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Messages - Koden

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1636
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 26, 2012, 20:59:09 PM »
Le sigh Koden, le sigh. Usability comes first.

-.- ok ok, ill switch those collisions off.

1637
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 26, 2012, 20:53:40 PM »
Edited the list.

For the bumpers, you fall in-between them but the space between them and the truck trailer isn't enough to walk through so you have to go prone and crawl all the way out which makes it difficult. You're pretty much screwed then if an enemy comes by.

In real life, if you were on the battlefield and so close to the enemy, would you risk to get stuck in there or move so slow that you would became an easy target?

Another reason i don't want to see people there is cause they would be camping all day in that space, where frag nades cant reach you and where you can cover easily from flashes while standing in that kind of trench.

1638
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 26, 2012, 20:36:29 PM »
Updated the main list of stuff.

As for movers Koden, to change any position of the movement, you go into the properties and set KeyNum to 1. You'll notice the mesh has now moved to it's resting position. You can rotate/move it to stop where you want. Once done, set KeyNum to 0 and that's that. Basically, movers have keys and the game will play those keys (only counting up to NumKeys) and tween the movement between those keys with MoveTime. Hopefully this makes sense :)

*EDIT*
Oh, and the server log was 22.2MB :)

-.- gawdsaek *piles up npcs into the garbage bin*

Quote
Interdiction - Rods missing in all of the pipes hangs (2 rods for each element)
Interdiction - Pipes and pipes 90° degrees corner missing in the south exit area
Interdiction - Elevator cables missing in the elevator room

Note that those were fixed already, rods were placed back, same for the cables, and for the pipes i just went straight into the wall (you can still move in around there and anyway the stairs under those pipes don't take anywhere by now).

Quote
Interdiction - Remove collision on loading bumpers so players don't get stuck so easily

This one is just a matter of how small the space is. And being the original Interdiction built like this, i'm more prone to leave it as a collision (since the players collide against and don't actually get stuck).

Objectives will be changed to non-animated ones (they previously were npc's). Actually the exact way it is designed in Urban Assault (which has the same BTakeTurns objective system). I will also assign a lower time to execute the objective.

1639
General Chat / Re: SE BRIDGE OR BRIDGE CROSSING
« on: Sunday, February 26, 2012, 20:33:49 PM »
ROFL

Here comes the guy able to lock himself in a room while trying to trigger open it via the objective! :D hopefully that didnt count as a bug :P

1640
General Chat / Re: SE BRIDGE OR BRIDGE CROSSING
« on: Sunday, February 26, 2012, 20:29:11 PM »
I'm just 1 of 4 guys. BlueBlaster, Koden and Skrewy have all done map work for v7 (not counting all the vintage v2.6 mappers like iZi [breakout, yeti's lair], Endboss [berg, original ice, urban defense] and others I'm probably forgetting).

I will admit (and so will Blue) that I've done most of the work for v7 but that's just because I don't have a job and don't go to school and my computer business is slow right now so I have a lot of free time.

Koden just messes around converting maps and finding new ways of making bugs as it was an art. And without the Spank and Blue he would be almost like a NPC without its animation, a string of spam into the server log.

Heck i can be so poetical at 2.30 am.

1641
Yay :D that's great, wonderful job EliZ!

1642
I noticed the outside stuff was removed from interdiction, was there a reason, like reduce lag or filesize or something?

I should have had to make all of the terrain by hand with the terrain brush tool. This is what i was told by Spanky and i believe it wouldn't have been a simple process.

We posted almost at the same time. The outside might be used for another interesting map, it looks like a jungle :)

1643
mAAp Project / Re: Hospital VIP
« on: Sunday, February 26, 2012, 14:15:50 PM »
no health but may 1 clip of ammo?

? The vip currently has already an ammo clip along with the Ak74. Maybe you meant more ammo?

1644
General Chat / Re: assist overlay
« on: Sunday, February 26, 2012, 14:07:09 PM »
I find the current Assist layout much cleaner the original AA 2.5 one. For the matter, i don't even think it's a priority to do this particular kind of thing.

I never once said the way it is is hard or inconvenient to type quit and pick another sever. I also never said it was a big deal or that it the way it is isnt 'americas army enough for me'. Do you have nothing better to say (or DO for that matter), so you put words in my mouth? You clearly are the one that trolls these forums without anything sensible or intelligent to say.

it was just a suggestion, for something later down the line, never once said, 'this needs to be done or im out, cuz its not aao enough' your making a mountain out of an ant hill. never even said i want to see in the next update, or the next 10..... Really, I just thought it would be more convenient for people, not a necessity, but especially convenient  for new players.

and sorry, i usually dont like to flame or bash, but in your case, i just gotta ask, are your parents cousins or something skrewup?

Ignore the parts where he results "less interesting" to read, so to say, i wouldn't either put a fight with Skrewy if you want my 2cents :)

Btw Skrewy, there are faggots like me who like to play windowed because it lets you make different thing without tabbing out and it's practical if you need to test things or just want something else other than a game window on your desktop. I actually even never use the console for connecting to Assist based servers because i prefer to keep the bare Assist only open.

1645
Honor Claims / Re: Honor Points
« on: Sunday, February 26, 2012, 05:49:25 AM »
You may also need to check if coop maps points are being added also.

http://aao25.com/honor-claims/honor-claim-%29/

You mean back before auth shutdown? They were, i used to play coop a lot and it was a way to get a good amount of points (because you had to complete objectives, which coop maps were based onto). Of course honour was tracked only on official maps.

1646
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Saturday, February 25, 2012, 21:53:11 PM »
I make my own post for Interdiction:

- uniforms;
- frag grenade in the equipment (to be reduced to 2 from 4) sorted out 
- spawn points too close
- some static meshes like light fixtures in the upper main room missing from the map (not from the packages), and in a corridor at the 1st floor (better place one at the upper floor and the other one at the lower floor, in the hospital area - might be taking out a door used by Assault rushers);
- security mirror texture not behaving correctly in both security area (one at the south exit, the other one at the West exit;
- missing PlayerBlock area to avoid players falling down at the outer end of the West exit;
- elevator cables missing in the elevator room;
- rods missing in all of the pipes hangs (2 rods for each element).
- pipes and pipes 90° degrees corner missing in the south exit area. will come after some other things
- a door opening upwards in the cafe area;
- briefings not getting loaded; sorting out
grate movers to be added added but they rotate too much ending up into the wall.
- last but not least, objectives.

Sounds relinked to the 2.5 packages


1647
mAAp Project / Re: Server launching for devs
« on: Saturday, February 25, 2012, 19:01:33 PM »
Downloaded asap, really needed this one / ty Nate :D

1648
mAAp Project / Re: BF-Style Conquest Objectives for AA
« on: Saturday, February 25, 2012, 16:59:48 PM »
I like the idea, as i've played similar other games that featured this kind of objective and found it also makes for teamwork gameplay. So, it really is interesting idea.

1649
mAAp Project / Re: Interdiction converting
« on: Saturday, February 25, 2012, 16:44:17 PM »
Nah don't worry, fixed now.

1650
mAAp Project / Re: Interdiction converting
« on: Saturday, February 25, 2012, 12:35:06 PM »
Select the PlayerStarts and use the settings in AGP_Playerstart, something like RemoveInventory and AddInventory. Gotta do each clip and nade by hand, it's tedious.

I had a little issue that prevents me from using Spawn classes to determine which object belongs to which team: basically i choose the class but the change doesn't seems to be taken in effect. Any class i choose for both object and the playerstart it never let me use the object, and yet it doesn't even change the playerstart name! O.o

So, for now i'm using turns. It's not a bad thing though, teams should already have to check for both objects so it still makes sense.

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