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America's Army => mAAp Project => Topic started by: BiG_SerGiO on Sunday, April 15, 2012, 16:12:49 PM
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Don't you guys think this are too much points? 6 won rounds = 1795 points...
Isn't like i really care, already 100 honor but i think it is indeed too much compared with all other maps (haven't checked all from mAAp)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F2669%2Fshot00039d.png&hash=67f12d467632f78f42b1bde616a7067f)
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Way too much indeed.
P.s. are you wA'tNc in that pic? Noticed the official Beta icon, i thought it wasn't working anymore after the official auth. shutdown.
Edit: yeah i knew about that but i thought it was of a different colour.
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Way too much indeed.
P.s. are you wA'tNc in that pic? Noticed the official Beta icon, i thought it wasn't working anymore after the official auth. shutdown.
That's the icon Jonny gave for "beta testers," or in other words, people that really didn't do anything but he wanted to give something to for beign around the forums. :P I also have it.
Also, the crazy amount of points have already been discussed and maybe addressed (not sure). We didin't really notice it until the last update seeing as mAAp was never played before auth went down. :P It's just a matter of getting a new mAAp update.
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I have to agree with Big, i don't really care about honor but that guy Sandman stays idle every single round and he has already 86 honor, he has one session with 42000 points.
Square has way too much points per round.
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(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F9140%2Fsessiong.png&hash=4ac7ccf52cf376dbab01d6629bbb7bf8)
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I have to agree with Big, i don't really care about honor but that guy Sandman stays idle every single round and he has already 86 honor, he has one session with 42000 points.
Square has way too much points per round.
Like I said, we have already discussed the issue and are going to change it. We just need a new mAAp update.
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This definitely needs to be changed
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Killa maybe there are some players that don't agree with me so, don't make any decision based on my opinion 8)
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Killa maybe there are some players that don't agree with me so, don't make any decision based on my opinion 8)
The decision was made long before this post, we've just never gotten around to doing it. :P
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Killa, it's pretty easy if you want to change it. I think you go up to View and Level Properties. I think it's in there somewhere. you can change the score points per team.
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Killa, it's pretty easy if you want to change it. I think you go up to View and Level Properties. I think it's in there somewhere. you can change the score points per team.
Yeah. Will also have to change the objective points as well. I'm just not sure if Blue did it already. I know he said he was going to.
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Pretty sure I didn't touch Square. I think the default point amount is 50 is you win, 20 if your a leader and you win. It's better to make a new file and check the default numbers because I think I'm wrong.
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Well I just messed around with Square and I changed the scoring in both the level properties and on each objective to the same numbers Urban Assault has. I'm not sure how much of an effect this will have as the numbers before weren't all that different from Urban Assault. Unfortunately there is no real way to test this without 4 people and an unofficial server seeing as scoring doesn't count until there are 4 people in the server.
Also, I fixed the team names. It's now Assault North and Assault South. As for the really loud objective sounds, I couldn't find anyway to make them quieter. All that was there is the place to choose what sound is played, when, and for how long.
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Also, I fixed the team names. It's now Assault North and Assault South. As for the really loud objective sounds, I couldn't find anyway to make them quieter. All that was there is the place to choose what sound is played, when, and for how long.
Sound radius and Transistent sound radius values in the Sound tab are default for both objectives, therefore too high (64 and 300). Lowering them to around 15/20 and 20/25 will fit i think.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FI37ee.jpg%3F1&hash=e10102f974f6800822063d800f4a863f)
http://wiki.beyondunreal.com/UE2:Actor_properties_(UT2004)#TransientSoundRadius
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This reminds me, I think score points can be modified in TriggeredObjectives as well.
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Sound radius and Transistent sound radius values in the Sound tab are default for both objectives, therefore too high (64 and 300). Lowering them to around 15/20 and 20/25 will fit i think.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FI37ee.jpg%3F1&hash=e10102f974f6800822063d800f4a863f)
http://wiki.beyondunreal.com/UE2:Actor_properties_(UT2004)#TransientSoundRadius
I thought that was only for ambient sound.
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I don't think the objective sound volume can be changed. I think a lot of it has to do with how much BSP/portals there are between the player and objective.
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GJ Killaman, let's wait for the next map update :)
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Because unreal engine is OOB based and blah blah, classes, blah blah, I'm pretty sure the Sound category does affect the objective. Because the actual objective actor is the one emitting the sound.
Make sure full volume is false, reduce the sound radius.
Fun fact: almost any actor entity can emit a light if you setup the light values correctly. The same idea works for sound.
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Because unreal engine is OOB based and blah blah, classes, blah blah, I'm pretty sure the Sound category does affect the objective. Because the actual objective actor is the one emitting the sound.
Make sure full volume is false, reduce the sound radius.
Lol, i thought that was obvious, the link i posted before talks about the properties of a generic Actor :D
http://wiki.beyondunreal.com/UE2:Actor_properties_(UT2004)#TransientSoundRadius
Fun fact: almost any actor entity can emit a light if you setup the light values correctly. The same idea works for sound.
Hmmmz.... a glow or a a light by true means? Cause then i wonder about the light shape. Seems interesting :)
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Most likely point source lighting is the the default.
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The sound tab does not affect the objective sound. I just tested it but it should have been obvious before seeing as both objectives have a sound volume of 0. :P So the objective sounds won't get any quieter, but what we can do is remove them. Not sure if that's a better alternative or not.
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Perhaps look at adding an anti-portal between the outside ground and above the objective roof? As wide and long as possible.
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Meh, just remove the sounds until we can figure out a better way.
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Perhaps look at adding an anti-portal between the outside ground and above the objective roof? As wide and long as possible.
That might work. The only problem is that we have no convenient way to test it that doesn't involve multiple people and an unofficial sever.
Meh, just remove the sounds until we can figure out a better way.
Yeah. The bottom objective shouldn't even have a sound to begin with.