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Messages - Go_Cat75

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121
Bug Reports / Re: OpenWeaponSlots
« on: Saturday, February 11, 2012, 10:12:29 AM »
Looks like the multiplayer openweapon slots was not introduced until V2.8.0...  I though it was earlier.

122
Bug Reports / Re: OpenWeaponSlots
« on: Saturday, February 11, 2012, 07:22:16 AM »

unless u wanna slap
bOpenAllWeaponClassSlots=True
in the correct spot in the 2.5 ini and hope for a miracle....

Been there done that (step 1 about 4 weeks ago) no miracle still.

This is for V2.6.0 but I have this for - AGP_GameDeathMatch.MatchOver.OpenWeaponClass.uc
Found it in the AGP_Gameplay.u file

Not sure this is what we want, but if I find the right code here couldnt we recompile the V2.5 file with the code and get this to work?

function OpenWeaponClass ()
{
  local(None) Controller C;

  C // 0x00000019 : 0x0000
  switch (return ControllerList) // 0x0000001D : 0x0006
  {
    stop // 0x00000025 : 0x0011
}

123
Bug Reports / Re: OpenWeaponSlots
« on: Saturday, February 11, 2012, 06:55:06 AM »
smarter then the average bear aye Boo-Boo
  Well its not my ability its my knowledge that is lacking with code, but I'll give it a hard try..

Here is the AA V2.8.5 UScript code for bOpenAllWeaponClassSlots=True for multiplayer mode.

BITFIELD bOpenAllWeaponClassSlots : 1;   //Offset:0xA68 Size:0x4 BitMask:0x1 Flags:0x44000

Does this help?

////////////////////////////
// Name: AAGP_GameInfo
// Class: UScript
// Size: 0xCC - 0xAA0
// Flags: | CLASS_Compiled | CLASS_Config | CLASS_Parsed | CLASS_Localized |
////////////////////////////
class DLL_IMPORT AAGP_GameInfo : public AGameInfo
{
public:
   class AAI_Interface * AI_global;   //Offset:0x9D4 Size:0x4 Flags:0x0
   class AScreenplay * _Screenplay;   //Offset:0x9D8 Size:0x4 Flags:0x0
   BITFIELD bDeadGame : 1;   //Offset:0x9DC Size:0x4 BitMask:0x1 Flags:0x0
   BITFIELD bNoInventory : 1;   //Offset:0x9DC Size:0x4 BitMask:0x2 Flags:0x0
   BYTE ForceGameplay;   //Offset:0x9E0 Size:0x1 Flags:0x44000
   BITFIELD bDemoExploreTheArmyMode : 1;   //Offset:0x9E4 Size:0x4 BitMask:0x1 Flags:0x44000
   TArray< class AInternetInfo *> AuthList;   //Offset:0x9E8 Size:0xC Flags:0x400000
   INT MaxAuthConnections;   //Offset:0x9F4 Size:0x4 Flags:0x0
   INT ServerAuthFailures;   //Offset:0x9F8 Size:0x4 Flags:0x0
   FLOAT NextAuthTime;   //Offset:0x9FC Size:0x4 Flags:0x0
   BITFIELD fAuthNotAvailableLastAuthAttempt : 1;   //Offset:0xA00 Size:0x4 BitMask:0x1 Flags:0x0
   BITFIELD bFakeFail : 1;   //Offset:0xA00 Size:0x4 BitMask:0x2 Flags:0x0
   BITFIELD bEnableMapTesting : 1;   //Offset:0xA00 Size:0x4 BitMask:0x4 Flags:0x44000
   BITFIELD bEnableCodeTesting : 1;   //Offset:0xA00 Size:0x4 BitMask:0x8 Flags:0x44000
   BITFIELD bDisableTakeDamageViewShift : 1;   //Offset:0xA00 Size:0x4 BitMask:0x10 Flags:0x44000
   BITFIELD bDEBUGDisablePlayerVehicles : 1;   //Offset:0xA00 Size:0x4 BitMask:0x20 Flags:0x0
   BITFIELD bDEBUGDisableAIVehicles : 1;   //Offset:0xA00 Size:0x4 BitMask:0x40 Flags:0x0
   INT iMaxAINPCsToSpawn;   //Offset:0xA04 Size:0x4 Flags:0x44000
   FLOAT fpMaxNPCToPlayerRatio;   //Offset:0xA08 Size:0x4 Flags:0x44000
   INT iMaxPlayerVehiclesToSpawn;   //Offset:0xA0C Size:0x4 Flags:0x0
   INT iMaxAICivilianNPCsToSpawn;   //Offset:0xA10 Size:0x4 Flags:0x0
   INT iMaxAISpotterNPCsToSpawn;   //Offset:0xA14 Size:0x4 Flags:0x0
   INT iMaxAIVehiclesToSpawn;   //Offset:0xA18 Size:0x4 Flags:0x0
   INT iMaxT62sToSpawn;   //Offset:0xA1C Size:0x4 Flags:0x0
   INT iMaxBMPsToSpawn;   //Offset:0xA20 Size:0x4 Flags:0x0
   INT iMaxBTRsToSpawn;   //Offset:0xA24 Size:0x4 Flags:0x0
   BITFIELD bAutoAT : 1;   //Offset:0xA28 Size:0x4 BitMask:0x1 Flags:0x44000
   TArray< class ANPCPlayerStart *> anpcpsPSToSpawn;   //Offset:0xA2C Size:0xC Flags:0x400000
   INT iNPCPSSpawnIndex;   //Offset:0xA38 Size:0x4 Flags:0x0
   INT iNPCsSpawned;   //Offset:0xA3C Size:0x4 Flags:0x0
   INT iPlayersSpawned;   //Offset:0xA40 Size:0x4 Flags:0x0
   INT iMustSpawnNPCsSpawned;   //Offset:0xA44 Size:0x4 Flags:0x0
   INT iCivilianNPCsSpawned;   //Offset:0xA48 Size:0x4 Flags:0x0
   INT iNPCSpottersSpawned;   //Offset:0xA4C Size:0x4 Flags:0x0
   INT iT62sSpawned;   //Offset:0xA50 Size:0x4 Flags:0x0
   INT iBMPsSpawned;   //Offset:0xA54 Size:0x4 Flags:0x0
   INT iBTRsSpawned;   //Offset:0xA58 Size:0x4 Flags:0x0
   INT iAIVehiclesSpawned;   //Offset:0xA5C Size:0x4 Flags:0x0
   FLOAT fpNPCSpawnDelay;   //Offset:0xA60 Size:0x4 Flags:0x44000
   FLOAT fpNPCInitialSpawnDelay;   //Offset:0xA64 Size:0x4 Flags:0x44000
   BITFIELD bOpenAllWeaponClassSlots : 1;   //Offset:0xA68 Size:0x4 BitMask:0x1 Flags:0x44000
   FLOAT fpAIDifficultyLevelVisionModifer;   //Offset:0xA6C Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelHearingModifer;   //Offset:0xA70 Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelExperienceModifer;   //Offset:0xA74 Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelWeaponAccModifer;   //Offset:0xA78 Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelWeaponRangeModifer;   //Offset:0xA7C Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelMortarSkillModifer;   //Offset:0xA80 Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelMentalStateModifer;   //Offset:0xA84 Size:0x4 Flags:0x0
   class FString ServerToursDownloadServer;   //Offset:0xA88 Size:0xC Flags:0x444000
   class USound * sndESSS2Introduction;   //Offset:0xA94 Size:0x4 Flags:0x0
   INT iDelayedRoundStartTimeSeconds;   //Offset:0xA98 Size:0x4 Flags:0x44000
   BITFIELD bDisableESS : 1;   //Offset:0xA9C Size:0x4 BitMask:0x1 Flags:0x44000

   virtual ~AAGP_GameInfo();
   // Functions

};

125
Bug Reports / Re: OpenWeaponSlots
« on: Friday, February 10, 2012, 23:07:34 PM »
I know it might not seam like a big deal to open weapon slots but there are Many players that want it and I hope someone at least can continue to look at this.

If someone could help me with the basics I will research what I can find, there may be something in later versions that will help.

I'm not sure what stop's us from taking the V2.6 file and using it assuming it works for win/mac/linux.

I did try this at the server level but server won't start.

126
Bug Reports / Re: OpenWeaponSlots
« on: Friday, February 10, 2012, 19:50:31 PM »
i'm shocked none of crusades old serer mods did this, maybe he didnt make a mod for it cos its too difficult to bother with

With weapon forcing and pick your own gun he probably didnt see the point i'm guessing.

Spanky have you tried the code with the word Tournament removed? the ini file does not include it for global so I wouldnt think the code would either.

127
Bug Reports / OpenWeaponSlots
« on: Friday, February 10, 2012, 08:29:55 AM »
Any guys that know what there doing to fix this?..  I have this so far..

V2.6.0 AGP_Gameplay.u file:

Gameplay.u Has a reference to weapon slots in V2.5 but not V2.6?

http://dl.dropbox.com/u/16681/AGP_Gameplay.u
http://dl.dropbox.com/u/464376/aac_maap/AGP_Gameplay.7z - Decompiled version of above link


I can also see a reference in the AGP_Interface.u file both versions so could be something there also.

It is for the Tournament section of code:
"Check this to open all weapon slots regardless as to the number of players on each team"


ini file where the command is normally set to enable on later versions:

[AGP.AGP_GameInfo]
; Type of game play (MILES, Live Fire) - see documentation or use Command Post to adjust
; Force Live Fire: FORCE_Normal
; Force MILES: FORCE_MILES
; USe Map Default: FORCE_None
ForceGameplay=FORCE_None

; When true, bOpenAllWeaponClassSlots will make every weapon class available selectable.
bOpenAllWeaponClassSlots=True



128
General Chat / PowerPC
« on: Friday, February 10, 2012, 05:13:42 AM »
I have a friend with a MAC and intel processor and he can't run AA25 assist. 

Is there a fix..


129
Honor Claims / Re: HONOR CLAIMS:
« on: Friday, February 10, 2012, 02:43:36 AM »
Good proof you cant fake that.

130
General Chat / Re: America's Army flashes
« on: Friday, February 10, 2012, 02:18:22 AM »
Its good, didn't know about the white flashes.

For the others since at least 90% of the players play or did play V2.8.5 and yes will we compare it as we have seen all the changes before some good some bad.  So we already have a very good knowledge of this. 

Don't dismiss it and make changes because the minority that have stuck at V2.5 have more of a voice here because they have been here longer in V2.5 over the last few years.

131
Honor Claims / Re: pit-23
« on: Thursday, February 09, 2012, 07:22:28 AM »
Even if we add the straight up points of 339535 + 540275 which = 879810

This is less than 89 Honor.

Not sure how gametracker takes roe into account but it reduces your honor aswell.



Again the question is where is your old tracker?

132
Honor Claims / Re: pit-23
« on: Thursday, February 09, 2012, 04:05:46 AM »
:-D thanks for memory.

http://www.gametracker.com/server_info/85.14.85.18:1716/top_players

Is 1043.34 hours in single server serious enough for you? (sum of pit-23 and 3.1415926535897932t names)

:-D

Lol you cant combine 2 accounts say of 50 and 47 Honor to start with and no way does this equal 97 in points..

With 2 accounts where is your original BT account?  Use it and earn the honor.

133
General Chat / Re: Map request.
« on: Thursday, February 09, 2012, 03:44:10 AM »
Smaller than Shipment?

I believe so.  I don't know the dimentions but its like being in a large wrestling ring with a cage/maze like UFC with space to drop on the floor. 

134
General Chat / Re: America's Army flashes
« on: Thursday, February 09, 2012, 03:35:44 AM »
I still do it, I just don't bind it :) I know it's cheap but I mostly do it on cheap times where they're just sitting with a flash sound camping. Cheap tactic for cheap tactic.

That's one of the reasons I have 1/2 Million points in ROE from Tking all the noobs suiciding in the early days..

135
General Chat / Re: America's Army flashes
« on: Thursday, February 09, 2012, 03:33:13 AM »
The thing is, it would be great to tweak weapons to be more realistic (although, I think they're realistic to begin with, just dumbed down for a game) but the problem is, none of us have safe access to use these weapons. I don't know about you but I don't care to be flashed just to tweak the settings for a game that has already had real-world research done. To change anything other than effect time, effect radius and a few other minor details, it would take significant coding to re-build the flash nade.

TL;DR
Too much work for us who are inexperienced with the weapons real life and the code that controls them in-game.

Flashes in 2.5 are great they reduced the time and effectiveness starting around 2.7 by 2.8.5 a flash was absolutely useless outdoors basically didnt even work and indoors you needed to be in a confined space and be hit close and even then they are buggy and you can't be sure you got someone.

DO NOT CHANGE A THING...

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