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Messages - Alex

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1966
News / Re: Round 4 (May 10) - Thursday Night Fights
« on: Wednesday, May 09, 2012, 17:41:48 PM »
I might hop in after I get home from work (normally 10:30pm - 11:00pm) depending on how many people are on.

1967
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 17:36:16 PM »
Welllllll then we have a rapist in lincoln park.





I'm not sure, I have to look at it myself in the editor. But by the time I get the chance to do that, you will have probably fixed it. Check how your bsp is aligned with the subtraction volume. Unreal will not render bsp faces once they fall behind the fog distance. So who knows what it might be trying to do.
If it was a BSP tear wouldn't I see it without the distance fog though? the building is perfectly aligned with the subtraction. I'll mess around with the fog settings and see what happens.

1968
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 17:28:21 PM »
Try the map in 2.5. You don't need to make a server to test it. Distance fog can only be achieved with zoneinfo type actors.
Same thing happens in 2.5. I might just make the ground black, although that would look awkward for anyone who falls to their death.

1969
General Chat / Re: Re: Americas Army Server tweaking
« on: Wednesday, May 09, 2012, 17:07:31 PM »
revuka , i doubt anyone's interested in your x-fi tweaks , after all these guys are pubbers only , no competitive players whatsoever
lol. You're an idiot. We have several former competitive players here. One of our admins was a 2.8.5 competitive player.

1970
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 16:34:44 PM »
This is what happens when I use distance fog.



It acts like a BSP tear. No idea why.

Now I'm confused.

Add ZoneInfo actor. bdistancefog true under the Zone properties. Make sure distance fog is enabled in the 3D view.
I thought there was another way to add fog seeing as distance fog doesn't want to work for me. :P

1971
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 15:41:31 PM »
Add fog, change the color of it to black.
No idea how to add fog. I assumed it was under emitters but I can't find anything.

1972
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 15:30:42 PM »
Make it even taller and add black fog.
I have no idea how to add black fog.

1973
mAAp Project / Re: Noob Question.
« on: Wednesday, May 09, 2012, 15:16:44 PM »
lol guys seriously? It's 64x128x16.
hm, the way I do it is I get the door and edit the subtraction accordingly. :P

1974
mAAp Project / Re: Noob Question.
« on: Wednesday, May 09, 2012, 03:14:36 AM »
http://www.stegbar.com.au/pdf/Stegbar-Standard-Sizes.pdf

standard sizes for doors and windows (its a pdf)

even has the sizes for several different doors and window designs.
lmao. Good one.

1975
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 03:14:05 AM »
Hehe good job, I pretty like the idea. in my view it would be cool to have that sf with no 203 with that red point (so don't make it optional but automatic)
I don't think there is a way top force a certain scope (I use red dot anyways). Also, I'm not sure how to get the SF gun without 203. Might just got for the m4 like WC.

1976
mAAp Project / Re: Noob Question.
« on: Wednesday, May 09, 2012, 03:12:19 AM »
Whats the standard size of a doorway? :P lolz

Go to the actor class browser > Pawn > AGP Pawn > AGP_Character > choose a random character. This will show you how big/small human will appear in your level. It is very handy for scaling things.

1977
mAAp Project / Re: v7.2 Update
« on: Wednesday, May 09, 2012, 02:26:35 AM »
Just added MP_City_Block to the v7.2 folder as well as the briefings in the briefings folder.  ;D  I'm excited for it to actually be in AA.

I hope Square's point problem is fixed.

1978
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 01:23:17 AM »
Also, I made the building really fucking tall. Probably too tall. And no, I'm not going to player block the building. Walk near the edges at your own risk. :P
Also, I hate that you can see the ground, it looks really bad. Is there any way I can make it to where it kinda fades away, kinda like distance fog but not crappy?


1979
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 01:17:54 AM »
I just noticed you tested this in 2.4.1. I didn't know that was possible lawl.
It's the editor's test thing. Just hit the joystick and it loads the map up. Saves me the hassle of running a local server through AA.
 As far as sounds and lights go, a loud wind sound is a great idea. I don't have any sounds in it yet, nor do I even have a proper sky (right now is just a black background)

1980
mAAp Project / Rooftop Map
« on: Wednesday, May 09, 2012, 00:52:57 AM »
So I spent most of my day today (as you can tell, I have a super exciting life) laying the foundation for a new map, and this is pretty much the result of that. It's only a couple of hours of work and there is a lot of stuff to fix/add remove. More of a test map than anything.

My plan for it is attack/defend with assault having to get to the elevator on the other side of the building. I was thinking about making it VIP like SF Hospital but I'm leaning towards the way bridge does it. As for weapons, I want SF, but only if I can get SF without the 203.

[youtube]http://www.youtube.com/watch?v=osvDSQwWrso&feature=youtu.be[/youtube]

Got the idea for a rooftop map from the MW2 map Highrise.

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