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Messages - Alex

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1936
mAAp Project / Re: Rooftop Map
« on: Friday, May 11, 2012, 16:13:36 PM »
maybe you can add a rope on the side of teh building to teams can rappel down the rope and through the window into the floor below....just more ways to get into and out of this office area you're thinking of.
I don't see how a rappel could ever be possible with just the editor. We'd need something like that coded into the game. We could make it like a ladder but that would be lame.

1937
General Chat / Re: server setup question
« on: Friday, May 11, 2012, 16:10:41 PM »
HackHunter.ini is a Configuration file, not the Mod it self, so no kick.
Is it now? Didn't know that. :P  That seems like a loophole though if anyone can just change the amount.

1938
General Chat / Re: server setup question
« on: Friday, May 11, 2012, 16:06:40 PM »
Thank you! I didn't realize it was that easy, or I would of done it myself and avoided the admins who didn't want to tell me that, to keep their game safe from mods/hackers (which I understand 100%)
You can't change it, you will get kicked for a file mismatch. It would need to be changed for everyone.

1939
General Chat / Re: server setup question
« on: Friday, May 11, 2012, 16:02:42 PM »
Hackhunter.ini > maxgrenades=5, change it.
No. Then that would defeat the purpose of hackhunter. Our main concern is for playing the game normally, to keep hackers out. We aren't going to weaken our system just so a mod can work with honor and tracking.

1940
General Chat / Re: server setup question
« on: Friday, May 11, 2012, 15:54:52 PM »

1941
General Chat / Re: server setup question
« on: Friday, May 11, 2012, 15:52:56 PM »
what GoD's refering to is when you mutate grenades and it gives you 50 of each grenade players get kicked off the server for cheatin and thats with out any mods just using the vanilla mutate included in aao25

when you mutate vip the server has to be restarted cuz you can't mutate after that round anymore

when you mutate normal the server gets stuck with normal weapons til the server restarts

when you use mutate g or gp  and want to have a no bullet round and just g or gp  you cannot mutate additional ammo to the players cuz when you must an additional mutate g/gp it sets that for the following round not the current one.

when you want to have a sniper only round you cannot delete pistols just to remove the temptation from using the pistol. which you also cannot mutate addition ammo for this weapon either

when you mutate rpg for a rocket round you cannot mutate addtional ammo when players run out.
1. The mutate feature in assist is a mod, it was just included into assist. It's still a mod by every definition as it modifies the vanilla game. The grenade count could be changes, but we need someone that can do it.

2. Yeah, I understand now. That should be fixed, but nobody here made the mod and I'm not sure if anyone is willing to fix it.

3. You can just use forceclass scripts to forceclass everyone the desired class. Like I said, I doubt anyone is willing to change the mutate mod. It would be great if someone did, but it's unlikely.

The rest fall under # 3 also.

1942
General Chat / Re: server setup question
« on: Friday, May 11, 2012, 15:36:00 PM »
No no no no..

The Mutate command's shot,

If I type mutate normal to have a normal bridge round, I cannot, no matter how many times I type it, get the server to come out of Normal mode (mutate SF(or another weapon) forcing us to restart the server.. Please if you know the way of doing so tell me..

Another one is, if we want to have a G/GP only round on the bridge, we can't do so without running mods that remove our honor / tracking.. As there is no forceclassing or mutating while the round is already started.. You must do so before the round starts.. and sure there's forceclassing, but I don't want to go and forceclass everyone 1 by 1..

Last but not least, sure we can remove hackhunter to have grenade rounds, but can't you guys lower the amount of grenades a bit so we don't have to loose honor / tracking.. ?
Wasn't aware that you couldn't switch back to normal. Although you can set the mod to default to normal.

As for removing honor/tracking, that's the point. We don't want modded servers being tracked. Mods can create an uneven playing field. Turn hackhunter off when you want to play with mods. It's not like a couple of rounds without tracking is a big deal anyways. You play the game for fun, right?

1943
General Chat / Re: server setup question
« on: Friday, May 11, 2012, 15:26:02 PM »
Of course, but still no-one wants to even attempt to fix the bugs that are there?

or even try to make it better?

All I was trying to say is the Assist mods could use an update!
What bugs? There are no bugs that I know of. The mods work perfectly fine with hackhunter off. Getting kicked for ammo exploit is not a bug, it's hackhunter working the way it should.

1944
General Chat / Re: server setup question
« on: Friday, May 11, 2012, 15:22:10 PM »
If this is being done, how bout an Update to the mod you guys have made as well.. ? The ONLY one we can get honor / tracked with..

Mutating to Normal, and you can't mutate back to random guns, how about the chance to give our players Reloads on G/GP without having to use Mods.. Also mutate grenades is just SHOT! Everyone gets kicked by hackhunter, and that's a Mod that you guys did!

We didn't make any of the mods, Jonny just included them into Assist. If you want to use mods, turn off hackhunter. It's that simple.

1945
mAAp Project / Re: Rooftop Map
« on: Friday, May 11, 2012, 14:32:17 PM »
I'm actually thinking about making a playable office area a floor beneath the building and just make it impossible for Assault to go across (like locked doors or something), that way their forced to use the roof and go down on the other side to the elevator. The distance as it is is kind of short so that would make it a little bit longer.

1946
General Chat / Re: server setup question
« on: Friday, May 11, 2012, 03:21:52 AM »
Thank you, our main concern was with running mods with hackhunter, and in someway getting our server banned.. is this possible?
Na, we don't ban servers here. But you will need to turn hackhunter off for some mods so your don't get kicked from the server.

1947
General Chat / Re: server setup question
« on: Friday, May 11, 2012, 03:18:20 AM »
We were looking into to running a few mods, but didn't want it to interfere with HackHunter..

http://www.aamods.com/ to be more specific...
Assist doesn't officially support any mods that are not built into it. Hackhunter will interfere with some of the mods, but you can easily disable hackhunter. Yes, that disables honor, but that's not all that important.

1948
mAAp Project / Re: Rooftop Map
« on: Friday, May 11, 2012, 03:15:59 AM »
A screenshot of what I added in the middle.

1949
Feedback & Suggestions / Re: Website improvements
« on: Friday, May 11, 2012, 01:04:40 AM »
I would also change the front page and place all those forum posts/news in a less prominent place. Instead I would put current game play videos, current in game photos and so forth.

The idea is to attract new and old players by all means.

Just some ideas
Why would you rather put gameplay videos instead of showing the latest news? The news section shows that the game is active, especially when we have the advertised pick up matches up on the front page. It seems counter productive to not make that the main attraction on the front page.

1950
General Chat / Re: Hand over of Command
« on: Thursday, May 10, 2012, 23:26:55 PM »
Are we ready to move on to the site administration and development into something a bit more professional/organized?

As I indicated in this thread, I am ready and willing to help with managing, developing and adding features to the site
Not quite sure what you mean by making it "more professional."

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