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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 37029 times)

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JonnyM

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Re: SAI Mod
« Reply #135 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:


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?

Offline ELiZ

Re: SAI Mod
« Reply #136 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
« Last Edit: Thursday, August 01, 2013, 15:23:26 PM by ELiZ »

JonnyM

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Re: SAI Mod
« Reply #137 on: Thursday, August 01, 2013, 15:24:37 PM »
Fantastic work!

Offline ELiZ

Re: SAI Mod
« Reply #138 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.
« Last Edit: Friday, August 02, 2013, 15:02:15 PM by ELiZ »

Offline ELiZ

Re: SAI Mod
« Reply #139 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.

Offline Spanky

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Re: SAI Mod
« Reply #140 on: Thursday, August 01, 2013, 17:37:56 PM »
Maybe check for enabled/active/capturable objectives?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Mod
« Reply #141 on: Thursday, August 01, 2013, 17:49:06 PM »
Seems the bool variable bDisabled is what I was looking for.


Offline ELiZ

Re: SAI Mod
« Reply #142 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.

Offline eKC0mm

Re: SAI Mod
« Reply #143 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.
« Last Edit: Thursday, August 01, 2013, 18:38:15 PM by eKC0mm »
eKComm - Team Non-Sense

Offline Spanky

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Re: SAI Mod
« Reply #144 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.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Mod
« Reply #145 on: Thursday, August 01, 2013, 18:47:19 PM »
lol, I just implemented the 2.8.5 option of having the SAI transparent


Offline ELiZ

Re: SAI Mod
« Reply #146 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.

Offline Yahoo

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Re: SAI Mod
« Reply #147 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...

Offline ELiZ

Re: SAI Mod
« Reply #148 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"

Offline ELiZ

Re: SAI Mod
« Reply #149 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

 

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