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Messages - Alex

Pages: 1 ... 130 131 [132] 133 134 ... 217
1966
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

1967
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.

1968
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.

1969
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.

1970
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.

1971
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?


1972
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)

1973
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.

1974
mAAp Project / Re: v7.2 Update
« on: Tuesday, May 08, 2012, 22:31:41 PM »
I didn't even realize there was a change log. :P

1975
mAAp Project / Re: v7.2 Update
« on: Tuesday, May 08, 2012, 22:13:16 PM »
And the breakout glitches?
Which are those? The one where you had to crouch going up the stairs has been fixed. Not really a bug though. 

1976
mAAp Project / Re: v7.2 Update
« on: Tuesday, May 08, 2012, 21:36:59 PM »
Are the spawns on Berg working? I'm not sure if that was fixed last update, it's been a while since I played that map.
Oh, yeah. I completely forgot about that.

1977
mAAp Project / Re: v7.2 Update
« on: Tuesday, May 08, 2012, 21:36:24 PM »
Would be cool if we can choose both old and digital camo, I mean a menu option to choose Digital or Old.
obvious for futures releases :D
Not possible. The camo is actually changed for each map. Meaning, we would have to have 2 of each map to choose camo, and even then, the entire server would be wearing the same camo.

1978
mAAp Project / Re: v7.2 Update
« on: Tuesday, May 08, 2012, 21:20:25 PM »
Square's now done for now.

EDIT; monkey Island still needs to be fixed, if it's even possible.

1979
mAAp Project / Re: v7.2 Update
« on: Tuesday, May 08, 2012, 21:16:38 PM »
Are Ice and Square fixed? Those were the main ones. I could probably swap the forest camo to digi camo if someone wants it this release.
I just need to get rid of the obj sounds and square will be good for release.

1980
mAAp Project / Re: v7.2 Update
« on: Tuesday, May 08, 2012, 21:05:31 PM »
My map is good to go for its first release. I'll go through it tonight looking for anything out of place, but it should be fine.


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