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Messages - Alex

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1021
Bug Reports / Re: AA3 Bridge
« on: Saturday, January 04, 2014, 22:32:48 PM »
If both are full volume, then one can't be louder than the other. At worst they're equal, at best, the weapon in your hands is louder.
Do all sounds have the same volume to them? I didn't think they did. I thought one sound at full volume could be louder than another.

1022
Bug Reports / Re: AA3 Bridge
« on: Saturday, January 04, 2014, 22:23:01 PM »
Shits loud in the military...

http://youtu.be/llEWrL9ghyg?t=1m51s

If you want to go that route, then you have to up EVERY sounds to make it realistic. The distant machine gun fire should not be louder than the machine gun fire from the gun in my hands.

1023
Bug Reports / Re: AA3_Alley bugs and glitches
« on: Saturday, January 04, 2014, 22:20:53 PM »
I told him to use those settings... he didn't listen =\
No, I did listen. I tried setting both of them to false and still got nothing. I tested it in-editor so unless it loaded an old version of the map to test, It must have been something else I was doing wrong.

1024
Bug Reports / Re: AA3_Alley bugs and glitches
« on: Saturday, January 04, 2014, 03:13:35 AM »
There was 2 issues

1) smoke/emitters didn't show
2) stuff disappearing when looking though some of the glass.

Solution
1) use a finalblend instead of a Texture, you get some additional Z options.
2)  There was an Antiportal that covered some of the door, I fixed that.
I actually tried replace the texture with a final blend but it didn't seem to work. I'm not sure how I missed the anti portal though. :P

1025
General Chat / Re: Random Spawn Points?
« on: Friday, January 03, 2014, 20:28:57 PM »
Which maps are too small?

The whole point is to randomize gameplay and make things more dynamic and fun. Right now, you know where you spawn, you know what slot spawns where and you know where the enemy spawns and which direction they're coming from. This creates 2 issues:
1. Predictable, stagnant and boring gameplay.
2. Non-realistic scenarios.
I think a bigger point is balancing.

Killa's  list of maps that wouldn't work well with Random spawns.
1. Weapon's Cache
   sure you could start defense on the second floor, but that would put assault at an even bigger disadvantage than before. The same goes for staring assault outside. Due to balancing issues, there is no good way to do it.

2. Bridge Crossing
This is pretty self explanatory

3. Mout Mckenna
Simply too small to do it and it would screw up balancing. What if one team starts in blue and the other at normal spawn? too much of an advantage.

4. Insurgent Camp
Just as self explanatory as Bridge. There would be no way to do it without starting assault closer to the building. The same thing goes for Farm Raid.

5. SF CSAR
No idea where the random spawns would be that wouldn't fuck up balancing. You can't spawn assault right next to the helicopter and you can't spawn defense there either.

6. Pipeline
Can't do it because of balancing. Where else is assault going to spawn? right next to the building?

7. Collapsed Tunnel
Pretty self explanatory.

Maps that I believe could benefit from random spawns.

Urban Assault
alternate spawns at delta and alpha alley.

Swamp raid
for assault only

SF Hospital
for VIP only. random spots inside the hospital. Must be careful not to break the balance.

SF Sandstorm
alternate spawns at outer objectives.







1026
Bug Reports / Re: [AA3]Alley map - Graphic bug. Hotel 2nd Floor window bug.
« on: Friday, January 03, 2014, 18:28:29 PM »
This has already been addressed and fixed awaiting for update. Please check the previous thread to make sure you're not double reporting bugs.

1027
Media & Art / Re: One Music A Day!
« on: Friday, January 03, 2014, 16:45:55 PM »
Tool - Rosetta Stoned

Actually 2 songs. The lead-in song Lost Keys(Blame Hofmann) for the first 4 mins, and then Rosetta Stoned.

1028
General Chat / Re: Random Spawn Points?
« on: Friday, January 03, 2014, 16:30:11 PM »
Neither Urban not Pipeline have random spawns. What are you on about?

There is a poll up asking whether people want randoms pawns or not. Surprisingly, most people seem to want them. The TC wants to know how it would be possible for competitive play.

I don't like the poll, especially since most maps are simply too small or the layout is too difficult to add in random spawns without effecting the balance of the map.

1029
Bug Reports / Re: AA3_Alley bugs and glitches
« on: Friday, January 03, 2014, 14:04:29 PM »
Sure, it's fixed.
Fix will be pushed with the rest of them.
I'm curious, what did you do to fix the revolving door?

1030
Bug Reports / Re: AA3 Bridge
« on: Friday, January 03, 2014, 14:03:09 PM »
No map changes like this without proper discussions.
Bridge has the sounds that is in the original map(AA3).
If that mean that you cant exploit sound, hearing people walk from half the map.... good.
The sound is ridiculously loud. If you want to stop people hearing footsteps, turn up an ambient sound that constantly plays, like the water. This random gunfire is horrible. I ended up muting the game just to play on the map.
Hell, it's louder than the machine gun I'm holding in my hand in the game. It shouldn't be like that, it makes no sense. Why is that good?

I'm all fine for not changing it if you don't want to. This is your stuff, but I still want to know where it is coming from. Couldn't find it at all. :P

1031
Bug Reports / Re: AA3 Bridge
« on: Friday, January 03, 2014, 02:09:02 AM »
I wanted to turn the machine gun sound down but there's a problem. I can't find it. Every ambient sound I can find is for the water. The sound doesn't exist...

1032
Bug Reports / Re: AA3 Stronghold Bugs
« on: Friday, January 03, 2014, 02:02:59 AM »
I fixed all of them.

The only spawns on black that had m16 were fireteam alpha. I think it's because they are so far away from the rest of the team's spawns he didn't notice them. Hell, I didn't even know they existed until I went to test the map out.

1033
Bug Reports / Re: AA3 Ranch bugs
« on: Friday, January 03, 2014, 00:42:39 AM »
OK, the Ranch spawns should be fixed.

For some reason a defense spawn was set as a proxy to the random assault spawns, meaning a defense player would spawn with assault. I simply deleted the proxy tag from the defense spawn.

To further explain it and why the assault squad leader was in a field.

Assault has random spawns. This is achieved by a default assault spawn set that branches out to a bunch of proxy spawns on the corner of the map. Assault is never supposed to spawn at the default spawn. However, since the one defense spawn was linked to the assault squad leader spawn proxies, the only place the assault squad leader could spawn was at the default spawn.

This should all be fixed in the next update of the map.

1034
Bug Reports / Re: AA3_Alley bugs and glitches
« on: Friday, January 03, 2014, 00:07:05 AM »
I fixed everything but the revolving door bugs.

After messing with it for almost 2 hours I can't seem to get it to work right. Spanky and I are out of ideas. Might have to replace it with something simpler. I'll wait to see if Eliz can come up with anything.

1035
General Chat / Re: AA3 Alley: Realistic effects test (by spanky and Eliz)
« on: Sunday, December 29, 2013, 20:29:25 PM »
That does look pretty cool. How exactly did you get the trees to move?

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