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Messages - ELiZ

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1516
Bug Reports / Re: Game freezes at Loading map after mapswitch
« on: Thursday, August 22, 2013, 17:35:12 PM »
I've tried switching maps without any problem.
Anyone have information that would help force this error?

1517
mAAp Project / Re: SAI Map images
« on: Thursday, August 22, 2013, 14:42:52 PM »
If it would be possible to ensure the viewport to be in exactly the same location(x,y,Height) it would be possible to take 1 screenshot, then edit map to expose the next layer, then take another shot.

I'll take a look into doing some uscripting in the editor. I know it's limited in what you can to when you run U-Script in the editor.. but the only way I know is to do it with a custom builderbrush.

1518
General Chat / Re: i need my old account back
« on: Thursday, August 22, 2013, 11:49:24 AM »
te account it my account i need to get it back and i will give it to him and he will play on it his 10 years old

Perfect age to start living by the army values.
I believe he will get more out of the game than if you just hand him a soldier.
If there is an language issue, that prevents him to pass some of the training, help him though that

1519
mAAp Project / Re: SAI Map images
« on: Thursday, August 22, 2013, 11:46:47 AM »
I've tried this to get the Viewport in UnrealEd to "be" in a specific location when I take the ScreenShot:

I've tried to force the viewport to be in a specific location, by issuing this command in the Log window
Code: [Select]
jumpto 0 0 14000The above command, does work, but it will only set x and y, z is unaffected.

Then I tried to add a temporary Actor to the map that I could Align Viewport To this Actor

Code: [Select]
Begin Map
Begin Actor Class=AGP_Viewpoint Name=AGP_Viewpoint1000
    Location=(X=-32,Y=-32,Z=3968)
    Rotation=(Pitch=-16384,Yaw=0,Roll=0)
    bSelected=True
End Actor
Begin Surface
End Surface
End Map
Basically the same happened as when I used jumpto, x and y worked but not Z.



1520
General Chat / Re: i need my old account back
« on: Thursday, August 22, 2013, 11:37:24 AM »
He would feel more invested in the game, if he made the effort on his own to

Create an Soldier
Train that Soldier
EARN honor by playing by himself

On the other hand.. if the account is really his.. he should claim that account himself

1521
mAAp Project / Re: SAI Map images
« on: Wednesday, August 21, 2013, 22:07:08 PM »
In the SAI code, Offset and MapSize is used in functions like this:

Code: [Select]
Function vector WorldToMapCoords (Vector VectorInWorldCoords)
{
local Vector Result;
Result.X=(VectorInWorldCoords.X - MapOffset.X) / MapSize;
Result.Y=(VectorInWorldCoords.Y - MapOffset.Y) / MapSize;
Result.Z=VectorInWorldCoords.Z;
Return Result;
}

Code: [Select]
Function RadarSetZoom (float Meters)
{
if (Meters >= 1)
{
RadarZoom=FClamp(MapSize / (Meters * 52.200001),1,1000);
}
}

RadarSetZoom is set by the RadarZoomLevels

RadarSetZoom(RadarZoomLevels)

With then RadarZoomLevels array hardcoded with these values
Code: [Select]
RadarZoomLevels[0]=60;
RadarZoomLevels[1]=30;
RadarZoomLevels[2]=15;

1522
mAAp Project / SAI Map images
« on: Wednesday, August 21, 2013, 22:00:35 PM »
To create a SAI Image to a new map(or one of the old that don't have any yet) you have to create an image that you know the x and y offset from Origo(0,0), you also need to know what Scale(from what height the Image Was taken)

I have used that SAI information from the 2.8.5 as much as possible.
For the few [mAAp]'s  I've created SAI information for, I converted the map to AA285 and created the SAI Image with the built in tools in then AAMission Editor. But even them are in most cases off in scale, and have to corrected afterwards.
The Image must be added into the T-SAI.utx package, into the Group call SAI, and the name should be same as the file on disk(without .aao), with the text t_maps_sai_ added before it

like this

T-SAI.SAI.t_maps_sai_mp_sf_oldtown

This is the information needed to be added for each map in Antipoke.ini:

SAI_MapName=MP_SF_OldTown
SAI_MapOffset=(X=-80.000000,Y=1200.000000,Z=0.000000)
SAI_MapSize=4890.000000
;RadarZoomLevels=(X=60,Y=30,Z=15)

Last row is information  that I haven't started using yet, but intend to Activate in a later version


The problem I have is I have no foolproof way of taking SAI images in 2.4.1.
Even when I get a picture taken on a scale I know, the image itself is crap.. zoneinfo's making stuff disappear, So I need a unrealED Master to help out and see if we can get images to the missing maps

1523
General Chat / Re: New Console Font
« on: Wednesday, August 21, 2013, 19:01:33 PM »
I've enabled an option in Antipoke.ini

If this variable is set to:
Code: [Select]
bDisableCustomConsoleFont=True
The old standard, hardly readable at higher resolutions font, will be used.

The bigger ConsoleFont will be in the next Beta

1524
General Chat / Re: New Console Font
« on: Wednesday, August 21, 2013, 18:53:19 PM »
What about players who dont need it / dont want it any bigger and are fine with the way it is now?

What resolution are you running?

1525
General Chat / Re: New Console Font
« on: Wednesday, August 21, 2013, 17:36:33 PM »
The new beta of Antipoke will have the larger Console font if the Height resolution is higher than 800

1526
Bug Reports / Re: Assist doesn't save my settings
« on: Wednesday, August 21, 2013, 11:26:13 AM »
Where has you placed 25Assist.exe?

1527
News / Re: Forum Relocation
« on: Wednesday, August 21, 2013, 10:02:45 AM »
I'm getting sporadically switched back to old site

1528
News / Re: Beta Test Army Combat Uniform (Digital Camo)
« on: Wednesday, August 21, 2013, 10:00:48 AM »
i like so far. except the arm thing and im wondering if the walk bug is because of this or maybe i just need to go to the dedicated server and check there. anyways quick smoke and will be right back in. gj

Walk bug?

1529
General Chat / Re: New Console Font
« on: Tuesday, August 20, 2013, 23:35:58 PM »
Console messages should be in this array:

ViewportOwner.Actor.Player.Console.MsgText[]

1530
General Chat / Re: New Console Font
« on: Tuesday, August 20, 2013, 23:33:00 PM »
hardcode means that you can't rly Hexedit the width? :D

sure, that would be possible, I think only 2 integers would have to changed..
But when making the value something larger than 380... it would increase not only those with bigger font, nut also those with smaller.

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