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Messages - ELiZ

Pages: 1 ... 115 116 [117] 118 119 ... 140
1741
Server Support / Re: POLL, Server Mods
« on: Saturday, April 27, 2013, 13:56:55 PM »
Just to clairify, the Vote would be on BT, but we here would make the change.
The only way I know of to be able to make a server untracked if running mods is if we(devteam) code that into the server software.

1742
Server Support / Re: POLL, Server Mods
« on: Saturday, April 27, 2013, 13:31:57 PM »
I find the Tracking/Not Tracking point rather amusing, but that might be from a perspective of not caring about my stats myself. If we as a community move forward, all mods should be counted as the same, there should not be ANY approved mods.

That brings up an issue with the amount of votes, the ~30 votes there is now is not a valid count, and I think a decision should not be made until % 50 of active accounts has voted.

And since all that play has a BT account, the vote should be made there, not here.

1743
I got it the files.

your script copies

Code: [Select]
${IniFiles}/aa25srv.template ${SysDir}/server/aa25srv.iniLook in /aa25srv.template to see if the fault is in there.

Second possible problem with script:
You start server-bin with more parameters than it accepts. From reading your script, you already noticed the same thing.

Code: [Select]
VirtScrnExec="${SysDir}/server-bin ${ServerType} $mapgame -nohomedir -log=${LogDir}/${LogName}"
try this instead;

Code: [Select]
VirtScrnExec="${SysDir}/server-bin ${ServerType} $mapgame
Im not a linux person, so take these instructions as such.

1744
General Chat / Re: Co-op
« on: Friday, April 26, 2013, 13:26:08 PM »
so basically there will never be co-op?

I would not say that...    :)

1745
mAAp Project / Re: AA2.8.5Converter.v.1.3
« on: Thursday, April 25, 2013, 21:15:29 PM »
Updated with new version 1.3.

New in this version is the convertion of the uscript code, including converting the tokens. You should now be able to open the *.u files in UTPT and read the 2.8.5 functions.

1746
At startup System/aa25srv.ini gets deleted and Server/aa25srv.ini is copied into it's place.
Assist then makes changes to System/aa25srv.ini

To get to the Bottom of this, can you post or pm me the Server/aa25srv.ini

Remember to remove any password you have added to the file.


1747
General Chat / Re: SAI Mod
« on: Wednesday, April 24, 2013, 09:09:59 AM »
How complex should the 2.5 SAI be?

Show Friendlies
Show Reported Enemies
Show Objectives
Show Reported ESS

What have I forgotten?
It was so long since I played 2.8.5 I've forgotten most things about the 2.8.5 SAI.


1748
General Chat / Re: SAI Mod
« on: Wednesday, April 24, 2013, 06:16:19 AM »
Variables used in the 2.8.5 Levelinfo-class, but already exists in 2.5.0

Code: [Select]
var bool bShowRadarMap;
var string RadarMapImage;

New in the 2.8.5 Levelinfo Class


Code: [Select]
var float RadarMapSize;
var vector RadarMapOffset;
var array<float> RadarZoomLevels;

1749
General Chat / Re: SAI Mod
« on: Tuesday, April 23, 2013, 16:12:06 PM »
I moved all the post discussing Server mods to a new thread, please be on topic.

1750
General Chat / Re: SAI Mod
« on: Tuesday, April 23, 2013, 16:11:10 PM »
I moved the post about server mod's here from the SAI topic.

1751
General Chat / Re: SAI Mod
« on: Tuesday, April 23, 2013, 16:07:37 PM »
Here is some of the 2.8.5 code, from AGP_UI.u
3 classes you might find usefull.

This code should only be used as a reference, I don't garantee that the decompilation is correct, it's still a work in progress.
Code: [Select]
//================================================================================
// UIHUDCompass.
//================================================================================
class UIHUDCompass extends UIControl;

const kMaxObjectives= 8;
var(None) int ScaledObjectiveTextX;
var(None) int ScaledObjectiveTextY;
var(None) Texture _tLeft;
var(None) Texture _tRight;
var(None) Texture _BracketTexture;
var(None) UIControl _ElementList;
var(None) bool _InitializedObjectives;
var export Texture _tObjectiveSymbols;
var export string _sObjectiveSymbols;
var(None) Texture _tObjectiveUp;
var(None) Texture _tObjectiveDown;
var(None) Texture _tObjectiveLevel;
var export UIHUDCompassPointObj _Objectives;
var(None) UIHUDCompassPointV _TeamPoint;
var(None) Texture _tTeamSSG;
var(None) Texture _tTeamSGT;
var(None) Texture _tTeamPVT;
var(None) Texture _tTeamMedic;
var(None) Material _tTeamBleed;
var input Texture _tFT;
var(None) Texture _tTeamIFVIP;
var(None) Texture _tTeamSFCapt;
var(None) Texture _tTeamSSG1st;
var(None) Texture _tTeamIF;
var(None) bool _bIsSettingTarget;
const kArrowDeadRange= 132;
const kObjectiveArrowScaleX= 0.5;
const kObjectiveSize= 16;
const kObjectiveTextY= 112;
const kObjectiveTextX= 786;
const kLocationTextY= 82;
const kLocationTextX= 786;
const kCompassTextureWidth= 1024;
const kCompassY= 16;
const kCompassHeight= 32;
const kCompassWidth= 512;

function Destroyed ()
{
local(None) int i;
local(None) UIControl Control;
local(None) UIControl NextControl;

Super.Destroyed();
_tLeft=None;
_tRight=None;
_BracketTexture=None;
_TeamPoint=None;
_tTeamSSG=None;
_tTeamSGT=None;
_tTeamPVT=None;
_tTeamMedic=None;
_tTeamBleed=None;
_tTeamIFVIP=None;
_tTeamSFCapt=None;
_tTeamSSG1st=None;
_tTeamIF=None;
i=0;
JL0068:
if ( i < 8 )
{
_tObjectiveSymbols[i]=None;
if ( _Objectives[i] != None )
{
_Objectives[i].Destroyed();
_Objectives[i]=None;
}
i++;
goto JL0068;
}
Control=_ElementList;
JL00C9:
if ( Control != None )
{
NextControl=Control.cNextControl;
Control.Destroyed();
Control=NextControl;
goto JL00C9;
}
_ElementList=None;
return;
}

function IsSettingTarget ()
{
local(None) bool ReturnValue;

return _bIsSettingTarget;
return;
}

function SetTarget ()
{
local(None) bool E;

_bIsSettingTarget=E;
return;
}

function Draw ()
{
local(None) Canvas Canvas;
local(None) int oldstyle;
local(None) GameReplicationInfo GRI;
local(None) PlayerController PC;

if ( cFrame.cActor == None )
{
return;
}
if ( Pawn(cFrame.cActor) == None )
{
return;
}
oldstyle=Canvas.Style;
if (  !_InitializedObjectives )
{
InitializeObjectives();
}
PC=cFrame.cHUD.PlayerOwner;
GRI=PC.GameReplicationInfo;
if ( ShouldDrawCompass() )
{
if ( (GRI != None) &&  !GRI.bHUDHideCompass && (PC != None) &&  !PC.bHUDHideCompass )
{
DrawLocation(Canvas);
}
}
if ( ShouldDrawObjectiveList() )
{
if ( (GRI != None) &&  !GRI.bHUDHideCompass && (PC != None) &&  !PC.bHUDHideCompass )
{
DrawObjectiveList(Canvas);
}
}
Canvas.Style=oldstyle;
return;
}

function InitializeObjectives ()
{
local(None) BaseObjective obj;
local(None) UIHUDCompassPointObj objcompass;
local(None) int objnum;

objnum=0;
foreach cFrame.cActor.DynamicActors(Class'BaseObjective',obj)
{
if ( obj.IsA('AGP_Objective') )
{
objcompass=new (None,Class'UIHUDCompassPointObj');
objcompass.setObjective(obj);
objnum=obj.GetHUDPosition();
if ( objnum > 8 )
{
objnum=8 - 1;
}
objcompass.SetTexture(_tObjectiveSymbols[objnum]);
objcompass.SetText(_sObjectiveSymbols[objnum]);
objcompass.setOrder(objnum);
objcompass.Create(cFrame,cScreen,0,-1,0);
if ( _Objectives[objnum] == None )
{
_Objectives[objnum]=objcompass;
} else {
objcompass.cNextControl=_Objectives[objnum];
_Objectives[objnum]=objcompass;
}
}
}
_InitializedObjectives=True;
return;
}

function DrawCompass ()
{
local(None) Canvas Canvas;
local(None) float X;
local(None) float Y;
local(None) float fFOV;
local(None) int iCompassSrc;
local(None) int iCompassStart;
local(None) float fDegrees;
local(None) float Width;

if (  !ShouldDrawCompass() )
{
return;
}
if ( _tLeft == None )
{
Canvas.SetPos(100.00,100.00);
Canvas.DrawText("UIHUDCompass::Draw NO TEXTURE");
return;
}
Canvas.Style=6;
if ( cFrame != None )
{
Canvas.DrawColor=cFrame.cHUD.HUDColor;
}
X=Canvas.ClipX / 2 - 512 * cFrame.fScaleX / 2;
Y=16.00;
Canvas.SetPos(X,Y);
fFOV=Pawn(cFrame.cActor).Controller.FovAngle;
iCompassSrc=fFOV * 1024 * 2 / 360;
fDegrees=cFrame.cActor.Rotation.Yaw * 360.00 / 65535.00;
iCompassStart=fDegrees * 1024 * 2 / 360;
iCompassStart -= iCompassSrc / 2;
iCompassStart=iCompassStart % 2 * 1024;
JL01CC:
if ( iCompassStart < 0 )
{
iCompassStart += 2 * 1024;
goto JL01CC;
}
if ( iCompassStart <= 1024 )
{
if ( 1024 > iCompassSrc + iCompassStart )
{
Canvas.DrawTile(_tLeft,512.00 * cFrame.fScaleX,32.00 * cFrame.fScaleY,iCompassStart,0.00,iCompassSrc,_tLeft.VSize);
} else {
Width=(1024.00 - iCompassStart) / iCompassSrc;
Canvas.DrawTile(_tLeft,Width * 512 * cFrame.fScaleX,32.00 * cFrame.fScaleY,iCompassStart,0.00,_tLeft.USize - iCompassStart,_tLeft.VSize);
Canvas.SetPos(X + Width * 512 * cFrame.fScaleX,Y);
Width=1.00 - Width;
Canvas.DrawTile(_tRight,Width * 512 * cFrame.fScaleX,32.00 * cFrame.fScaleY,0.00,0.00,iCompassSrc - _tRight.USize - iCompassStart,_tRight.VSize);
}
} else {
if ( 1024 * 2 > iCompassSrc + iCompassStart )
{
Canvas.DrawTile(_tRight,512.00 * cFrame.fScaleX,32.00 * cFrame.fScaleY,iCompassStart - 1024,0.00,iCompassSrc,_tRight.VSize);
} else {
Width=(2.00 * 1024 - iCompassStart) / iCompassSrc;
Canvas.DrawTile(_tRight,Width * 512 * cFrame.fScaleX,32.00 * cFrame.fScaleY,iCompassStart - 1024,0.00,_tRight.USize - iCompassStart - 1024,_tRight.VSize);
Canvas.SetPos(X + Width * 512 * cFrame.fScaleX,Y);
Width=1.00 - Width;
Canvas.DrawTile(_tLeft,Width * 512 * cFrame.fScaleX,32.00 * cFrame.fScaleY,0.00,0.00,iCompassSrc - 2 * 1024 - iCompassStart,_tRight.VSize);
}
}
X=Canvas.ClipX / 2 - 512 * cFrame.fScaleX / 2;
Y=16.00;
Canvas.SetPos(X,Y);
Canvas.DrawTile(_BracketTexture,512.00 * cFrame.fScaleX,32.00 * cFrame.fScaleY,0.00,0.00,_BracketTexture.USize,_BracketTexture.VSize);
return;
}

function DrawLocation ()
{
local(None) Canvas Canvas;
local(None) Texture tobj;
local(None) float X;
local(None) float Y;
local(None) float XL;
local(None) float YL;
local(None) float Xi;
local(None) float Yi;
local(None) PlayerReplicationInfo myPRI;
local(None) string LocString;
local(None) Volume C;
local(None) BaseObjective obj;

if ( (Pawn(cFrame.cActor) != None) && (Pawn(cFrame.cActor).PlayerReplicationInfo != None) )
{
myPRI=Pawn(cFrame.cActor).PlayerReplicationInfo;
}
if ( (myPRI == None) || myPRI.isDead() )
{
return;
}
X=786.00 * cFrame.fScaleX;
Y=82.00 * cFrame.fScaleY;
C=myPRI.GetCommVolume();
if ( C != None )
{
obj=BaseObjective(myPRI.GetNearbyObjective(C));
}
if ( obj != None )
{
tobj=_tObjectiveSymbols[obj.GetHUDPosition()];
Xi=16.00 * cFrame.fScaleX;
Yi=16.00 * cFrame.fScaleY;
Canvas.SetPos(X - Xi,Y);
Canvas.DrawTile(tobj,Xi,Yi,0.00,0.00,tobj.USize,tobj.VSize);
Xi *= 1.50;
}
LocString=myPRI.GetLocationName(C);
Canvas.TextSize(LocString,XL,YL);
Canvas.SetPos(X - XL - Xi,Y);
Canvas.DrawTextClipped(LocString);
return;
}

function DrawObjectives ()
{
local(None) Canvas Canvas;
local(None) bool ReturnValue;
local(None) int ctr;
local(None) UIControl Current;
local(None) UIHUDCompassPoint currentpoint;
local(None) bool retval;

retval=False;
ctr=0;
JL000F:
if ( ctr < 8 )
{
Current=_Objectives[ctr];
JL002C:
if ( Current != None )
{
currentpoint=UIHUDCompassPoint(Current);
if ( currentpoint.IsA('UIHUDCompassPointObj') )
{
DrawCompassPoint(currentpoint,Canvas);
retval=True;
} else {
if ( (currentpoint != None) && currentpoint.IsOnCompass(Pawn(cFrame.cActor).Controller) )
{
DrawCompassPoint(currentpoint,Canvas);
}
}
Current=Current.cNextControl;
goto JL002C;
}
ctr++;
goto JL000F;
}
return retval;
return;
}

function ScaleControl ()
{
local(None) Canvas Canvas;

Super.ScaleControl(Canvas);
ScaledObjectiveTextX=786 * cFrame.fScaleX;
ScaledObjectiveTextY=112 * cFrame.fScaleY;
return;
}

function DrawObjectiveList ()
{
local(None) Canvas Canvas;
local(None) float X;
local(None) float Y;
local(None) float XL;
local(None) float YL;
local(None) int ctr;
local(None) UIControl Current;
local(None) UIHUDCompassPointObj currentobj;
local(None) string ObjString;

X=ScaledObjectiveTextX;
Y=ScaledObjectiveTextY;
Canvas.SetPos(X,Y);
if ( _bIsSettingTarget )
{
Canvas.TextSize("SET SQUAD TARGET:",XL,YL);
Canvas.SetPos(X - XL,Y);
Canvas.DrawTextClipped("SET SQUAD TARGET:");
} else {
Canvas.TextSize("OBJECTIVES",XL,YL);
Canvas.SetPos(X - XL,Y);
Canvas.DrawTextClipped("OBJECTIVES");
}
Y += YL * 0.50;
ctr=0;
JL011B:
if ( ctr < 8 )
{
Current=_Objectives[ctr];
JL0138:
if ( Current != None )
{
currentobj=UIHUDCompassPointObj(Current);
if ( currentobj != None )
{
ObjString=currentobj.GetString();
}
if ( (currentobj == None) ||  !currentobj.IsEnabled() || (ObjString == "") )
{
Current=Current.cNextControl;
} else {
Canvas.TextSize(ObjString,XL,YL);
Y += YL;
Canvas.SetPos(X - XL,Y);
Canvas.DrawTextClipped(ObjString);
Current=Current.cNextControl;
}
goto JL0138;
}
ctr++;
goto JL011B;
}
return;
}

function DrawCompassPoint ()
{
local(None) UIHUDCompassPoint currentpoint;
local(None) Canvas Canvas;
local(None) float ptdegrees;
local(None) float fDegrees;
local(None) Material ptTexture;
local(None) float X;
local(None) float Y;
local(None) float XL;
local(None) float YL;
local(None) byte FT;
local(None) PlayerReplicationInfo myPRI;

if (  !_InitializedObjectives )
{
InitializeObjectives();
}
fDegrees=cFrame.cActor.Rotation.Yaw * 360.00 / 65535.00;
if ( (currentpoint == None) ||  !currentpoint.IsOnCompass(Pawn(cFrame.cActor).Controller) )
{
return;
}
if ( currentpoint.IsA('UIHUDCompassPointObj') && cFrame.cHUD.bHideCompassObjPoints )
{
return;
}
ptTexture=currentpoint.GetTexture();
ptdegrees=currentpoint.GetRotation(cFrame.cActor);
ptdegrees=ptdegrees - fDegrees;
if ( ptdegrees > 180.00 )
{
ptdegrees=ptdegrees - 360.00;
} else {
if ( ptdegrees < -180.00 )
{
ptdegrees=ptdegrees + 360.00;
}
}
X=ptdegrees / Pawn(cFrame.cActor).Controller.FovAngle / 2.00 * 512 * cFrame.fScaleX / 2.00;
if ( X <  -512 * cFrame.fScaleX / 2.00 )
{
X= -512 * cFrame.fScaleX / 2.00;
}
if ( X > 512 * cFrame.fScaleX / 2.00 )
{
X=512.00 * cFrame.fScaleX / 2.00;
}
X += Canvas.ClipX / 2.00;
XL=16.00 * cFrame.fScaleX;
X -= XL / 2.00;
X -= XL * 0.50 / 2.00;
Y=16.00 + 32 * cFrame.fScaleY + 5;
Canvas.SetPos(X,Y);
Canvas.DrawTile(ptTexture,XL,16.00 * cFrame.fScaleY,0.00,0.00,ptTexture.MaterialUSize(),ptTexture.MaterialVSize());
FT=currentpoint.getFT();
if ( FT != 255 )
{
Canvas.SetPos(X + 16 * cFrame.fScaleX / 4,Y + (16 + 2) * cFrame.fScaleY);
Canvas.DrawTile(_tFT[FT],XL / 2,16.00 * cFrame.fScaleY / 2,0.00,0.00,_tFT[FT].USize,_tFT[FT].VSize);
}
Canvas.SetPos(X + XL,Y);
YL=currentpoint.CompareHeight(cFrame.cActor);
if ( YL <  -132 )
{
ptTexture=_tObjectiveDown;
} else {
if ( YL > 132 )
{
ptTexture=_tObjectiveUp;
} else {
ptTexture=_tObjectiveLevel;
}
}
Canvas.DrawTile(ptTexture,XL * 0.50,16.00 * cFrame.fScaleY,0.00,0.00,ptTexture.MaterialUSize(),ptTexture.MaterialVSize());
if ( (Pawn(cFrame.cActor) != None) && (Pawn(cFrame.cActor).PlayerReplicationInfo != None) )
{
myPRI=Pawn(cFrame.cActor).PlayerReplicationInfo;
if ( (myPRI.Team != None) && currentpoint.IsA('UIHUDCompassPointObj') && UIHUDCompassPointObj(currentpoint).IsSquadTarget(myPRI.Team.TeamIndex) )
{
Canvas.SetPos(X,Y + (16 + 2) * cFrame.fScaleY);
ptTexture=currentpoint.GetTexture();
Canvas.DrawTile(ptTexture,XL,2.00,2.00,2.00,4.00,4.00);
}
}
return;
}

function DrawPlayer ()
{
local(None) Canvas Canvas;
local(None) PlayerReplicationInfo Player;
local(None) Material Icon;

if ( Icon == None )
{
return;
} else {
if ( Icon == _tTeamBleed )
{
Canvas.SetDrawColor(255,0,0,Canvas.DrawColor.A);
}
}
_TeamPoint.setVector(Player.GetPawnLocation());
_TeamPoint.SetTexture(Icon);
_TeamPoint.setFT(Player.FT);
DrawCompassPoint(_TeamPoint,Canvas);
Canvas.DrawColor=cFrame.cHUD.HUDColor;
return;
}

function GetPlayerIcon ()
{
local(None) PlayerReplicationInfo myPRI;
local(None) PlayerReplicationInfo otherPRI;
local(None) Material ReturnValue;

if ( (otherPRI == None) || otherPRI.isDead() || (myPRI == otherPRI) )
{
return None;
}
if ( myPRI.bIsMedic )
{
if ( otherPRI.bCallForMedic )
{
return _tTeamBleed;
}
}
if ( otherPRI.bIsMedic )
{
if ( myPRI.bCallForMedic || (myPRI.FT == otherPRI.FT) )
{
return _tTeamMedic;
}
}
if ( otherPRI.IsSquadLeader() &&  !otherPRI.bGuerrillaPS &&  !otherPRI.bSpecialForcesPS )
{
return _tTeamSSG;
} else {
if ( otherPRI.IsSquadLeader() && otherPRI.bSpecialForcesPS && otherPRI.bQualifiedSF )
{
return _tTeamSFCapt;
} else {
if ( otherPRI.IsSquadLeader() && otherPRI.bVIPPS )
{
return _tTeamIFVIP;
} else {
return None;
}
}
}
if ( myPRI.IsSquadLeader() )
{
if ( otherPRI.isTeamLeader() &&  !otherPRI.bSpecialForcesPS &&  !otherPRI.bGuerrillaPS )
{
return _tTeamSGT;
} else {
if ( otherPRI.isTeamLeader() && otherPRI.bSpecialForcesPS && otherPRI.bQualifiedSF )
{
return _tTeamSSG1st;
} else {
return None;
}
}
} else {
if ( myPRI.isTeamLeader() )
{
if ( (otherPRI.FT == myPRI.FT) &&  !otherPRI.bSpecialForcesPS &&  !otherPRI.bGuerrillaPS )
{
return _tTeamPVT;
} else {
if ( (otherPRI.FT == myPRI.FT) && otherPRI.bSpecialForcesPS && otherPRI.bQualifiedSF )
{
return _tTeamSSG;
} else {
if ( (otherPRI.FT == myPRI.FT) && otherPRI.bGuerrillaPS )
{
return _tTeamIF;
}
}
}
} else {
if ( (otherPRI.FT == myPRI.FT) && otherPRI.isTeamLeader() )
{
return _tTeamSGT;
}
}
}
return None;
return;
}

function DrawTeam ()
{
local(None) Canvas Canvas;
local(None) PlayerReplicationInfo myPRI;
local(None) PlayerReplicationInfo otherPRI;
local(None) int i;

if ( _TeamPoint == None )
{
_TeamPoint=new (None,Class'UIHUDCompassPointV');
}
if ( (Pawn(cFrame.cActor) != None) && (Pawn(cFrame.cActor).PlayerReplicationInfo != None) )
{
myPRI=Pawn(cFrame.cActor).PlayerReplicationInfo;
}
if ( (myPRI == None) || (myPRI.Team == None) )
{
return;
}
i=0;
JL00A3:
if ( i < myPRI.Team.Size )
{
otherPRI=myPRI.Team.GetFromList(i);
DrawPlayer(Canvas,otherPRI,GetPlayerIcon(myPRI,otherPRI));
i++;
goto JL00A3;
}
return;
}

function SetTexture ()
{
local(None) Texture pleft;

return;
}

function SetBracketTexture ()
{
local(None) Texture Tex;

_BracketTexture=Tex;
return;
}

function ShouldDrawCompass ()
{
local(None) bool ReturnValue;
local(None) Weapon wpn;

if ( cFrame.cHUD.PlayerOwner.IsInState('MedicTraining_SittingAtDesk') || cFrame.cHUD.PlayerOwner.IsInState('MedicTraining_SittingAtDesk2') || cFrame.cHUD.PlayerOwner.IsInState('MedicTraining_TakingExam') || cFrame.cHUD.PlayerOwner.IsInState('MedicTraining_TakingExam2') )
{
return False;
}
if ( Pawn(cFrame.cActor) == None )
{
return False;
}
wpn=Pawn(cFrame.cActor).Weapon;
if ( wpn == None )
{
return True;
}
return  !wpn.IsZoomed();
return;
}

function ShouldDrawLocation ()
{
local(None) bool ReturnValue;

return False;
return;
}

function ShouldDrawObjectiveList ()
{
local(None) bool ReturnValue;

return cFrame.cHUD.bShowObjectives &&  !cFrame.cHUD.bShowScores;
return;
}

function GetLastControl ()
{
local(None) UIControl ReturnValue;
local(None) UIControl Control;

Control=_ElementList;
JL000B:
if ( Control != None )
{
if ( Control.cNextControl == None )
{
return Control;
}
Control=Control.cNextControl;
goto JL000B;
}
return Control;
return;
}

function AddControlToTail ()
{
local(None) UIControl Control;
local(None) UIControl lastcontrol;

lastcontrol=GetLastControl();
if ( lastcontrol == None )
{
_ElementList=Control;
} else {
lastcontrol.cNextControl=Control;
}
return;
}

function GetControl ()
{
local(None) int Id;
local(None) UIControl ReturnValue;
local(None) UIControl Control;

Control=_ElementList;
JL000B:
if ( Control != None )
{
if ( Control.GetID() == Id )
{
return Control;
}
Control=Control.cNextControl;
goto JL000B;
}
return None;
return;
}

function EnableControl ()
{
local(None) int Id;
local(None) bool State;
local(None) bool ReturnValue;
local(None) UIControl Control;

Control=GetControl(Id);
if ( Control == None )
{
return False;
} else {
Control.SetEnabled(State);
return True;
}
return;
}

defaultproperties
{
    _tLeft=Texture'T_AA2_UI.HUD.hud_nav_compass_01'
    _tRight=Texture'T_AA2_UI.HUD.hud_nav_compass_02'
    _tObjectiveSymbols(0)=Texture'T_AA2_UI.HUD.ui_hud_obj_A'
    _tObjectiveSymbols(1)=Texture'T_AA2_UI.HUD.ui_hud_obj_B'
    _tObjectiveSymbols(2)=Texture'T_AA2_UI.HUD.ui_hud_obj_C'
    _tObjectiveSymbols(3)=Texture'T_AA2_UI.HUD.ui_hud_obj_D'
    _tObjectiveSymbols(4)=Texture'T_AA2_UI.HUD.ui_hud_obj_E'
    _tObjectiveSymbols(5)=Texture'T_AA2_UI.HUD.ui_hud_obj_F'
    _tObjectiveSymbols(6)=Texture'T_AA2_UI.HUD.ui_hud_obj_G'
    _tObjectiveSymbols(7)=Texture'T_AA2_UI.HUD.ui_hud_obj_H'
    _sObjectiveSymbols(0)="A"
    _sObjectiveSymbols(1)="B"
    _sObjectiveSymbols(2)="C"
    _sObjectiveSymbols(3)="D"
    _sObjectiveSymbols(4)="E"
    _sObjectiveSymbols(5)="F"
    _sObjectiveSymbols(6)="G"
    _sObjectiveSymbols(7)="H"
    _tObjectiveUp=Texture'T_AA2_UI.HUD.ui_hud_obj_up'
    _tObjectiveDown=Texture'T_AA2_UI.HUD.ui_hud_obj_down'
    _tObjectiveLevel=Texture'T_AA2_UI.HUD.ui_hud_obj_level'
    _tTeamSSG=Texture'T_AA2_UI.HUD.hud_rank_ssg'
    _tTeamSGT=Texture'T_AA2_UI.HUD.hud_rank_sgt'
    _tTeamPVT=Texture'T_AA2_UI.HUD.hud_rank_pvt'
    _tTeamMedic=Texture'T_AA2_UI.HUD.ui_hud_medic'
    _tTeamBleed=FinalBlend'T_AA2_UI.HUD.ui_hud_bleeding_fb'
    _tFT(0)=Texture'T_AA2_UI.HUD.hud_fireteam_a'
    _tFT(1)=Texture'T_AA2_UI.HUD.hud_fireteam_b'
    _tFT(2)=Texture'T_AA2_UI.HUD.hud_fireteam_c'
    _tFT(3)=Texture'T_AA2_UI.HUD.hud_fireteam_d'
    _tTeamIFVIP=Texture'T_AA2_UI.HUD.hud_rank_VIP'
    _tTeamSFCapt=Texture'T_AA2_UI.HUD.hud_rank_captain'
    _tTeamSSG1st=Texture'T_AA2_UI.HUD.hud_rank_staffsgt_1st'
    _tTeamIF=Texture'T_AA2_UI.HUD.hud_rank_indigenous'
}

Code: [Select]
//================================================================================
// UIHUD_Radar.
//================================================================================
class UIHUD_Radar extends UIControl;

var(None) Material _tGrid;
var(None) Range GridRange;
var(None) float CurrentRange;
var(None) Position GridUV;
var(None) array<UIHUD_RadarDot> RadarDotPool;
var(None) PlayerReplicationInfo myPRI;
var(None) bool bFrontUp;
var(None) bool bMap;
var(None) int MapSize;
var(None) bool bInitialized;

function Initialize ()
{
local(None) string map_name;
local(None) Material NewMap;

map_name="T_AA2_UI.Map.Map_" $ cFrame.cActor.Level.sLevelName;
NewMap=Material(DynamicLoadObject(map_name,Class'Texture'));
if ( NewMap != None )
{
_tGrid=NewMap;
}
bInitialized=True;
return;
}

function ShouldDrawRadar ()
{
local(None) bool ReturnValue;
local(None) Weapon wpn;

if ( Pawn(cFrame.cActor).Controller.IsInState('MedicTraining_SittingAtDesk') || Pawn(cFrame.cActor).Controller.IsInState('MedicTraining_SittingAtDesk2') || Pawn(cFrame.cActor).Controller.IsInState('MedicTraining_TakingExam') || Pawn(cFrame.cActor).Controller.IsInState('MedicTraining_TakingExam2') )
{
return False;
}
if ( Pawn(cFrame.cActor) == None )
{
return False;
}
wpn=Pawn(cFrame.cActor).Weapon;
if ( wpn == None )
{
return True;
}
return  !wpn.IsZoomed();
return;
}

function Draw ()
{
local(None) Canvas C;
local(None) GameReplicationInfo GRI;
local(None) PlayerController PC;

if (  !bInitialized )
{
Initialize();
}
PC=cFrame.cHUD.PlayerOwner;
GRI=PC.GameReplicationInfo;
if ( ShouldDrawRadar() )
{
if (  !GRI.bHUDHideRadar &&  !PC.bHUDHideRadar )
{
UpdateRadarDots();
DrawRadarGrid(C);
}
}
return;
}

function DrawRadarGrid ()
{
local(None) Canvas C;

C.SetPos(_ScaledPos.X,_ScaledPos.Y);
C.SetDrawColor(255,255,255,C.DrawColor.A);
C.DrawTile(_tGrid,_ScaledPos.W,_ScaledPos.H,GridUV.X,GridUV.Y,GridUV.W,GridUV.H);
C.DrawColor=cFrame.cHUD.HUDColor;
return;
}

function UpdateRadarDots ()
{
local(None) TeamInfo MyTeam;
local(None) int i;
local(None) int draw_num;
local(None) float max_distance_s;

myPRI=Pawn(cFrame.cActor).PlayerReplicationInfo;
MyTeam=myPRI.Team;
if ( MyTeam != None )
{
i=0;
JL0048:
if ( i < MyTeam.Size )
{
if ( ShouldDraw(MyTeam.TeamList[i]) )
{
UpdateRadarDot(MyTeam.TeamList[i],draw_num);
max_distance_s=FMax(max_distance_s,RadarDotPool[draw_num].GetDistanceSquared());
draw_num++;
}
i++;
goto JL0048;
}
} else {
UpdateRadarDot(myPRI,draw_num);
draw_num++;
}
UpdateCurrentRange(Sqrt(max_distance_s));
i=draw_num;
JL0101:
if ( i < RadarDotPool )
{
RadarDotPool[i].bVisible=False;
i++;
goto JL0101;
}
return;
}

function CreateNewRadarDot ()
{
local(None) UIHUD_RadarDot NewRadarDot;

cScreen.AddHUDBaseDisplay("AGP_UI.UIHUD_RadarDot",-1,_Pos,1);
NewRadarDot=UIHUD_RadarDot(cScreen.GetLastControl());
NewRadarDot.SetMyRadar(self);
NewRadarDot.ScaleControl(None);
RadarDotPool[RadarDotPool]=NewRadarDot;
return;
}

function UpdateRadarDot ()
{
local(None) PlayerReplicationInfo PRI;
local(None) int draw_number;
local(None) UIHUD_RadarDot RadarDot;
local(None) Vector MyLoc;
local(None) Vector DotLoc;
local(None) Vector RelLoc;
local(None) Rotator R;

JL0000:
if ( RadarDotPool <= draw_number )
{
CreateNewRadarDot();
goto JL0000;
}
RadarDot=RadarDotPool[draw_number];
RadarDot.bVisible=True;
MyLoc=myPRI.GetPawnLocation();
DotLoc=PRI.GetPawnLocation();
RelLoc=MyLoc - DotLoc;
if ( bFrontUp )
{
R.Yaw=myPRI.GetMyPawn().Rotation.Yaw;
RelLoc=RelLoc << R;
}
RadarDot.SetRadarDotXY(RelLoc.X,RelLoc.Y);
return;
}

function ShouldDraw ()
{
local(None) PlayerReplicationInfo PRI;
local(None) bool ReturnValue;

if ( PRI.isDead() )
{
return False;
} else {
return True;
}
return;
}

function UpdateCurrentRange ()
{
local(None) float max_distance;
local(None) float NewRange;

NewRange=FClamp(max_distance * 1.50,GridRange.Min,GridRange.Max);
if ( (NewRange != CurrentRange) || bMap )
{
SetCurrentRange(NewRange);
}
return;
}

function SetCurrentRange ()
{
local(None) float NewRange;
local(None) float ratio;
local(None) float u_max;
local(None) float v_max;
local(None) Vector CenterLoc;
local(None) float U;
local(None) float V;
local(None) float X;
local(None) float Y;
local(None) float X1;
local(None) float X2;
local(None) float Y1;
local(None) float Y2;

CurrentRange=NewRange;
u_max=_tGrid.MaterialUSize();
v_max=_tGrid.MaterialVSize();
if ( bMap )
{
CenterLoc=myPRI.GetMyPawn().Location;
X=CenterLoc.Y;
Y= -CenterLoc.X;
X += MapSize / 2;
Y += MapSize / 2;
X1=X - CurrentRange;
Y1=Y - CurrentRange;
X2=X + CurrentRange;
Y2=Y + CurrentRange;
GridUV.X=u_max * X1 / MapSize;
GridUV.Y=v_max * Y1 / MapSize;
GridUV.W=u_max * (X2 - X1) / MapSize;
GridUV.H=v_max * (Y2 - Y1) / MapSize;
} else {
ratio=1.00 - CurrentRange / GridRange.Max;
U=ratio * u_max / 2;
V=ratio * v_max / 2;
GridUV.X=U;
GridUV.Y=V;
GridUV.W=u_max - U - U;
GridUV.H=v_max - V - V;
}
return;
}

defaultproperties
{
    GridRange=(Min=0.00, Max=1.60231035868848196E34)
    bMap=True
    MapSize=32768
}

Code: [Select]
//================================================================================
// UIHUD_RadarDot.
//================================================================================
class UIHUD_RadarDot extends UIControl;

var(None) bool bVisible;
var(None) Material _tPlayerDot;
var(None) float X;
var(None) float Y;
var(None) float dot_size;
var(None) Position PlayerXY;
var(None) UIHUD_Radar MyRadar;

function SetMyRadar ()
{
local(None) UIHUD_Radar NewRadar;

MyRadar=NewRadar;
return;
}

function Draw ()
{
local(None) Canvas C;

if ( bVisible )
{
UpdatePlayerDot();
DrawPlayerDot(C);
}
return;
}

function DrawPlayerDot ()
{
local(None) Canvas C;

C.SetPos(PlayerXY.X,PlayerXY.Y);
C.DrawTile(_tPlayerDot,PlayerXY.W,PlayerXY.H,0.00,0.00,_tPlayerDot.MaterialUSize(),_tPlayerDot.MaterialVSize());
return;
}

function UpdatePlayerDot ()
{
local(None) float draw_x;
local(None) float draw_y;
local(None) float draw_size;
local(None) float screen_x;
local(None) float screen_y;
local(None) float Size;
local(None) float size_squared;
local(None) float Range;

Range=MyRadar.CurrentRange;
draw_size=dot_size * (1 - Range / MyRadar.GridRange.Max);
draw_size=FMax(draw_size,8.00);
size_squared=GetDistanceSquared();
if ( size_squared > Range * Range )
{
Size=Sqrt(size_squared);
draw_x=X / Size * Range;
draw_y=Y / Size * Range;
draw_size *= 1.50;
} else {
draw_x=X;
draw_y=Y;
}
screen_x=( -draw_y / Range + 1.00) / 2;
screen_y=(draw_x / Range + 1.00) / 2;
PlayerXY.W=draw_size;
PlayerXY.H=draw_size;
PlayerXY.X=_ScaledPos.X + _ScaledPos.W * screen_x - draw_size / 2;
PlayerXY.Y=_ScaledPos.Y + _ScaledPos.H * screen_y - draw_size / 2;
return;
}

function SetRadarDotXY ()
{
local(None) float new_x;
local(None) float new_y;

X=new_x;
Y=new_y;
return;
}

function GetDistanceSquared ()
{
local(None) float ReturnValue;

return X * X + Y * Y;
return;
}

defaultproperties
{
    _tPlayerDot=Texture'T_AA2_UI.HUD.hud_group_army'
    dot_size=32.00
}

1752
General Chat / Re: SAI Mod
« on: Monday, April 22, 2013, 07:41:10 AM »
Reason I asked of the current state of your SAi was that I have done some further work on the Byteconverter of the uscripts of 2.8.5 and should have complete access to the 2.8.5 SAI related stuff.

1753
General Chat / Re: SAI Mod
« on: Saturday, April 20, 2013, 16:08:23 PM »
For a proper SAI(where you can report enemies) server must be involved to replicate data beween clients, is that easy to do?
I have only done client side scripting, never used replication.


1754
General Chat / Re: Install Location
« on: Sunday, April 14, 2013, 19:46:43 PM »
From the FAQ located here:
http://aao25.com/info


Quote
QUESTION: Can I change the location where assist stores the game and data files?

Quote
ANSWER: Yes, If you want assist to store its data somewhere else create a folder called '25Assist' in the same place as your 25Assist.exe (and 25Assist Libs) and it will see and use that folder instead of its usual one. You can also MOVE your exising 25Assist from the location mentioned above the the new location.

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