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1366
General Chat / Re: AntiPoke Update
« on: Sunday, May 12, 2013, 07:06:59 AM »
2.5 code is shit, Ping stats("Connection Lost" etc) won't work theres as in 2.8.5.
when you lose connection to the server it simple stay with the last known ping instead of setting it to 0 (zero).
health can be taken away from the code. in the meantime check the first post or write to antipoke.ini.

last but not least, AntiPoke isn't a server mod, it is like a "hack" so it does work cliet side...

1367
General Chat / Re: AntiPoke Update
« on: Sunday, May 12, 2013, 05:01:51 AM »
@Petrol, do it. could not care less about yours. as I've never have done what I think you did.  :wanker:




full SS:
https://dl.dropboxusercontent.com/u/64317034/AA285Shot00018.PNG Note FPS and Ping of both sides.
You can see 'Your Ping' as both Real or Divided (as others see in Scoreboard)
Ping value isn't show if you have'nt spawned at least 1 (one) time, instead it shows as:
Waiting to Spawn.
When your ping is equal or less than 0 (zero) it shows as:
Connection Lost!
Now theres a game Based FPS meter,
Bleed stats won't show any value if you are into Waiting to Spawn or Dead.
All options are OFF by Default, theres also a way to move the Text, so don't worry.
Update will be released Monday or in the next following days;




1368
General Chat / Re: AntiPoke Update
« on: Sunday, May 12, 2013, 01:22:25 AM »
There's got to be a way to check if stat net is active. How does the renderer know to render that stat or not? Maybe just force the default value to enabled when AntiPoke is loaded?
that must be part of the Native Engine code, so I can't check it with uscript.

1369
General Chat / Re: AntiPoke Update
« on: Sunday, May 12, 2013, 00:15:09 AM »
There you go. Probably a good idea to check and see if it's active first :)
should work, but there might be a problem, I can't check if "stat net" is active.
"AP" is re added at every map start/change so it can dissapear once AP writes "stat net" again.
but, it won't go in the Interaction but instead in the loader, idk if the loader class keep active
so I need to test it on 2.5 only, while using 2.8.5 require less time/effort :)


1370
General Chat / Re: AntiPoke Update
« on: Saturday, May 11, 2013, 23:37:47 PM »
You should be able to reverse-engineer the AntiPoke to type "stat fps" in the console when the game is launched.
I can make antipoke write' stat fps' to console everytime it gets spawned.
MyController.ConsoleCommand("stat fps");
it can be put into a bool variable.

1371
General Chat / Re: AntiPoke Update
« on: Saturday, May 11, 2013, 23:29:42 PM »
I've found how to draw FPS on screen, worked fine for me,
here fps is locked at 60 frames, MyFPS was displaying from 58.xx to 60.xx FPS
and was updating faster than 'stat fps' (slower should be better for perfomance idk)
http://forums.epicgames.com/threads/962024-Get-FPS-%28framerate%29-from-unrealscript
I'm using:
Code: [Select]
event Tick(float DeltaTime)
{
       MyFPS = 1 / DeltaTime;
}
gotta check WorldInfo.TimeDilation / DeltaTime.

1372
General Chat / Re: AntiPoke Update
« on: Saturday, May 11, 2013, 22:44:36 PM »
Actually it show your Ping not FPS ;D, bleeding stats I've found elsewhere,
I wanted to draw the text with the same color as the HUD, tried it my self but could not get it to work until I remembered of maap teamview wich has this feature, I already had the ping on screen when I found somewhere a function with this + different color for high/med and low ping.
Looks so simple but I spent hours figuring things out, even adding some stuff that I did not entirely wrote by my own, it was a challenge for me;

1373
Server Support / Re: MOUSE MACROS LEGAL????
« on: Saturday, May 11, 2013, 15:05:58 PM »
I'm going to remove the screen stuff, just waiting the weekend to pass,

1374
Background Checks / Re: pro gaming
« on: Saturday, May 11, 2013, 14:40:47 PM »
damn Israeli kids.

1375
Server Support / Re: POLL, Server Mods
« on: Saturday, May 11, 2013, 14:38:08 PM »
mods will have to wait till ELiZ come back from his 2nd vacation lol, as he had focus mainly in 2.8.5 stuff, he did not looked into this yet.

1376
Server Support / Re: MOUSE MACROS LEGAL????
« on: Saturday, May 11, 2013, 14:34:46 PM »
I thought mousewheel (roll) bindings including "FIRE" are covered by CVAR.
At least in 2012 they were.

Have you removed those CVAR's?


[EDIT]
Just checked, it's bracketed....
...unfortunately.

Code: [Select]
;pb_sv_cvar "Engine.Input MouseWheelDown *" EXCLUDE "FIRE"
;pb_sv_cvar "Engine.Input MouseWheelUp *" EXCLUDE "FIRE"
;pb_sv_cvar "Engine.Input MouseWheelDown User.ini" EXCLUDE "FIRE"
;pb_sv_cvar "Engine.Input MouseWheelUp User.ini" EXCLUDE "FIRE"
Some ppl bind AltFire to mouse Wheel and they were getting kicked cuz PB looks for the word Fire,
You can't fight against macros  :makemyday:

1377
General Chat / Re: AntiPoke Update
« on: Saturday, May 11, 2013, 01:16:38 AM »
Theres a Chance that some Servers have Updated AntiPoke but not the Cvars causing "GAMEHACK #80023 Game File Mismatch: AntiPoke.u" kicks, or those servers somehow downloaded the Cvars from the backup Repository wich contains a new cvar file that wasn't public released yet.

1378
General Chat / Re: AntiPoke Update
« on: Friday, May 10, 2013, 17:14:23 PM »
New version is ready:

No more 'Accessed None' log Spam, (from AntiPoke at least);
No more lag Spikes caused by log spam;
On Screen features are now Disbled by Default,
no longer read/writes to AntiPoke.ini, they can only be enabled by Console, Commands on the first Post;
Fixed a bug that was'nt allowing a function to work;
Now Logs are more datailed;
On Screen Ping is now a 'Int' value isntead of a 'float' value.


1379
General Chat / Re: AntiPoke Update
« on: Friday, May 10, 2013, 16:20:55 PM »
umadbro?

1380
General Chat / Re: AntiPoke Update
« on: Friday, May 10, 2013, 15:22:36 PM »
spamming bitch :) I'm testing teh fix

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