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Messages - ELiZ

Pages: 1 ... 10 11 [12] 13 14 ... 140
166
Feedback & Suggestions / Re: [mAAp] Shipment
« on: Wednesday, May 06, 2015, 00:28:02 AM »
Updated map has been pushed to all Clients/Servers

167
News / Currently problems with Battletracker.com
« on: Tuesday, May 05, 2015, 19:29:07 PM »
Currently there is an issue with Battletracker.com.

How this effect you:
When Battletracker.com is down, auth is using cached information, the only difference is that instead of your BT name as a login name, use your soldier name as the login name. The password is the same.

It is unknown what is really up with Battletracker.com at this point, we'll get back to you when we get any information.

168
Feedback & Suggestions / Re: Reduce or remove the sound effects on AA3 Bridge
« on: Sunday, May 03, 2015, 20:00:05 PM »
The sounds on a couple of the AA3 maps has already been lowered once.

169
Feedback & Suggestions / Re: Longer Decal stay and more bullet cases?
« on: Tuesday, April 28, 2015, 18:48:15 PM »
I just searched though the CVARS we use and could not find any reference to "Decal" or "Stay".

We can, if we find any exploitable setting, change the CVARS at any time, but at the moment it seems that there is no detected exploits concerning decals.

170
Hall of Shame / Re: Misc Cheats
« on: Monday, April 20, 2015, 22:08:40 PM »
JJMcwade
http://battletracker.com/playerstats/aao/816496/

Banned for: TRIXNICE Aimbot

171
Feedback & Suggestions / Re: Smaller releases
« on: Monday, April 20, 2015, 11:51:17 AM »
Considering all the hassle involved in each update, no.

172
Feedback & Suggestions / Re: MOTD fontsize
« on: Thursday, April 16, 2015, 13:37:43 PM »
I must admit, I've been bugged a couple of times with the small size of the MOTD myself, but didn't bother with it since it was only me.....
I can change the MOTD font(I think I change a couple of other ones as well, as F10 to cancel with a map change)..

I'm running game in 1920x1080, the rule for console font change is if height>800, and I'll be using the same rule with MOTD.
Original:


Fixed Font Size:


If you want I can add it to the next AntiPoke file update.

173
General Chat / Re: How do i get exactly 4 Score points?
« on: Tuesday, April 14, 2015, 10:39:23 AM »
send ELiZ 24 bottles of beer and he will do that for you i guess :)

 :)
Point counting is totally up to BT.

Using Medic perhaps will push it +4 if it's a minor injury?

174
Assist Support / Re: tourny mode
« on: Monday, April 13, 2015, 01:51:12 AM »
i dont see tounry mode in ini.....   any other suggestions

If you don't see that ini entry in aa25.ini, just add it at the bottom.

Have server startup default a tournament server:
tournament=1

Normal Startup:
tournament=0


175
Assist Support / Re: tourny mode
« on: Sunday, April 12, 2015, 22:54:11 PM »
Guessing that you activated it thought f12?
I've been told that if you use color(other than default white) in the server name it will crash after last round.

If possible, restart server in tournament mode by editing aa25.ini and setting this value:
tournament=1

Then restart.

176
Support / Re: Account Activation Please
« on: Saturday, April 11, 2015, 23:09:15 PM »
As you probably already noticed, the account was activated automatically
 :lock:

177
Feedback & Suggestions / Re: Little spelling mistake
« on: Saturday, April 11, 2015, 20:32:09 PM »
It has been corrected in the next version(8.19)

178
Games & Programming / Re: Need a pascal programming expert
« on: Saturday, April 11, 2015, 07:29:07 AM »
If you open agp.agp_weapon.fire in utpt. you will see at line 0x0133 badjust=true

If you then analyze raw object of agp.agp_weapon.fire and go to 0x138 you will see the 0x27, which with my best guess compared to  true.

Sure, 28 is the bytecode for False, and 27 is True.
Thought you were much further along than that, you have miles and miles to go.


Take a look on page 27 in this wonderful document:
https://www.dropbox.com/s/qeggl1x261xu0ce/UT_Package_File_Format.pdf?dl=0

The document was found here:
http://www.acordero.org/download/ut_package_file_format_pdf.zip

But I'm having trouble downloading it again, that is why I linked to the dropbox instead


179
Games & Programming / Re: Need a pascal programming expert
« on: Saturday, April 11, 2015, 04:12:03 AM »
i think 0x27 = true and 0x28 is false, However, i can not extract that from this information. or can i?
I don't undertstand, what do you get the 27 and 28 from?

Why do you need the  Precedence??
I'm not 100% sure, I've been told that is influences what order to do multiple operations, like that mathematical rules state that multiplications are made before additions, it influences where to add parenthesis.

180
Games & Programming / Re: Need a pascal programming expert
« on: Saturday, April 11, 2015, 00:06:53 AM »
I think i almost got it. now just need to find a way to verify if the offsets are actually the byte opcodes

Code: [Select]
pFunction inative:0X70 int:112 offset:0X0 Fullname: Function Core.Object.Concat_StrStr
pFunction inative:0X71 int:113 offset:0X1 Fullname: Function Core.Object.GotoState
pFunction inative:0X72 int:114 offset:0X2 Fullname: Function Core.Object.EqualEqual_ObjectObject
pFunction inative:0X73 int:115 offset:0X3 Fullname: Function Core.Object.Less_StrStr
pFunction inative:0X74 int:116 offset:0X4 Fullname: Function Core.Object.Greater_StrStr
pFunction inative:0X75 int:117 offset:0X5 Fullname: Function Core.Object.Enable
pFunction inative:0X76 int:118 offset:0X6 Fullname: Function Core.Object.Disable
pFunction inative:0X77 int:119 offset:0X7 Fullname: Function Core.Object.NotEqual_ObjectObject
pFunction inative:0X78 int:120 offset:0X8 Fullname: Function Core.Object.LessEqual_StrStr
pFunction inative:0X79 int:121 offset:0X9 Fullname: Function Core.Object.GreaterEqual_StrStr
pFunction inative:0X7a int:122 offset:0Xa Fullname: Function Core.Object.EqualEqual_StrStr
pFunction inative:0X7b int:123 offset:0Xb Fullname: Function Core.Object.NotEqual_StrStr
pFunction inative:0X7c int:124 offset:0Xc Fullname: Function Core.Object.ComplementEqual_StrStr
pFunction inative:0X7d int:125 offset:0Xd Fullname: Function Core.Object.Len
pFunction inative:0X7e int:126 offset:0Xe Fullname: Function Core.Object.InStr
pFunction inative:0X7f int:127 offset:0Xf Fullname: Function Core.Object.Mid
pFunction inative:0X80 int:128 offset:0X10 Fullname: Function Core.Object.Left
pFunction inative:0X81 int:129 offset:0X11 Fullname: Function Core.Object.Not_PreBool
..... (more)

No idea what the value you call Index is, it's the iNative that is the bytecode

You are still missing some information needed if you want to decompile:
Code: [Select]
        NativeFunctions(28).iNative = 237 : NativeFunctions(28).type = "Function" : NativeFunctions(28).Name = "Asc" : NativeFunctions(28).Precedence = 0 ' From Core.u
        NativeFunctions(29).iNative = 236 : NativeFunctions(29).type = "Function" : NativeFunctions(29).Name = "Chr" : NativeFunctions(29).Precedence = 0 ' From Core.u
        NativeFunctions(30).iNative = 235 : NativeFunctions(30).type = "Function" : NativeFunctions(30).Name = "Caps" : NativeFunctions(30).Precedence = 0 ' From Core.u
        NativeFunctions(31).iNative = 234 : NativeFunctions(31).type = "Function" : NativeFunctions(31).Name = "Right" : NativeFunctions(31).Precedence = 0 ' From Core.u
        NativeFunctions(32).iNative = 128 : NativeFunctions(32).type = "Function" : NativeFunctions(32).Name = "Left" : NativeFunctions(32).Precedence = 0 ' From Core.u
        NativeFunctions(33).iNative = 127 : NativeFunctions(33).type = "Function" : NativeFunctions(33).Name = "Mid" : NativeFunctions(33).Precedence = 0 ' From Core.u
        NativeFunctions(34).iNative = 126 : NativeFunctions(34).type = "Function" : NativeFunctions(34).Name = "InStr" : NativeFunctions(34).Precedence = 0 ' From Core.u
        NativeFunctions(35).iNative = 125 : NativeFunctions(35).type = "Function" : NativeFunctions(35).Name = "Len" : NativeFunctions(35).Precedence = 0 ' From Core.u
        NativeFunctions(36).iNative = 324 : NativeFunctions(36).type = "Operator" : NativeFunctions(36).Name = "-=" : NativeFunctions(36).Precedence = 45 ' From Core.u
        NativeFunctions(37).iNative = 323 : NativeFunctions(37).type = "Operator" : NativeFunctions(37).Name = "@=" : NativeFunctions(37).Precedence = 44 ' From Core.u
        NativeFunctions(38).iNative = 322 : NativeFunctions(38).type = "Operator" : NativeFunctions(38).Name = "$=" : NativeFunctions(38).Precedence = 44 ' From Core.u
        NativeFunctions(39).iNative = 124 : NativeFunctions(39).type = "Operator" : NativeFunctions(39).Name = "~=" : NativeFunctions(39).Precedence = 24 ' From Core.u
        NativeFunctions(40).iNative = 123 : NativeFunctions(40).type = "Operator" : NativeFunctions(40).Name = "!=" : NativeFunctions(40).Precedence = 26 ' From Core.u
        NativeFunctions(41).iNative = 122 : NativeFunctions(41).type = "Operator" : NativeFunctions(41).Name = "==" : NativeFunctions(41).Precedence = 24 ' From Core.u
        NativeFunctions(42).iNative = 121 : NativeFunctions(42).type = "Operator" : NativeFunctions(42).Name = ">=" : NativeFunctions(42).Precedence = 24 ' From Core.u
        NativeFunctions(43).iNative = 120 : NativeFunctions(43).type = "Operator" : NativeFunctions(43).Name = "<=" : NativeFunctions(43).Precedence = 24 ' From Core.u
        NativeFunctions(44).iNative = 116 : NativeFunctions(44).type = "Operator" : NativeFunctions(44).Name = ">" : NativeFunctions(44).Precedence = 24 ' From Core.u
        NativeFunctions(45).iNative = 115 : NativeFunctions(45).type = "Operator" : NativeFunctions(45).Name = "<" : NativeFunctions(45).Precedence = 24 ' From Core.u

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