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Author Topic: Mapvote MOD, new version  (Read 9171 times)

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Offline ELiZ

Mapvote MOD, new version
« on: Monday, January 20, 2014, 21:04:00 PM »
I've started to update the mapvote MOD that is included in the assist server install.

New version includes this:
All maps that's included in the Assist install will be available to select by the mapvote mutator, that includes all new maps automatically when we release them.

Fixed a number of spelling errors.
New version will be available when we release next version of Assists Server/Client.

Any other suggestions/Bugs?

Offline Spanky

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Re: Mapvote MOD, new version
« Reply #1 on: Monday, January 20, 2014, 21:24:56 PM »
I remember a while back we tried to vote and there was 4 or 5 people on the server and we ended up giving like 30 out of the 5 required votes and the server still didn't switch. I don't remember the map but if you fixed a lot of spelling errors, that will probably help. Maybe check and make sure only 1 vote per user?
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Offline 82nd_DXO_COL=Shad

Re: Mapvote MOD, new version
« Reply #2 on: Monday, January 20, 2014, 22:07:34 PM »
I was gonna write one.  My idea was to just grab the file list from /Maps and present the choices.

Offline ELiZ

Re: Mapvote MOD, new version
« Reply #3 on: Monday, January 20, 2014, 22:30:08 PM »
I was gonna write one.  My idea was to just grab the file list from /Maps and present the choices.

Would be funny to launch one of the training maps, or perhaps even Entry.aao?
The new way reads tours.ini(One of the files that we keep updated by the new Assist Cleint/Server)
And it filters the training maps.

« Last Edit: Monday, January 20, 2014, 22:35:39 PM by ELiZ »

Offline 82nd_DXO_COL=Shad

Re: Mapvote MOD, new version
« Reply #4 on: Monday, January 20, 2014, 22:55:15 PM »
Gotcha.  Your a smart cookie.  I guess it depends on how difficult it is to parse tours.ini (all the MissionText?)  vs reading a dir list and excluding files.  Excluding the training maps was part of the plan, since they are a known item that never get updated.
« Last Edit: Monday, January 20, 2014, 23:01:50 PM by 82nd_DXO_COL=Shad »

Offline [SWISS]Merlin

Re: Mapvote MOD, new version
« Reply #5 on: Tuesday, January 21, 2014, 05:16:37 AM »
nice work ELiZ!
how about the mapswitch as itself? does it still freeze/not switch or could you find something to fix that issue?

server switching ........ but then, nothing happends. you have to kill the assist process and login again.

Offline ELiZ

Re: Mapvote MOD, new version
« Reply #6 on: Tuesday, January 21, 2014, 06:24:08 AM »
how about the mapswitch as itself? does it still freeze/not switch or could you find something to fix that issue?
server switching ........ but then, nothing happends. you have to kill the assist process and login again.


Nope, this is unrelated.

Offline Goncalo

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Re: Mapvote MOD, new version
« Reply #7 on: Tuesday, January 21, 2014, 08:22:24 AM »
yes i have a suggestion, since we been discussing the importance of sound lately, could you add something in assist settings that would turn soundvolume to 2.0 (since  in armyops is only possible to put it on 1.0 and 2.0 is legal) and also an option for sound channels, 64 for onboard soundcards and 128 for xfi. this would be fair for everybody and makes ppl learn faster
This thread is about the MapVote Mod /ELiZ
Post other suggestions here:
http://aao25.com/feedback-centre/
« Last Edit: Tuesday, January 21, 2014, 19:24:53 PM by ELiZ »

Offline 82nd_DXO_COL=Shad

Re: Mapvote MOD, new version
« Reply #8 on: Saturday, January 25, 2014, 15:18:30 PM »
A few suggestions.

1.  mutate mapvote by itself should list maps choices.  Probably you will have to form a string array to show map choices in horizontal space like:
mapname mapname mapname mapname
while the line length is <=60 characters (I think that is the cutoff limit without color?) because not everyone remembers the correct spelling of all the map names and a vertical listing would be to long

2.  The list of mapchoices should be compared with user choices without regard to capitalization.  Maybe convert the user map choice and the available map to caps for comparison. Lots of opportunity for not getting capitalization by user input...

3.   Notify joining users that mapvote is enabled on the server.  Something in ModifyPlayer() along the lines of
HC=HumanController(Other.PlayerReplicationInfo.GetController());
HC.NotifyAdminMessage("Vote for a new map:  mutate mapvote [map]");


« Last Edit: Saturday, January 25, 2014, 15:29:53 PM by 82nd_DXO_COL=Shad »

Offline [SWISS]Merlin

Re: Mapvote MOD, new version
« Reply #9 on: Saturday, January 25, 2014, 18:14:25 PM »
a listing of the maps will be an overkill. therefore I did make a link to see witch maps can be voted, better how they has to be written at all
http://85.0.207.246:8080/public/aa25maps.html
for sure you can copy that, no problem at all. but do not disturb the game with a long map listing.

BUT:
I did see today that the voting isn't really as it should be. you can vote as many times as you like.
so it would be nice to make sure that a vote can be done only once by a player. this is really a bug and this should be fixed soon.
« Last Edit: Saturday, January 25, 2014, 18:16:18 PM by [SWISS]Merlin »

Offline 82nd_DXO_COL=Shad

Re: Mapvote MOD, new version
« Reply #10 on: Saturday, January 25, 2014, 19:22:01 PM »
So, typing 'mutate mapvote' by itself might give:

AA3_Airfield,AA3_Alley,AA3_Bridge,AA3_Impact,AA3_Pipeline
AA3_Ranch,Border,Bridge,Bridge_SE,Dusk,FLS,HQ_Raid
Insurgent_Camp,JRTC_Farm,Mountain_Ambush,Mountain_Pass,
Mountain_Pass_SE,MOUT_McKenna,MP_Aztec,MP_Berg,MP_Breakout
MP_Bridge_Construction,MP_Bunker_Crisis,MP_Canyon,
MP_City_Block,MP_District,MP_ESLDusk,MP_Glass_Kill_House
MP_Ice,MP_Interdiction,MP_Monkey_Island,MP_PBall,MP_Petrol
MP_Pipeline,MP_Pool_Day,MP_Residence,MP_RiverVillage,
MP_Rooftop,MP_SF_Contingency,MP_SF_Floodgate
MP_SF_Office_Assault,MP_SF_OldTown,MP_SF_Refinery,
SFoasis,Pipeline,Pipeline_SF,Radio_Tower,River_Basin
SFarctic,SFblizzard,SFCourtyard,SFcsar,SFDockside
SFextraction,SFhospital,SFPCR,SFrecon

Since futures maps being added would add to the length of this list, it would scoll past the end of
what the user might see in the long console.   Another possibility is to have:  'mutate mapvote [map or category]'
So, if the mod doesn't match the map name, it then looks thru an array of categories and offers a list based on that category. 

'mutate mapvote'
Response:
Categories:  AA3,285,mAAP,

'mutate mapvote AA3'
Response:
AA3_Airfield,AA3_Alley,AA3_Bridge,AA3_Impact,AA3_Pipeline
AA3_Ranch

'mutate mapvote AA3_Airfield'
Response:
Shad voted mapvote AA3_Airfield

The 285 category is large though.  If you wanted to make the categories conform the the 'Mission' categories from the tours.ini, you could break it down smaller. But because those categories have spaces in the names and we couldn't expect anyone to get it right, you might have to have a scheme like:

'mutate mapvote'
Response:
'mutate mapvote 1' lists mAAP CIty maps
'mutate mapvote 2' lists 172nd Sep. Infantry BDE  maps

'mutate mapvote 2'
Response:
Border,Bridge,Bridge_SE,Mountain_Pass,Mountain_Pass_SE
Pipeline,Urban_Assault

URLs might be difficult since you can't click on links, you have to remember the whole url and alt-tab out of the game to get the list, then remember the exact mapname and switch back into the game

Offline 82nd_DXO_COL=Shad

Re: Mapvote MOD, new version
« Reply #11 on: Saturday, January 25, 2014, 19:31:48 PM »
Another suggestion might be to remove the mutate keyword.  It's a difference between using an actual command and just saying it though the say command.  It's not that much of a difference, but might be easier to remember to say mapvote, then to ~mutate mapvate.  Both have their issues.  I equally see people using 'say mutate mapvote' and 'mapvote' which of course is an unknown command

Offline Spanky

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Re: Mapvote MOD, new version
« Reply #12 on: Saturday, January 25, 2014, 19:41:22 PM »
Why not accept several variations?

mutate mapvote [map]
mapvote [map]
mv [map]


For the list:
mutate mapvote list


If the user enters the map name wrong, display text saying "Map name not valid, type 'mutate mapvote list' to see available names".
It's like shaving your pubes to make your junk look bigger.
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Offline [SWISS]Merlin

Re: Mapvote MOD, new version
« Reply #13 on: Saturday, January 25, 2014, 20:12:18 PM »
yes, this could be the solution.
mapvote list

but as you all know, the players out there are not so familiar with all those commands. therefore at least it should be a map list at aao25.com.

Offline Spanky

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Re: Mapvote MOD, new version
« Reply #14 on: Saturday, January 25, 2014, 20:22:39 PM »
Then perhaps a spam message every 4-5 minutes then, telling users that the mod is enabled and usable. This message should be allowed to turn off in the server .ini
It's like shaving your pubes to make your junk look bigger.
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