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Messages - Koden

Pages: 1 ... 91 92 [93] 94 95 ... 131
1381
Honor Claims / Re: Honor Claim.
« on: Monday, May 21, 2012, 13:27:26 PM »
What's the average age of daily/weekly active AA players nowadays? 12?

1382
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, May 20, 2012, 03:59:33 AM »
fuck you to who ever deleted my genius idea, fuck you beyond hell, fuck your dick hole itself with a pineapple

An earthquake actually woke me up at 4 am so i was able to read it, Master.

1383
mAAp Project / Re: SF Hospital Search And Rescue
« on: Saturday, May 19, 2012, 17:11:38 PM »
You can still have a different type of object activated doors, check out the doors at the bottom end on the main production room at the top level (cafeteria level) on Interdiction (the mAAp version). There's an object entity that has to be triggered to open them. Visually it appears as door you have to activate with your function key with the classic object triggering time (a few seconds). Once unlocked, you'll hear a brief alarm sound (ideally it should have been different but i adapted to the resources).

1384
mAAp Project / Re: Simple Questions in the Editor
« on: Saturday, May 19, 2012, 07:43:11 AM »
so if i place a static mesh of a weapon in the map how do i make it so players can pick up the weapon and ya know shoot things with it :P

Have you tried looking at the trainings?

1385
mAAp Project / Re: 2.8 Map Converting
« on: Saturday, May 19, 2012, 05:31:50 AM »
Those are the few i've found, there are more (for a total of 29) but they all seems to be belonging to the AA2 version of the map  (e.g. radar map images) so you most likely it works fine enough to port with ease.

Quote
AmbientSound=Sound'S_AAO_Lvl_MedicAmbient.machines.IronLung

StaticMesh=StaticMesh'M_AAO_Sky.clouds.sky_tube_clouddome01

StaticMesh=StaticMesh'M_AAO_Vehicles.infini_car.infini_car_full_wrecked1a_col'

1386
mAAp Project / Re: 2.8 Map Converting
« on: Saturday, May 19, 2012, 04:22:40 AM »
based on all of this info, do you guys think my version of hospital is gonna be a bitch to convert over?

Share the code and ill tell ya. At a first glance from the screenshot i've seen, it seems that a fair lot of the materials you used should be fine.

However as a rule of thumb i'd rather avoid AAO packages if you plan porting.

1387
mAAp Project / Re: Spawn Points
« on: Friday, May 18, 2012, 13:36:22 PM »
you dont have a beard, beards are manly which you are not. zing

I'm not devil's advocate at all - lolz - but hey you are way better than him at drawing penises, that is fo sho :D

1388
Miscellaneous / Re: Post Your Car!
« on: Friday, May 18, 2012, 13:27:31 PM »
A chrome bumper? lol

Painting her in a few days just waiting for weather to clear up to be perfect and on a few days off. Going with a copper orange feel

Sounds as a nice fit.

1389
mAAp Project / Re: Simple Questions in the Editor
« on: Thursday, May 17, 2012, 18:58:50 PM »
Here you go:
http://dl.dropbox.com/u/464376/T_AGP_UI.7z

It's probably not the only one you need but we'll start with that.

Yep and there's a whole set of AGP's, i can get a list but it seems to be what Blue said.

1390
mAAp Project / Re: Simple Questions in the Editor
« on: Thursday, May 17, 2012, 16:43:06 PM »
Sweet, might make some use of this too, depending if it's a simple matter or not...

The editor blames me cause it can't find such package from any pristine install.

Quote
Failed to enter Entry: Can't find file for package 'T_AGP_UI'

History: UGameEngine::Init <- InitEngine <- FArray::Empty <- TArray::Empty <- FMallocWindows::Free <- FArray::~FArray

1391
mAAp Project / Re: SF Hospital Search And Rescue
« on: Thursday, May 17, 2012, 14:16:41 PM »
Thanks. Yeah I wanted to go for the most realistic disarray looking basement so i figured just throwin random crates and whatnot would look cool. turns out it does look pretty cool. 8)

*EDIT*

Also too I was thinking about mixing the spawn points between special forces and regular soldiers (guys with m16s) Do you guys think thats a good idea?

SF Hospital spawns are already made of mixed Indigen Forces and Special Forces units. The m16 hasn't a full burst option but other than no huge differences, except maybe that you'll have to withdrew frag grenades from the regular m16 equipped soldiers - This mission is placed in a hospital and that's why those weren't available in the classic version of the map (close quarter combat in a civilian populated area)

1392
Bug Reports / Re: Windows 8 nil exception on startup
« on: Thursday, May 17, 2012, 14:09:58 PM »
Just a word on HL2...

This is pure win and anybody that's played HL2 should re-play it with this:
http://www.cinematicmod.com/
http://aao25.com/reviews/half-life-2-with-fakefactory's-cinematic-mod-10-(nudity-warning-18)/

It's a lovely mod, boobs looking great too xD

1393
Bug Reports / Re: Windows 8 nil exception on startup
« on: Thursday, May 17, 2012, 13:16:26 PM »
Interesting, looks like valve are fed up with windows and are looking to move to linux... http://www.phoronix.com/scan.php?page=article&item=valve_linux_dampfnudeln&num=2
I always dreamed this day would come, shame i dont have a desktop pc anymore, i think when HL2 comes to linux i will have to get another one.

:D Newell should also try to get HL3 out some time in the future...it's reaching the same await that was behind latest Duke Nukem episode. Btw Half Life 2 runs as a breeze even on very low powered notebooks.

Listening to Gabe Newell talk about Linux for hours made me wonder whether he was a former ex-Microsoft employee (where he actually did work in his pre-Valve days in the 90's) or the director of the Linux Foundation.

1394
Feedback & Suggestions / Re: Website improvements
« on: Wednesday, May 16, 2012, 14:15:26 PM »
In the end what kills the game is the lack of players which consequently leads people to play the same maps on the same servers. I saw that happening during the last months in 2011 before Auth. shutdown aswell.

Lack of feedback and lack of players using custom made maps sums up the situation. I personally still find the game entertaining to play, although by now it's harder to see the tactical (and teamwork) gameplay the game is supposed to be about, and most of the people plays a map without caring about objectives at all. Which is a shame considering that every map is a mission and such it is meant to be played (but today Call of Duty has a better feeling for most).

To make a simple comparison, n Unreal2004 in a mission mode like Onslaught you have to conquer path nodes in order to gain terrain and get to the enemy Main Core. That is a mission objective-like set too but designed so that you have to do your job along with others (and actually building path nodes with others fasten the process) in order to succed.
On AA2 such things do not exists so today the average gameplay aims more toward a Call of Duty Rambo shooting bullets in the air than what it should be (or either camping corners which again is dead stupid thing...you're supposed to play and not to investigate how interesting concrete is).

1395
mAAp Project / Re: SF Hospital Search And Rescue
« on: Tuesday, May 15, 2012, 14:42:29 PM »
I like that gloomy kitchen, the green exit light contributing to the atmosphere.

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