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Do you think that the SAI should be implemented in 2.5?

Yes
1654 (83.7%)
No
322 (16.3%)

Total Members Voted: 57

Author Topic: SAI Mod  (Read 84246 times)

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Offline Possessed

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Re: SAI Mod
« Reply #60 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
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Offline 1m50ry

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Re: SAI Mod
« Reply #61 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

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Re: SAI Mod
« Reply #62 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

Offline ~=W!CK!D=~

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Re: SAI Mod
« Reply #63 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

Offline Spanky

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Re: SAI Mod
« Reply #64 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 :)
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Mod
« Reply #65 on: Saturday, July 27, 2013, 12:54:36 PM »
Quick update:





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?

« Last Edit: Saturday, July 27, 2013, 12:57:02 PM by ELiZ »

Offline Koden

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Re: SAI Mod
« Reply #66 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

Offline Spanky

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Re: SAI Mod
« Reply #67 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.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline noobslayer

Re: SAI Mod
« Reply #68 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?
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Offline ELiZ

Re: SAI Mod
« Reply #69 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?

Offline ELiZ

Re: SAI Mod
« Reply #70 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.

Offline ELiZ

Re: SAI Mod
« Reply #71 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.

Offline HellFire

Re: SAI Mod
« Reply #72 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 :)

Offline Spanky

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Re: SAI Mod
« Reply #73 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.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline HellFire

Re: SAI Mod
« Reply #74 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

 

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