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Messages - ELiZ

Pages: 1 ... 107 108 [109] 110 111 ... 140
1621
General Chat / Re: SAI Mod
« on: Saturday, August 10, 2013, 00:10:48 AM »
question, does SAI show up only when the server has it enable?

Yes

1622
General Chat / Re: SAI Mod
« on: Friday, August 09, 2013, 23:44:19 PM »
Merging has been started:


1623
General Chat / Re: SAI Mod
« on: Friday, August 09, 2013, 13:17:25 PM »
Then, the need of an updated Assist Client is required.

Sorry, I must be getting tired...


If we merge with AP, then there is no need to update the Client

1624
General Chat / Re: SAI Mod
« on: Friday, August 09, 2013, 13:12:49 PM »
Assist client on my "server" which is just a desktop computer at my home.

Then, the need of an updated Assist Client is required.

1625
General Chat / Re: SAI Mod
« on: Friday, August 09, 2013, 12:54:35 PM »
If you guys want, I can start a test server for online gameplay. Would I need a new Assist binary for the server?

You running that server though the Assist Client, or are you running dedicated?

1626
General Chat / Re: SAI Mod
« on: Friday, August 09, 2013, 11:17:27 AM »
If we merged it with AP during Beta testing, every small update to the SAI would trigger an AP update on all servers and clients. Not really an ideal situation. A merger should then be made after the SAI has been fully tested.

That would mean that:

  • The Assist Client would have to tolerate the SAI.u file on the client, just as we talked earlier Jonny
  • AP must allow the Interaction to take place, can you take care of that Possessed?

1627
General Chat / Re: SAI Mod
« on: Friday, August 09, 2013, 10:25:56 AM »
I'm down to a total 2121 lines now.

btw, we could integrate openslots, and even if I haven't read the code, perhaps even the mapvote mod


1628
General Chat / Re: SAI Mod
« on: Friday, August 09, 2013, 09:53:00 AM »
by the look of the code, can be done.

Sure, and we could actually merge HH into the code as well.
But the merge would be a small project by it self
The SAI is almost ~3000 lines of code now, hopefully I'll be able to optimize the code down to 2000, but still it would be some work to make it work.

Possessed, would it be possible to upload the AP and HH code to the Dropbox?
If you could, upload the whole compiling environment .


1629
General Chat / Re: SAI Mod
« on: Friday, August 09, 2013, 06:12:04 AM »
Version Alpha 0.6 is done


Readme:

Code: [Select]
Added SAi information for
None
Using a custom HudColor is now also used for the Custom ObjectiveList and Location Text.
Fixed the Yellow/Green/red/Cyan Objective Color




The ini used by the Server must contain these wors:

ServerActors=SAI.logoloader
ServerActors=SAI.Replicator
ServerPackages=SAI

On the Client, these must be in User.ini

[Engine.Input]
Aliases[30]=(Command="DecreaseRange | SAIZoomOut",Alias="ZoomOut")
Aliases[31]=(Command="IncreaseRange | SAIZoomIn",Alias="ZoomIn")


F4=ToggleSAISize
F5=EnemySpotted


MouseWheelDown=ZoomOut
MouseWheelUp=ZoomIn



2 issues are present that prevents the SAI from being used on a standard Client

1) At the moment SAI is detected as an unknown Interaction and will trigger a detection
2) The 25Assist Client(v7.36 and below) will delete the SAI.u file

1630
General Chat / Re: SAI Mod
« on: Wednesday, August 07, 2013, 13:20:58 PM »
Well i mean, you can't see the tunnel on ut04 SAI. So i am wondering what happens when you are tunnel and you report an enemy there. The red dot will appear at the spot above it?

Yes
The Enemy Reported Icon will appear at the coordinates where your aimpoint were pointing at.

1631
General Chat / Re: SAI Mod
« on: Wednesday, August 07, 2013, 12:06:01 PM »
Basically reporting enemy tunnel (on ut04), won't show up on the radar?

?

Please Clairify

1632
General Chat / Re: SAI Mod
« on: Wednesday, August 07, 2013, 11:57:33 AM »
Is there another way to do that? Those images are pretty small, especially when zooming in.
512x512 is the default for 2.8.5 SAI Images, only SnakePlain had 1024x1024 due to it's size.

I'm doing MP_Pipeline next, I'll post a video, you should be able to see that even if the image is small, it's enugh for a minimap

1633
General Chat / Re: SAI Mod
« on: Wednesday, August 07, 2013, 11:39:06 AM »
I've started looking into how to Create SAI images for the [mAAp] Maps.

Here is the complete SAI image for MP_UT04


And here is the Meta Data
Code: [Select]
SAI_MapName=MP_UT04
SAI_MapOffset=(X=291.292603,Y=186.048950,Z=0.000000)
SAI_MapSize=1641.891113
;RadarZoomLevels=(X=60,Y=30,Z=15)

To get that information, I had to import the map into the 2.8.5 Editor, then I could use the SAI Tools built into the 2.8.5 Editor.

1634
General Chat / Re: SAI Mod
« on: Wednesday, August 07, 2013, 09:28:37 AM »
SAI information for a total of 35 Maps added

Code: [Select]
Border
Bridge
Bridge_SE
Dusk
FLS
HQ_Raid
Insurgent_Camp
JRTC_Farm
Mountain_Ambush
Mountain_Pass
Mountain_Pass_SE
MOUT_McKenna
MP_Canyon
MP_District
MP_Interdiction
MP_Pool_Day
MP_RiverVillage
MP_SF_Floodgate
MP_SF_OldTown
MP_Steamroller
Pipeline
Pipeline_SF
SFHospital
SFPCR
SFrecon
SFSandstorm
SFtaiga
SFWaterTreatment
SFvillage
Swamp_Raid
Tunnel
Urban_Assault
Weapons_Cache
Weapons_Cache_SE
Woodland_Outpost

SAI information for a total of 34 Maps remains to be added.
Code: [Select]
MP_Aztec
MP_Berg
MP_Breakout
MP_Bridge_Construction
MP_Bunker_Crisis
MP_City_Block
MP_ESLDusk
MP_Glass_Kill_House
MP_Ice
MP_Monkey_Island
MP_PBall
MP_Petrol
MP_Pipeline
MP_Residence
MP_Rooftop
MP_Rummage
MP_SF_Contingency
MP_SF_Office_Assault
MP_SF_Refinery
MP_Shipment
MP_Spankyville
MP_Square
MP_TehYetisLair
MP_Urban_Assault_SE
MP_UT04
Radio_Tower
River_Basin
SFarctic
SFblizzard
SFCourtyard
SFcsar
SFDockside
SFextraction
SFoasis

1635
General Chat / Re: SAI Mod
« on: Wednesday, August 07, 2013, 03:10:40 AM »
I've solved the last problem that was delaying a more public Beta.

I'll setup a SAI Beta Server, and post instructions how to participate

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