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Messages - ELiZ

Pages: 1 ... 111 112 [113] 114 115 ... 140
1681
General Chat / Re: checking people
« on: Wednesday, July 31, 2013, 22:13:12 PM »
Where are you checking?

1682
General Chat / Re: SAI Mod
« on: Wednesday, July 31, 2013, 21:06:23 PM »
Small update:

Internal version is now Alpha0.2.
I've spent some time diving into the world of replicating variables on Unreal Engine Games.
I've made some progress on the SAI.

Activating/Deactivation is now done on the Server.

1683
General Chat / Re: SAI Mod
« on: Monday, July 29, 2013, 19:40:35 PM »
I haven't been following this closely, will it have the same functionality as the 2.8.5 one? Like showing enemies spotted locations and what not?

That's my aim.

1684
General Chat / Re: SAI Mod
« on: Monday, July 29, 2013, 13:18:56 PM »
as an interaction and inside AP, theres almost no option to SV owners. unless you dont allow to report enemies or make Ap read from the sv.

SV=Server?

1685
General Chat / Re: SAI Mod
« on: Monday, July 29, 2013, 12:54:28 PM »
So, does the server admin decide or does the client decide if sai is to be used?

dunno.. what do you think would be the best?

1686
General Chat / Re: SAI Mod
« on: Monday, July 29, 2013, 11:50:25 AM »
I've also been able to move some of the hardcoded values into the ini file:


Code: [Select]
[SAI.MyInteraction]
bRadarShow=True
bRadarShowClassic=False
bRadarShowPlayerInfoNames=True
bRotateRadarAroundPlayer=True
RadarDrawOpacity=255

SAI_MapName=Bridge
SAI_MapOffset=(X=2176.000000,Y=-966.000000,Z=0.000000)
SAI_MapSize=14000.000000

SAI_MapName=Bridge_SE
SAI_MapOffset=(X=656.000000,Y=-768.000000,Z=0.000000)
SAI_MapSize=13000.000000

SAI_MapName=SFSandstorm
SAI_MapOffset=(X=-3616.000000,Y=-14496.000000,Z=0.000000)
SAI_MapSize=13500.000000

SAI_MapName=SFvillage
SAI_MapOffset=(X=-2467.000000,Y=1906.000000,Z=0.000000)
SAI_MapSize=5500.000000

SAI_MapName=FLS
SAI_MapOffset=(X=-1328.000000,Y=-2464.000000,Z=0.000000)
SAI_MapSize=12000.000000

1687
General Chat / Re: SAI Mod
« on: Monday, July 29, 2013, 11:24:03 AM »
Latest version:


I've been able to turn off the classic Compass.
So now the client can be configured in 4 states

SAI on, Classic on
SAI off, Classic on
SAI on, Classic off
SAI off, Classic off


Aliases[30]=(Command="DecreaseRange | SAIZoomOut",Alias="ZoomOut")
Aliases[31]=(Command="IncreaseRange | SAIZoomIn",Alias="ZoomIn")
MouseWheelDown=ZoomOut
MouseWheelUp=ZoomIn

Worked, thx.

1688
General Chat / Re: SAI Mod
« on: Sunday, July 28, 2013, 21:37:27 PM »
as this is an Interaction, must be built with AntiPoke.
and GJ :)

Any idea how to solve the keybind problem?

Code: [Select]
Aliases[41]=(Command="DecreaseRange | SAIZoomOut",Alias="ZoomOut")
Aliases[42]=(Command="IncreaseRange | SAIZoomIn",Alias="ZoomIn")
..
..
MouseWheelDown=ZoomOut
MouseWheelUp=ZoomIn

My limited knowledge sadi it would work, but it don't

1689
General Chat / Re: SAI Mod
« on: Sunday, July 28, 2013, 20:51:56 PM »
I need some advice on keybinding.

To get the SAI to Zoom in/out I've created 2 functions SAIZoomIn/SAIZoomOut that I've binded to mousewheelup/down like this in User.ini

Code: [Select]
MouseWheelDown=SAIZoomIn
MouseWheelUp=SAIZoomOut

Works like a charm
This was the original
Code: [Select]
MouseWheelDown=DecreaseRange
MouseWheelUp=IncreaseRange

I assume that DecreaseRange and IncreaseRange is functions that are useful for something so since I replaced them with my own I'm guessing I have fucked up something?

Is the solution using aliases?

on 2.8.5 it has this in user.ini:
Code: [Select]
Aliases[44]=(Command="DecreaseRange | Zoomout | SAIZoomOut | ShiftDriveGearsDown",Alias="ZoomOut")
Aliases[45]=(Command="IncreaseRange | Zoomin | SAIZoomIn | ShiftDriveGearsUp",Alias="ZoomIn")

and

Code: [Select]
MouseWheelDown=Zoomout
MouseWheelUp=Zoomin

I tried to use that on 2.5, unsuccessfully.
Did I make a mistake or do aliases work different in 2.5?

1690
General Chat / Re: SAI Mod
« on: Sunday, July 28, 2013, 19:36:22 PM »
Here is the latest version.

Ignore the text top/left, just debug information I use.



1691
General Chat / Re: SAI Mod
« on: Sunday, July 28, 2013, 18:01:17 PM »
Do you realize you'll have to make images for us? :)

SAI Images?
Nah... I'll rip the 2.8.5 ones for the standard maps.
When it comes to the [mAAP] ones, I think you are better suited to do those :)

1692
General Chat / Re: SAI Mod
« on: Sunday, July 28, 2013, 17:39:17 PM »
I've solved the map image loading, without having to hardcode the texture name in the SAI code, I use this instead
Code: [Select]
NewMapImage=Material(DynamicLoadObject("T_AAO_Maps.SAI.t_maps_sai_" $ myLevel.sLevelName,Class'Texture'));
The other information that is unique for each map, I still haven't solved yet, but I'm aiming to be able to configure it through SAI.ini

I'll move all SAI relevant textures to a new package, I will call it T-SAI.utx, any objections?


In 2.8.5 there is a class called RadarImageVolume that can be placed in a map, allowing the SAI to show different images depending on the elevation of the player.

Code: [Select]
Struct ImageStratum
{
var float LowerBound;
var float UpperBound;
var Material RadarImage;
};


Hospital has 3 levels
t_maps_sai_hospital


t_maps_sai_hospital_mid


t_maps_sai_hospital_roof



1693
General Chat / Re: SAI Mod
« on: Saturday, July 27, 2013, 13:16:03 PM »
It's funny, you're faster at coding something than I am at Photoshopping the same thing :)

I would say that if SAI is enabled, disable overhead compass. That way, people can choose between them.

It's not so much coding at this point, it's more fixing the code that I ripped out of 2.8.5 and making it work.
in 2.8.5 it was an UI control, and the one i'm coding will be an interaction, so it's some work there to make it work.

1694
General Chat / Re: SAI Mod
« on: Saturday, July 27, 2013, 13:13:54 PM »
So if i'm right, everytime you shout ''enemy spotted'', a wild enemy appears on the radar for a couple seconds?
Isn't this gonna cause a huge spam?

I think there was a timer that limited reporting in 2.8.5, I'm gonna follow 2.8.5 as much as I can.

1695
General Chat / Re: SAI Mod
« on: Saturday, July 27, 2013, 13:11:49 PM »
Great job!  :D I would say the compass won't be needed anymore.

Which "entity" does this stand for?

Code: [Select]
DrawSpottedESS

Here is the 2.8.5 code for DrawSpottedESS:
Code: [Select]
Function DrawSpottedESS (Canvas C)
{
local int i;
local HumanController.ESSObjectData ESSObjectSpotted;
local Vector DrawLocation;
local float IconDrawScale;
local float FadeOutBlend;
local Object.Color cLethality;
MyController.ClearOldNonLethalESSSpotted();
for (i=0; i<MyController.FoundESSObject.Length; i++)
{
ESSObjectSpotted=MyController.FoundESSObject[i];
DrawLocation=WorldToMapCoords(ESSObjectSpotted.SpottedLocation);
DrawLocation=MapToScreenCoords(DrawLocation);
DrawLocation.Z=0;
IconDrawScale=FMin(BaseDrawScale,1);
CullRadarElement(DrawLocation,IconDrawScale);
if (! ESSObjectSpotted.bLethal)
{
FadeOutBlend=1 - myLevel.TimeSeconds - ESSObjectSpotted.TimeSpottedSeconds / ESSObjectSpotted.LifeSpan;
FadeOutBlend=FClamp(FadeOutBlend * 2,0,1);
}
else
{
FadeOutBlend=1;
}
if (ESSObjectSpotted.bLethal)
{
cLethality=RedColor;
}
else
{
cLethality=YellowColor;
}
DrawBlink(C,cLethality,DrawLocation.X - DrawOffset_ESSIcon * IconDrawScale,DrawLocation.Y - DrawOffset_ESSIcon * IconDrawScale,ESSIcon.MaterialUSize() * IconDrawScale * cFrame.fScaleX + 5,ESSIcon.MaterialVSize() * IconDrawScale * cFrame.fScaleX + 5,ESSObjectSpotted.BlinkStartTime,ESSObjectSpotted.BlinkEndTime);
C.DrawColor=cLethality;
C.DrawColor.A=FadeOutBlend * 255;
C.SetPos(DrawLocation.X - IconDrawScale * DrawOffset_ESSIcon,DrawLocation.Y - IconDrawScale * DrawOffset_ESSIcon);
C.DrawTileScaled(ESSIcon,IconDrawScale * cFrame.fScaleX,IconDrawScale * cFrame.fScaleX);
}
C.DrawColor=cFrame.cHUD.HUDColor;
}

I'm a BC player, so I've never played a map with ESS, so your guess is as good as mine.
I assumed that it was similar to the Enemy spotted function, but for spotting enemies carrying an ESS obj?

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