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Messages - Koden

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1651
i was going to mark out the ones that are missing, but they pretty much all miss from 2.5 . There are many Training maps in there, from Javelin's to the Humvee driving ones.

1652
mAAp Project / Re: Hospital VIP
« on: Saturday, February 25, 2012, 09:01:41 AM »
Is there any way to give him more healh but keep him red?

Nope, as Spanky said he's at 33, top red health level. Actually he's not as close as death as many often say, he still has 1/3 of his health, he just moves slowly.

1653
mAAp Project / Re: Interdiction converting
« on: Saturday, February 25, 2012, 08:54:25 AM »
posting here instead of using the bug thread to keep that clean-

Quote
Hmm yes i was actually trying to set one different object to be achieved by every team, but even setting up two objectives might work. One is close to Assault spawn, and the other one is close to the Defense one. This is done to "hopefully" get the two teams to cover and fight for the object rather than for the pure kills. Very much like in Urban Assault, which in fact has 2 different objects which can be taken by both of the teams (bTakeTurns).

I was actually wondering if Hospital had the objectives layout i had in mind (1 for each time) but i kinda imagine that it has to be about killing the vip object (the vip) causing the round to close with one team (ambush) to win (BRequiredToWin with the only class that can trigger the obj being the vip one). It's a neat setup but i can't have the same in Interdiction for a very simple reason, the vip would hide all around (and there's plenty to hide in this map).

You then happen to apply a sound that it's called "Interrogation Whisper" onto a women characther, and then discover that it actually is a manly whisper. Lolz.

Nevermind, i've found the way, i just need to set each object to be used only by a certain class from the weapon class equipment. The sad thing is, this way i have to set up all of the team with that specific class otherwise last survivors might belong to a different class if i set more than 1 weapon class into 1 team (e.g. 7 m4 weapon slots and 1/2 ar slots). It doesnt look like i can tell him i want more classes to be able to use the obj, nor i know how to set an higher level class that would contain each whole Defense/Assault team (i actually don't know if it's possible to create custom classes that contain other classes).

I don't see a chance to use a tag either.

EDIT: ok great i didnt even need to modify anything, the spawn class change didn't seem to be relevant about the weapon loadout. Now how do i modify the weapon loadout -.-

1654
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Saturday, February 25, 2012, 07:58:41 AM »
"- last but not least, objectives. /partially done, unsure about if they works as playing offline i see both called as a class "A" objective/."

On objectives, there's a property to change the HUD order. I can't remember the exact name but change the value from 0 to 1. Change this only on one objective.

Hmm yes i was actually trying to set one different object to be achieved by every team, but even setting up two objectives might work. One is close to Assault spawn, and the other one is close to the Defense one. This is done to "hopefully" get the two teams to cover and fight for the object rather than for the pure kills. Very much like in Urban Assault, which in fact has 2 different objects which can be taken by both of the teams (bTakeTurns).

I was actually wondering if Hospital had the objectives layout i had in mind (1 for each time) but i kinda imagine that it has to be about killing the vip object (the vip) causing the round to close with one team (ambush) to win (BRequiredToWin with the only class that can trigger the obj being the vip one). It's a neat setup but i can't have the same in Interdiction for a very simple reason, the vip would hide all around (and there's plenty to hide in this map).

You then happen to apply a sound that it's called "Interrogation Whisper" onto a women characther, and then discover that it actually is a manly whisper. Lolz.

1655
News / Re: Progress report and Intresting Stats...
« on: Saturday, February 25, 2012, 07:50:36 AM »
Very few US players? O.o that's wierd, at this time there are many US hosted servers, high ping rate shouldn't be an issue no more.

I noticed many servers aren't really administrated, seems like they've been started and left on their own.

If you want a suggest, might be worthy to have a news page or a news link built into the Assist (short syntesis with a link pointing at the full news on aao25.org ). So at least players and server admins would be more aware and they might even partecipate a little more (and actually a thing like this was builtin in 2.8.5 client, which also had an irc tool to chat with).

1656
mAAp Project / Re: Hospital VIP
« on: Saturday, February 25, 2012, 07:01:15 AM »
made inbetween rounds of league of legends


lmao :D that would be epic

1657
Honor Claims / Re: Honor Claim | Urky
« on: Saturday, February 25, 2012, 05:07:33 AM »
3 millions and 800K points, i think that's fairly 'nuff.

1658
General Chat / Re: SE BRIDGE OR BRIDGE CROSSING
« on: Saturday, February 25, 2012, 05:05:51 AM »
Hey guys, is there a thihnking to add a VIP to SE bridge or brisge crossing?that would be fun, many wan't on SE brudge that would be great As i saw VIp hospital topic i remembered this thing, which i was talking yestarday with ppl:) It would be nice to help vip cross the bridge or smthing similar:) thanks

A vip mission on a open map where you can snipe from half of the map to another half? Hey i like tough mission but that's going to be really tougher :) anyway you already have to pass the bridge to reach an objective placed not far from the Defense spawn! The plain thing is that most people only goes for killing the whole enemy team and forgets about the objective. 

1659
The Lounge / Re: Manners
« on: Saturday, February 25, 2012, 04:34:41 AM »
I leave when i feel like leaving :D wOOt, it's that simple!

Do you people still remember most maps have an objective that doesnt mean you have to kill all the enemy team to win?

1660
General Chat / Re: SF Hospital roof bug
« on: Saturday, February 25, 2012, 04:25:42 AM »
I like it, despite some people will complain about not being able to walk and prone over the last pixel available on the roof part toward the street. But if i recall correctly, it works like this even in SF-Extraction so i think its fine.

1661
mAAp Project / Re: Hospital VIP
« on: Saturday, February 25, 2012, 04:21:50 AM »
The issue here is that if you change his health status to a better one, he will also be able to move faster, and that's not really a good thing since he can already rush from the operating room to the helicopter roof in about 45 seconds. Ambush would start to have some problems if he can rush in 30/35 seconds, because that would mean that the vip would be already almost out of reach for every m203 drop shot they could afford and almost out of reach even if they were running towards him.

I could try to strap him to a wheelchair so a teammate has to wheel him out.

What a fancy idea :D

1662
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Friday, February 24, 2012, 18:38:02 PM »
I make my own post for Interdiction:

- uniforms;
- frag grenade in the equipment (to be reduced to 2 from 4) /haven't sorted out this one yet/
- 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; /haven't sorted out this one yet/
- 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; /haven't sorted out this one yet/

- last but not least, objectives. /partially done, unsure about if they works as playing offline i see both called as a class "A" objective/.


Light: some people notice a difference with the original 2.8.5 lighting in comparison to the 2.5 one and would like a darker setting. (to be verified).

1 more "todo" -> sounds.

1663
mAAp Project / Re: Co-Op's
« on: Friday, February 24, 2012, 18:22:40 PM »
I liked Coop maps because it felt like playing a single player campaign with other players.

Yeah, having an objective to achieve, i used to love that kind of gameplay :) . Today's PlayerVSPlayer gameplay is way too competitive, you rarely see any teamwork.

I used to play a lot of Interdiction (just look at my BT stats, and that's not all the tracked ones).

1664
mAAp Project / Re: Co-Op's
« on: Friday, February 24, 2012, 17:53:36 PM »
2.8 ai was horrid anyway, not worth it.

Mostly yes, but Coop maps were interesting due to their layout and the different gameplay.

1665
General Chat / Re: -=[B!z0uN3]=- Requesting History Check post 2010
« on: Friday, February 24, 2012, 13:25:26 PM »
I guess he's worried because this guy played on his server.

Quote
Session History
 
24.02.2012   
WarriorSoldiers US
Weapons Cache   720   9   8   1.12   00h 31m

23.02.2012   
}{EAD-}{HUNTERS
Insurgent Camp   665   33   16   2.06   00h 55m

22.02.2012   
WarriorSoldiers US
Weapons Cache   500   15   13   1.15   00h 58m

19.02.2012   
{G.O.W.} GODS OF WAR 4
Insurgent Camp   680   17   8   2.12   00h 45m

13.02.2012   
[SWISS]PowerServer III
Dusk   290   9   10   0.90   00h 21m

12.02.2012   
[HT]-HERO-TURTLES-CLAN-Honor-Server [powered by Hosters.at]
SF Hospital   2,420   19   21   0.90   01h 12m

07.02.2012   
{G.O.W.} GODS OF WAR 1
Insurgent Camp   280   12   8   1.50   00h 30m

01.02.2012   
{G.O.W.} GODS OF WAR 1
Insurgent Camp   645   26   6   4.33   00h 28m

31.01.2012   
(-HJC-) Hungarian Jackson Clan Server - pwd clans.hu
SF CSAR   225   11   4   2.75   00h 28m

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