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Poll

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 84170 times)

0 Members and 4 Guests are viewing this topic.

Offline Petrol

Re: SAI Mod
« Reply #240 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"

Offline Spanky

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Re: SAI Mod
« Reply #241 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.
It's like shaving your pubes to make your junk look bigger.
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Offline ELiZ

Re: SAI Mod
« Reply #242 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

JonnyM

  • Guest
Re: SAI Mod
« Reply #243 on: Friday, August 09, 2013, 07:55:19 AM »
Are we still planning to merge the SAI with AntiPoke?

Offline Possessed

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Re: SAI Mod
« Reply #244 on: Friday, August 09, 2013, 08:11:46 AM »
by the look of the code, can be done.
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.
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Offline ELiZ

Re: SAI Mod
« Reply #245 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 .


Offline ELiZ

Re: SAI Mod
« Reply #246 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


JonnyM

  • Guest
Re: SAI Mod
« Reply #247 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.

Offline ELiZ

Re: SAI Mod
« Reply #248 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:

  • The Assist Client would have to tolerate the SAI.u file on the client, just as we talked earlier Jonny
  • AP must allow the Interaction to take place, can you take care of that Possessed?

JonnyM

  • Guest
Re: SAI Mod
« Reply #249 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.

Offline Spanky

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Re: SAI Mod
« Reply #250 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?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline zoxee

Re: SAI Mod
« Reply #251 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 ?
First time hot knifing hash oil, sent me to the moon, zombified. Not a whole lot of fun.

Offline ELiZ

Re: SAI Mod
« Reply #252 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?

Offline Spanky

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Re: SAI Mod
« Reply #253 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.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Mod
« Reply #254 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.

 

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