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Messages - Alex

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1936
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.

1937
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.

1938
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.

1939
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.

1940
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.

1941
mAAp Project / Re: Rooftop Map
« on: Friday, May 11, 2012, 03:15:59 AM »
A screenshot of what I added in the middle.

1942
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.

1943
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."

1944
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 22:10:31 PM »
Check out how the devs decorated the rooftops on sf extraction and sf hydro pump.
lol hydro pump. I did look at Water Treatment's roof but the problem is that it's not set up to be an even area of play, like my roof is. I'm currently focused on fixing some things in City Block but I'll see if I can get around to any of these ideas tonight. Great ideas though. I really like the slanted glass idea.

1945
News / Re: Round 4 (May 10) - Thursday Night Fights
« on: Thursday, May 10, 2012, 22:07:32 PM »
It's kinda difficult to join the TS3 server to play when you never mention what TS3 you're using.

1946
mAAp Project / Re: My first project!
« on: Thursday, May 10, 2012, 16:06:08 PM »
Looks like a BSP tear. They happen when you misplace BSP and don't keep things on the grid. Look at the BSP in the area, is anything not lined up to the grid? Static meshes can also cause problems if they overlap with BSP, but that's a lot more rare.

1947
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 14:02:10 PM »
it looks very open to me...im assuming you'll add stuff at the end right? otherwise i like the idea. Reminds me of Highrise
Yeah, I'm currently trying to figure out how to make it less open, where you can't see the other spawn.

1948
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 02:13:30 AM »
Works perfectly.  :)

It'll be funny when the first defense player gets on the elevator only to realize it goes nowhere. :P

1949
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 01:12:51 AM »
How about make the objective below the elevator and then have the elevator go down when someone is in it and take them down into the objective. This way they could still be shot while in the elevator and might make for an epic round where someone tosses a nade in at the last moment and they're trapped with it.
That's a pretty good idea. I'll see what I can do. :)

1950
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 01:06:55 AM »
The blue tunnel is the best tunnel.
For the comm locations I actually named them Blue Tunnel and Red Tunnel. :P

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