crashes. segmentation fault. Lol, I don't really think its appropriate to drop multiplatform support for some flares that fall on the floor.
Title: Re: SAI Mod
Post by: JonnyM on Tuesday, August 06, 2013, 13:10:49 PM
I am looking forward to getting the SAI into the game now, i will be nice to do some work thats not AC related.
Title: Re: SAI Mod
Post by: Spanky on Tuesday, August 06, 2013, 13:20:29 PM
No it crashes. segmentation fault. Lol, I don't really think its appropriate to drop multiplatform support for some flares that fall on the floor.

Exactly. I'm thinking now that a spraypainted X is the best way to go. Not super realistic but low graphic requirements on a big server and cross-platform support.
Title: Re: SAI Mod
Post by: Froster on Tuesday, August 06, 2013, 13:28:01 PM
Yes please an update is always welcome :)
and it also looks amazing!
keep up the good work !
Title: Re: SAI Mod
Post by: ELiZ on Tuesday, August 06, 2013, 22:14:48 PM
I've noticed an issue:
When I turn off the Classic Compass, the Location, and Text listing the Objectives also dissapears

Classic+SAI
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2F14k9qbk.png&hash=ccd9d29254b23ad53a76c26871f151f5)

SAI
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2Foaniw7.png&hash=5143172842731892a000d7b276832797)


I see 3 options

1) Screw it, Location and Objectivelist is not important
2) Let the old compass stay, so that both are showing
3) Have the SAI add the same information on it's own

I'm investigating option 3.
Title: Re: SAI Mod
Post by: Alex on Tuesday, August 06, 2013, 22:36:21 PM
I think 3 would be the best option. It's not like it takes up much space.
Title: Re: SAI Mod
Post by: Spanky on Tuesday, August 06, 2013, 23:02:10 PM
Yea, have it add it's own and then maybe you can do a keybind to give more information on the objectives. Maybe just display the name and when you hit N you get an explanation or something. Or perhaps just show detailed objective information in the full screen view?
Title: Re: SAI Mod
Post by: ELiZ on Tuesday, August 06, 2013, 23:28:20 PM
This is the current version

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2Faudp2b.png&hash=16243eb246abf54b89e8590da8f0295b)

It uses the already bool value MyController.bHUDHideObjectives to decide if it should show information or not.
Title: Re: SAI Mod
Post by: Spanky on Tuesday, August 06, 2013, 23:45:05 PM
Looks good!
Title: Re: SAI Mod
Post by: Possessed on Tuesday, August 06, 2013, 23:54:50 PM
is everything working fine ELiZ? replication working?
what happens when you load a map that haven't a SAI image? does it show a GRID image like in 2.8.5?
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, August 07, 2013, 00:10:40 AM
is everything working fine ELiZ? replication working?
what happens when you load a map that haven't a SAI image? does it show a GRID image like in 2.8.5?

Yes, I used the same green grid
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, August 07, 2013, 02:15:58 AM
Next issue.


When a Squad leader set a objective as a Squad Target

With Classic Compass it underlined the Objective Letter so that the squad could see what objective to take
With 2.8.5 the Objective in question blinked in yellow for 10 seconds, then stopped blinking, from what I can see nothing after the 10 seconds gave any hint what obj was set as target.

With the SAI, I cant do what the Classic(Underline) did
With the SAI, I cant do what 2.8.5 does(Blinking)

At normal gameplay, the Objectives are drawn in Yellow, What I suggest is that I paint the Objective set as Squad Target in another color, in this video I choose a Cyan color.

[youtube]SGYtdWGnXDU[/youtube]

After an Objective is taken by Your team, it turns Green
After an Objective is taken by Other team, it turns Red


Alphav0.5 is now uploaded:

the ReadMe:
Code: [Select]
Added SAi information for
SAI_MapName=SFPCR
SAI_MapName=SFrecon
SAI_MapName=SFtaiga
SAI_MapName=SFWaterTreatment
SAI_MapName=Swamp_Raid
SAI_MapName=Tunnel
SAI_MapName=Weapons_Cache
SAI_MapName=Weapons_Cache_SE
SAI_MapName=Urban_Assault

EnemySpotted Reports are now replicated to all teamMembers
Added location and objective information, this infomation is now set by the SAI.
Objective Selected to be Squad target, now shows as Cyan
After an Objective is taken by Your team, it turns Green
After an Objective is taken by Other team, it turns Red
Title: Re: SAI Mod
Post by: JonnyM on Wednesday, August 07, 2013, 02:17:39 AM
Impressive indeed
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, August 07, 2013, 02:19:12 AM
is everything working fine ELiZ? replication working?
what happens when you load a map that haven't a SAI image? does it show a GRID image like in 2.8.5?

Yes, replication works fine.
Title: Re: SAI Mod
Post by: Possessed on Wednesday, August 07, 2013, 02:29:33 AM
theres a way to make textures blink, see the Bleeding icon above the CE meter, early I put the same texure in a weapon and the weapon was blinking lol, I will find how
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, August 07, 2013, 02:37:28 AM
theres a way to make textures blink, see the Bleeding icon above the CE meter, early I put the same texure in a weapon and the weapon was blinking lol, I will find how

You misunderstood, I have no problem blinking the Icon.
Problem is that when TeamMember1 sets target, it will start blinking on all teammembers, then after 10 seconds, it stops. But the variable that hold this information(Blinkstarttime) don't exists on 2.5

So at this time I prefer to change the color instead, I think it looks better
Title: Re: SAI Mod
Post by: Possessed on Wednesday, August 07, 2013, 02:46:38 AM
replicate the variable :P?
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, August 07, 2013, 03:10:40 AM
I've solved the last problem that was delaying a more public Beta.

I'll setup a SAI Beta Server, and post instructions how to participate
Title: Re: SAI Mod
Post by: Possessed on Wednesday, August 07, 2013, 03:21:19 AM
I've solved the last problem that was delaying a more public Beta.

I'll setup a SAI Beta Server, and post instructions how to participate
Great! Public Beta?
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, August 07, 2013, 09:28:37 AM
SAI information for a total of 35 Maps added

Code: [Select]
Border
Bridge
Bridge_SE
Dusk
FLS
HQ_Raid
Insurgent_Camp
JRTC_Farm
Mountain_Ambush
Mountain_Pass
Mountain_Pass_SE
MOUT_McKenna
MP_Canyon
MP_District
MP_Interdiction
MP_Pool_Day
MP_RiverVillage
MP_SF_Floodgate
MP_SF_OldTown
MP_Steamroller
Pipeline
Pipeline_SF
SFHospital
SFPCR
SFrecon
SFSandstorm
SFtaiga
SFWaterTreatment
SFvillage
Swamp_Raid
Tunnel
Urban_Assault
Weapons_Cache
Weapons_Cache_SE
Woodland_Outpost

SAI information for a total of 34 Maps remains to be added.
Code: [Select]
MP_Aztec
MP_Berg
MP_Breakout
MP_Bridge_Construction
MP_Bunker_Crisis
MP_City_Block
MP_ESLDusk
MP_Glass_Kill_House
MP_Ice
MP_Monkey_Island
MP_PBall
MP_Petrol
MP_Pipeline
MP_Residence
MP_Rooftop
MP_Rummage
MP_SF_Contingency
MP_SF_Office_Assault
MP_SF_Refinery
MP_Shipment
MP_Spankyville
MP_Square
MP_TehYetisLair
MP_Urban_Assault_SE
MP_UT04
Radio_Tower
River_Basin
SFarctic
SFblizzard
SFCourtyard
SFcsar
SFDockside
SFextraction
SFoasis
Title: Re: SAI Mod
Post by: Rapture on Wednesday, August 07, 2013, 10:05:19 AM
if assist is planning on taking out a few maps such as glasshouse, paintball and yeti'
s lair then less work for u maybe
Title: Re: SAI Mod
Post by: Darkjello769 on Wednesday, August 07, 2013, 10:19:08 AM
I think small updates is awesome for the game. Maybe some good tweaks can be appealing to new players as well as old. Like A new gun or something. Maybe a bettiny system so when people die they can bet on which team will win. Stuff like that would be awesome imo.
Title: Re: SAI Mod
Post by: Ganja on Wednesday, August 07, 2013, 10:27:27 AM
Maybe a bettiny system so when people die they can bet on which team will win. Stuff like that would be awesome imo.

Haha this is awesome  :up:
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, August 07, 2013, 11:39:06 AM
I've started looking into how to Create SAI images for the [mAAp] Maps.

Here is the complete SAI image for MP_UT04
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2F2wgzx1k.png&hash=844064b70222caf310458fb51867d1ee)

And here is the Meta Data
Code: [Select]
SAI_MapName=MP_UT04
SAI_MapOffset=(X=291.292603,Y=186.048950,Z=0.000000)
SAI_MapSize=1641.891113
;RadarZoomLevels=(X=60,Y=30,Z=15)

To get that information, I had to import the map into the 2.8.5 Editor, then I could use the SAI Tools built into the 2.8.5 Editor.
Title: Re: SAI Mod
Post by: Spanky on Wednesday, August 07, 2013, 11:49:39 AM
Is there another way to do that? Those images are pretty small, especially when zooming in.
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, August 07, 2013, 11:57:33 AM
Is there another way to do that? Those images are pretty small, especially when zooming in.
512x512 is the default for 2.8.5 SAI Images, only SnakePlain had 1024x1024 due to it's size.

I'm doing MP_Pipeline next, I'll post a video, you should be able to see that even if the image is small, it's enugh for a minimap
Title: Re: SAI Mod
Post by: Ganja on Wednesday, August 07, 2013, 12:05:00 PM
Basically reporting enemy tunnel (on ut04), won't show up on the radar?
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, August 07, 2013, 12:06:01 PM
Basically reporting enemy tunnel (on ut04), won't show up on the radar?

?

Please Clairify
Title: Re: SAI Mod
Post by: Ganja on Wednesday, August 07, 2013, 12:08:07 PM
Well i mean, you can't see the tunnel on ut04 SAI. So i am wondering what happens when you are tunnel and you report an enemy there. The red dot will appear at the spot above it?
Title: Re: SAI Mod
Post by: ELiZ on Wednesday, August 07, 2013, 13:20:58 PM
Well i mean, you can't see the tunnel on ut04 SAI. So i am wondering what happens when you are tunnel and you report an enemy there. The red dot will appear at the spot above it?

Yes
The Enemy Reported Icon will appear at the coordinates where your aimpoint were pointing at.
Title: Re: SAI Mod
Post by: Froster on Thursday, August 08, 2013, 10:59:25 AM
Yes
The Enemy Reported Icon will appear at the coordinates where your aimpoint were pointing at.

Is there anyway to try the beta and check it out please because I think it's a big update to the game it makes it more fun I guess and it never got this kinda update.
Thanks
Title: Re: SAI Mod
Post by: kMx on Thursday, August 08, 2013, 13:51:37 PM
good job
Title: Re: SAI Mod
Post by: Petrol on Thursday, August 08, 2013, 13:57:50 PM
Yes
The Enemy Reported Icon will appear at the coordinates where your aimpoint were pointing at.
Eliz, do you meen "2D projection of coordinates"
Title: Re: SAI Mod
Post by: Spanky on Thursday, August 08, 2013, 14:11:02 PM
I believe the enemy reported uses a trace like bullets that are fired from a location with a trajectory and when it collides with something (player or wall), it will stop at that location, grab the coordinates and then display the icon at those coordinates. So, you could very easily miss on Bridge and send an enemy reported to the wrong location.
Title: Re: SAI Mod
Post by: ELiZ on Friday, August 09, 2013, 06:12:04 AM
Version Alpha 0.6 is done


Readme:

Code: [Select]
Added SAi information for
None
Using a custom HudColor is now also used for the Custom ObjectiveList and Location Text.
Fixed the Yellow/Green/red/Cyan Objective Color




The ini used by the Server must contain these wors:

ServerActors=SAI.logoloader
ServerActors=SAI.Replicator
ServerPackages=SAI

On the Client, these must be in User.ini

[Engine.Input]
Aliases[30]=(Command="DecreaseRange | SAIZoomOut",Alias="ZoomOut")
Aliases[31]=(Command="IncreaseRange | SAIZoomIn",Alias="ZoomIn")


F4=ToggleSAISize
F5=EnemySpotted


MouseWheelDown=ZoomOut
MouseWheelUp=ZoomIn



2 issues are present that prevents the SAI from being used on a standard Client

1) At the moment SAI is detected as an unknown Interaction and will trigger a detection
2) The 25Assist Client(v7.36 and below) will delete the SAI.u file
Title: Re: SAI Mod
Post by: JonnyM on Friday, August 09, 2013, 07:55:19 AM
Are we still planning to merge the SAI with AntiPoke?
Title: Re: SAI Mod
Post by: Possessed on Friday, August 09, 2013, 08:11:46 AM
by the look of the code, can be done.
Title: Re: SAI Mod
Post by: ELiZ on Friday, August 09, 2013, 09:53:00 AM
by the look of the code, can be done.

Sure, and we could actually merge HH into the code as well.
But the merge would be a small project by it self
The SAI is almost ~3000 lines of code now, hopefully I'll be able to optimize the code down to 2000, but still it would be some work to make it work.

Possessed, would it be possible to upload the AP and HH code to the Dropbox?
If you could, upload the whole compiling environment .

Title: Re: SAI Mod
Post by: ELiZ on Friday, August 09, 2013, 10:25:56 AM
I'm down to a total 2121 lines now.

btw, we could integrate openslots, and even if I haven't read the code, perhaps even the mapvote mod

Title: Re: SAI Mod
Post by: JonnyM on Friday, August 09, 2013, 10:38:46 AM
I would sugguest only merging AP and SAI as they are both server+client mods.
HH MV and OS are server only mods so i would leave them alone, We don't want to risk breaking things.
Title: Re: SAI Mod
Post by: ELiZ on Friday, August 09, 2013, 11:17:27 AM
If we merged it with AP during Beta testing, every small update to the SAI would trigger an AP update on all servers and clients. Not really an ideal situation. A merger should then be made after the SAI has been fully tested.

That would mean that:

Title: Re: SAI Mod
Post by: JonnyM on Friday, August 09, 2013, 11:46:43 AM
we can use the backup server for beta testing purposes so updating ap will not affect everyone else.
Title: Re: SAI Mod
Post by: Spanky on Friday, August 09, 2013, 12:42:34 PM
If you guys want, I can start a test server for online gameplay. Would I need a new Assist binary for the server?
Title: Re: SAI Mod
Post by: zoxee on Friday, August 09, 2013, 12:52:17 PM
If we merged it with AP during Beta testing, every small update to the SAI would trigger an AP update on all servers and clients. Not really an ideal situation. A merger should then be made after the SAI has been fully tested.

Good Point...

Moreover, would reducing the code of the SAI by 1/3 mean that some of it's functions
wouldn't be available anymore o.O ?
Title: Re: SAI Mod
Post by: ELiZ on Friday, August 09, 2013, 12:54:35 PM
If you guys want, I can start a test server for online gameplay. Would I need a new Assist binary for the server?

You running that server though the Assist Client, or are you running dedicated?
Title: Re: SAI Mod
Post by: Spanky on Friday, August 09, 2013, 13:04:16 PM
You running that server though the Assist Client, or are you running dedicated?

Assist client on my "server" which is just a desktop computer at my home.
Title: Re: SAI Mod
Post by: ELiZ on Friday, August 09, 2013, 13:12:49 PM
Assist client on my "server" which is just a desktop computer at my home.

Then, the need of an updated Assist Client is required.
Title: Re: SAI Mod
Post by: ELiZ on Friday, August 09, 2013, 13:17:25 PM
Then, the need of an updated Assist Client is required.

Sorry, I must be getting tired...


If we merge with AP, then there is no need to update the Client
Title: Re: SAI Mod
Post by: Spanky on Friday, August 09, 2013, 13:23:22 PM
Right, I was just wondering if you guys wanted to get a closed beta test version going. I could host a halfway decent server. I have in the past for mAAp.
Title: Re: SAI Mod
Post by: Possessed on Friday, August 09, 2013, 16:03:34 PM
i will try to merge and them start a server at backup server.
Title: Re: SAI Mod
Post by: ELiZ on Friday, August 09, 2013, 23:44:19 PM
Merging has been started:

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F29vzams.png&hash=0bf7a9deeb8b25b94623e59ae70a5690)
Title: Re: SAI Mod
Post by: zoxee on Friday, August 09, 2013, 23:49:06 PM
wow looks nice..
Title: Re: SAI Mod
Post by: Possessed on Friday, August 09, 2013, 23:50:08 PM
cool, cause I failed lol, the one you compiled for me wanst working :( merging should be easy(still mine failed), just copy stuff from PostRender (Canvas into MyCanvas or the contrary) and Function/event Tick + Default properties :D

question, does SAI show up only when the server has it enable?
Title: Re: SAI Mod
Post by: ELiZ on Saturday, August 10, 2013, 00:10:48 AM
question, does SAI show up only when the server has it enable?

Yes
Title: Re: SAI Mod
Post by: ELiZ on Saturday, August 10, 2013, 00:11:54 AM
Didn't the Antipoke.u I sent you work Possessed?

You copied it to both server and client?
Title: Re: SAI Mod
Post by: ELiZ on Saturday, August 10, 2013, 01:08:23 AM
Beta version of the Antipoke merger is on the dropbox:


Readme:

Code: [Select]
---------------------------------------------------------------------
Version Information:
---------------------------------------------------------------------

Added SAi information for
SAI_MapName=Radio_Tower
SAI_MapName=River_Basin
SAI_MapName=SFarctic
SAI_MapName=SFblizzard
SAI_MapName=SFCourtyard
SAI_MapName=SFcsar
SAI_MapName=SFDockside
SAI_MapName=SFextraction
SAI_MapName=SFoasis
---------------------------------------------------------------------
Usage:
---------------------------------------------------------------------

The ini used by the Server must contain these rows:

ServerActors=Antipoke.logoloader
ServerActors=Antipoke.SAIReplicator
ServerPackages=Antipoke

On the Client, these must be in User.ini

[Engine.Input]
Aliases[30]=(Command="DecreaseRange | SAIZoomOut",Alias="ZoomOut")
Aliases[31]=(Command="IncreaseRange | SAIZoomIn",Alias="ZoomIn")


F4=ToggleSAISize
F5=EnemySpotted


MouseWheelDown=ZoomOut
MouseWheelUp=ZoomIn

Title: Re: SAI Mod
Post by: Possessed on Saturday, August 10, 2013, 01:52:20 AM
here it does not work(visual part), but I'm using 25Assist, looks like the Replicator doesn't spawn;

I tried non assist server, same issue ;(
Title: Re: SAI Mod
Post by: ELiZ on Saturday, August 10, 2013, 02:22:09 AM
here it does not work(visual part), but I'm using 25Assist, looks like the Replicator doesn't spawn;

I tried non assist server, same issue ;(

PM me the server Ini file
Title: Re: SAI Mod
Post by: JonnyM on Saturday, August 10, 2013, 03:50:45 AM
I will build a beta build of assist today and put up a server with the new sai version of antipoke. soon.
Title: Re: SAI Mod
Post by: JonnyM on Saturday, August 10, 2013, 03:51:47 AM
is T-SAI.utx final yet?
Title: Re: SAI Mod
Post by: Possessed on Saturday, August 10, 2013, 03:53:28 AM
you have to allow AntiPoke.SAIReplicator in server actors and add the new AntiPoke.ini

btw theres an issue that ELiZ is solving atm, it wont work with PB enabled on server :)
Title: Re: SAI Mod
Post by: JonnyM on Saturday, August 10, 2013, 03:58:00 AM
so adding AntiPoke.SAIReplicator to server.ini is the method to enable sai on server. without this normal compass will be used?
Title: Re: SAI Mod
Post by: Possessed on Saturday, August 10, 2013, 04:02:45 AM
so adding AntiPoke.SAIReplicator to server.ini is the method to enable sai on server. without this normal compass will be used?
according to ELiZ, yes.
I did not tried yet :)
Title: Re: SAI Mod
Post by: ELiZ on Saturday, August 10, 2013, 04:20:14 AM
is T-SAI.utx final yet?


Sorry no.
I have a few more maps to add
Title: Re: SAI Mod
Post by: ELiZ on Saturday, August 10, 2013, 04:51:50 AM
So, Beta0.8 is uploaded

\AA Dev Folder\dev-stuff\SAI\Beta0.8.zip

This version works 100% with PB
For some reason PB set the AGP_HUD(MyController.myHUD).bDrawHUD variable is set to False by PB, normally, that variable is True.
Added a few new Textures to T-SAI.utx, so that file should be "final", atleast for the Beta.
Title: Re: SAI Mod
Post by: JonnyM on Saturday, August 10, 2013, 06:15:51 AM
Ok will have a build ready in a few hours.
I will strip the source from antipoke.u

Edit: I can't strip the source but you can do that in the next update.
Title: Re: SAI Mod
Post by: JonnyM on Saturday, August 10, 2013, 06:20:53 AM
Also antipoke needs a capital P,
AntiPoke.u
Linux is case sensitive.
Title: Re: SAI Mod
Post by: Possessed on Saturday, August 10, 2013, 06:57:15 AM
so adding AntiPoke.SAIReplicator to server.ini is the method to enable sai on server. without this normal compass will be used?
I did, actually SAI stays.
Title: Re: SAI Mod
Post by: JonnyM on Saturday, August 10, 2013, 07:11:59 AM
So how do we turn off SAI server side?

I need a changelog for Beta0.8 Fixed 1 !

Beta Assist.exe is in the DEV / SAI Folder.
Title: Re: SAI Mod
Post by: Possessed on Saturday, August 10, 2013, 07:13:41 AM
So how do we turn off SAI server side?

I need a changelog for Beta0.8 Fixed 1 !
idk how to turn it off server side.
--
I uploaded an edited version, Beta0.8 Fixed 1 !
Fixed some 'Accessed none' errors and ELiZ debug log spam :)
"I do not know if the "SAI" will work as intended after the fix." use at your risk! :P

this version is running at the bak. repo; just drop AntiPoke.ini and start Assist + a server :)
and remeber to edit your User.ini :)
Title: Re: SAI Mod
Post by: JonnyM on Saturday, August 10, 2013, 07:14:56 AM
No, use the beta in the dev folder, it reads bver.htm baa-pbsv.cfg and bantipoke.u from the primary server