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Messages - ELiZ

Pages: 1 ... 99 100 [101] 102 103 ... 140
1501
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 15:57:06 PM »
But isn't the surfaces that looked ok some kind of indication that something is wrong with the zone?

1502
General Chat / Re: New Console Font
« on: Sunday, August 25, 2013, 15:55:49 PM »
The Current Console is limiting how many characters you can type on 380 pixels.
This is not something that I can change at runtime, rather the only way is to HEX edit a systemfile.
The Edit will be risk free, but the change would be global for all, regardless of your resolution

1503
Bug Reports / Re: Walking Sound
« on: Saturday, August 24, 2013, 22:25:06 PM »
This problem is extremely random.


Good news is that I think I solved it.
Bad news is that I did it by NOT replacing the players own Mesh, just the rest of the team members.
Only time you see that is when you are dead and the person you are spectating afterwards are looking on your Corpse. You will then be wearing the Old uniform.

While you are playing your hands and sleeve still is ACU.

I think this a fair compromise, since the walk sound bug is real nasty since it allows you to be 100% silent

I'll test some more you be more sure, problem is that this bug is so erratic, I'm not 100% sure it's corrected. 


1504
Bug Reports / Re: Walking Sound
« on: Saturday, August 24, 2013, 17:44:30 PM »
This has been happening for longer than assist has even existed, whether or not something has increased it's happening. I have had it happen to me since 2.85 and the only person who can't hear it is person it happens to. Everyone else still hears it.

I'm afraid that this is not true for the reported bug.
If it occurs, the playermodel slides across the ground instead of playing the animation, same for the SOUND.. none are played for someone seeing the bug(Friendly or enemy)

1505
News / Re: SAI is released!
« on: Saturday, August 24, 2013, 17:26:41 PM »
Hey guys,

i have a question to that navigation compass. How to complete the SF-Training without shown objectives???


If you are doing training the SAI is ot used(Server based), and at the moment there is a "bug" that turns of compass and Objectives, you can correct this by editing your User.ini and set this value to False
Code: [Select]
bHUDHideCompass=True
As mentioned, this is a bug, and hopefully fixed in next release

1506
Bug Reports / Re: Walking Sound
« on: Saturday, August 24, 2013, 14:14:43 PM »
I've been able to replicate the problem... and are working on finding a fix

1507
News / Re: Beta Test Army Combat Uniform (Digital Camo) *UPDATED TO v0.30*
« on: Friday, August 23, 2013, 16:56:36 PM »
Spectator bug located

1508
News / Re: Beta Test Army Combat Uniform (Digital Camo) *UPDATED TO v0.30*
« on: Friday, August 23, 2013, 15:41:43 PM »
I've verified the Spectator bug(Where sometime, ACU is not used on Some players)
I'll try and replicate and fix the bug.



But first something to eat :)

1509
mAAp Project / Re: SAI Map images
« on: Friday, August 23, 2013, 13:08:19 PM »
I've found the setting that makes it work in 2.8.5
It's a option called "No Zone Culling"
And it's located in the same as the other show commands Right Click\View\Show blablabla

I'm mapping out the Flags to see if this option exist in 2.5, but not documented or visible in the editor

1510
mAAp Project / Re: SAI Map images
« on: Thursday, August 22, 2013, 23:55:56 PM »
Well, 1 solution would be to select all the Actors you want to hide.. and set the Display\Texture Property to nothing...
Could be used to make a screenshot without Actor icons showing, Just don't save Afterwards :)

1511
mAAp Project / Re: SAI Map images
« on: Thursday, August 22, 2013, 23:52:48 PM »
My problem is that when I'm viewing the map from above in Dynamic Lighting, Zones are popping in/out when I pan Around/Zoom

1512
mAAp Project / Re: SAI Map images
« on: Thursday, August 22, 2013, 23:45:59 PM »
It's not a problem of actors not being visible, it's a problem of actor icons that you only see in the editor. Like lights, triggers, levelinfo, zoneinfo. Do you know of a way to hide those in the editor? I've never found one.

Here's something that illustrates my point:
https://dl.dropboxusercontent.com/u/464376/aac_maap/screenshots/UnrealEd%202013-07-04%2023-27-46-17.png


Sure, select 1 of the ZonInfo's, then right click on the same Actor, Select/Select all ZoneInfo's
Then click on the Eye in this picture, repeat for all classes you want to hide:
https://dl.dropboxusercontent.com/u/62876385/Actor.png

Don't do this for all classes, for instance, if you hid an TerrainInfo.. the terrain itself will be hidden....
I think all the eye does is to set the Actor Property Advanced/bHiddedEd

1513
mAAp Project / Re: SAI in custom maps
« on: Thursday, August 22, 2013, 22:59:20 PM »
So I was running around in Office Assault today on someones server and noticed that the SAI was blank. I didnt take the time to check if it was like this on other custom maps but was wondering if this was a known issue.

These are the maps that still misses a SAI-Image
Code: [Select]
MP_Aztec
MP_Berg
MP_Breakout
MP_Bridge_Construction
MP_Bunker_Crisis
MP_City_Block
MP_Glass_Kill_House
MP_Ice
MP_Monkey_Island
MP_PBall
MP_Rummage
MP_SF_Contingency
MP_SF_Office_Assault
MP_SF_Refinery
MP_Shipment
MP_Spankyville
MP_Square
MP_TehYetisLair
MP_Urban_Assault_SE
All other maps has the information needed.

As you can read in this thread, we are working on getting SAI-Images and Information needed implemented on the above Maps
http://aao25.com/maap/sai-map-images/

1514
mAAp Project / Re: SAI Map images
« on: Thursday, August 22, 2013, 22:33:07 PM »
Other concerns of mine would be all the actor icons and aliasing (I haven't tried forcing anti-aliasing in the editor but heard it causes problems).

You know of any Actor properties that would make them show even if you are not inside their Zoneinfo...
Or can you "Break" the Zones so that all Actors are visible?

1515
mAAp Project / Re: SAI Map images
« on: Thursday, August 22, 2013, 20:00:50 PM »
I've been able to create a button in unreal Ed that run an UnrealScript that allows you to align then top left viewport and set x,y and z, it also sets FOV and RendMap.

What remains:

Find a way to resize the viewport to 512x512( or even perhaps 1024x1024)
Grab the Screen, and save the current picture(Of the viewport only), so that you can take consecutive pictures that you then can merge in your favorite Paint program.

 


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