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Messages - Alex

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1996
News / Re: Round 4 (May 10) - Thursday Night Fights
« on: Monday, May 07, 2012, 23:18:25 PM »
I was thinking about joining in on Thursday (probably after 10 though)  but after seeing the maps I'll pass. CSAR is the only decent map there. Especially with the mass amount of players that have shown up the past couple of times I don't know why you're doing such maps as Pipeline and Weapons Cache. That would suck really badly.

1997
Introductions / Re: hello fuckers
« on: Monday, May 07, 2012, 22:11:27 PM »
The days when AA was fun?
That could be different periods of time for different people.

1998
Introductions / Re: hello fuckers
« on: Monday, May 07, 2012, 21:29:13 PM »
jason told me this shit was still going. who is still around from the good old days?

I hope i can get on after finals
Depends on what you define as "The good old days."

1999
mAAp Project / Re: Editor Question
« on: Monday, May 07, 2012, 15:28:52 PM »
Understandable but is there a way to make these "unreachable rooms" reachable?
Delete the playerblock.

2000
mAAp Project / Re: Editor Question
« on: Monday, May 07, 2012, 15:12:06 PM »
Yes i did build all and it still wont let me walk through the doorways. How would i check for a player block?
It will be a box or a sheet outlined in pink.

The pink outlines sheet is a  player block

2001
mAAp Project / Re: Editor Question
« on: Monday, May 07, 2012, 14:30:56 PM »
So lately ive been fooling around in the editor and ive run into a road block that hopefully someone can help me out with. Im just in Hospital and im just trying to open a few of the rooms and after i delete the doors and what not when i go in game i still cant run into the rooms. It's like there is an invisible wall there. Im guessing it has something to do with zone portals but im sure. Can anyone help me out here?
could be several things. Like spanky said, did you do build all before you saved the map? You have to. There could also be a player block there, although that seems more unlikely.

2002
mAAp Project / Re: Square - Round Points
« on: Sunday, May 06, 2012, 22:51:58 PM »
Perhaps look at adding an anti-portal between the outside ground and above the objective roof? As wide and long as possible.
That might work. The only problem is that we have no convenient way to test it that doesn't involve multiple people and an unofficial sever.

Meh, just remove the sounds until we can figure out a better way.
Yeah. The bottom objective shouldn't even have a sound to begin with.

2003
mAAp Project / Re: Square - Round Points
« on: Sunday, May 06, 2012, 21:20:24 PM »
The sound tab does not affect the objective sound. I just tested it but it should have been obvious before seeing as both objectives have a sound volume of 0. :P So the objective sounds won't get any quieter, but what we can do is remove them. Not sure if that's a better alternative or not.

2004
mAAp Project / Re: DIGITAL CAMO or WOODLAND/DESERTCAMO
« on: Sunday, May 06, 2012, 21:14:22 PM »
or a member of the community to do the texture work and then ask a dev to test/impliment it?
We already have the textures though.

2005
mAAp Project / Re: Square - Round Points
« on: Sunday, May 06, 2012, 13:06:15 PM »
Sound radius and Transistent sound radius values in the Sound tab are default for both objectives, therefore too high (64 and 300). Lowering them to around 15/20 and 20/25 will fit i think.



http://wiki.beyondunreal.com/UE2:Actor_properties_(UT2004)#TransientSoundRadius
I thought that was only for ambient sound.

2006
mAAp Project / Re: Square - Round Points
« on: Saturday, May 05, 2012, 23:27:50 PM »
Well I just messed around with Square and I changed the scoring in both the level properties and on each objective to the same numbers Urban Assault has. I'm not sure how much of an effect this will have as the numbers before weren't all that different from Urban Assault. Unfortunately there is no real way to test this without 4 people and an unofficial server seeing as scoring doesn't count until there are 4 people in the server.

Also, I fixed the team names. It's now Assault North and Assault South. As for the really loud objective sounds, I couldn't find anyway to make them quieter. All that was there is the place to choose what sound is played, when, and for how long.

2007
Honor Claims / Re: Honor Claim
« on: Saturday, May 05, 2012, 21:39:59 PM »
*facepalm*
He said he didn't think he had a tracker account, so I assumed he didn't have one. :/

2008
mAAp Project / Re: City Block Map
« on: Saturday, May 05, 2012, 21:28:34 PM »
Alright I added doors to the laundromat and the roll-up garage door on the warehouse.

2009
Honor Claims / Re: Honor Claim
« on: Saturday, May 05, 2012, 21:25:38 PM »
Actually, it seems you already had a battletracker account with the correct honor.

http://battletracker.com/playerstats/aao/765611/Zerbz./

2010
Honor Claims / Re: Honor Claim
« on: Saturday, May 05, 2012, 21:13:04 PM »
Wow yep thats me. I read the sticky, just didn't think I had a tracker account.
Well if you don't have a battletracker account you need to go create one. That's the only way to play AA. Once you create your account, post the link here and I'll update your honor.

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