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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: 56

Author Topic: SAI Mod  (Read 92405 times)

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Offline ELiZ

Re: SAI Mod
« Reply #150 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.





Offline Spanky

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Re: SAI Mod
« Reply #151 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 :)
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Mod
« Reply #152 on: Thursday, August 01, 2013, 20:57:35 PM »
SAIStyle=1
SAIScale=0.5


SAIStyle=2
SAIScale=0.5


SAIStyle=3
SAIScale=0.5


SAIStyle=4
SAIScale=0.5


SAIStyle=5
SAIScale=0.5
SAIoffset=(X=0,Y=0,Z=0)

Offline ELiZ

Re: SAI Mod
« Reply #153 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.

Offline Spanky

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Re: SAI Mod
« Reply #154 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? :)
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Mod
« Reply #155 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

Offline waNted

Re: SAI Mod
« Reply #156 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
they see me ROLLIN' they HATIN'

JonnyM

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Re: SAI Mod
« Reply #157 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.

Offline ELiZ

Re: SAI Mod
« Reply #158 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;


Offline bollie

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Re: SAI Mod
« Reply #159 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?

Offline Spanky

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Re: SAI Mod
« Reply #160 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.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline bollie

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Re: SAI Mod
« Reply #161 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:

Offline Ganja

Re: SAI Mod
« Reply #162 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:

Offline ELiZ

Re: SAI Mod
« Reply #163 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

Offline Possessed

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Re: SAI Mod
« Reply #164 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 :)
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


 

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