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Messages - Alex

Pages: 1 ... 145 146 [147] 148 149 ... 217
2191
mAAp Project / Re: City Block Map
« on: Monday, March 19, 2012, 17:44:24 PM »
hm, I'm actually thinking about making it not open normally from the inside. That gets rid of 2 problems, I don't have to sit here and try to figure out how they did it (door triggers are apparently for the fire alarms)  and it also gets rid of the door breacher glitch where if you open the door when a breacher is on it, the breacher disappears.

2192
mAAp Project / Re: City Block Map
« on: Monday, March 19, 2012, 17:37:29 PM »
If you take a look at the doors I put in Glass Kill House, they don't open with E. They open when the objective is completed.
I found out how they did it. Just added a door trigger. Now to find out how the hell that even works.

2193
General Chat / Re: Player look up
« on: Monday, March 19, 2012, 17:35:11 PM »
Still works for me.

2194
mAAp Project / Re: City Block Map
« on: Monday, March 19, 2012, 17:31:40 PM »
I think you need to open the object category for the mover actor. Change the inital state. I can't remember what all the initial states are, but you should be able to figure out which one to set by name.
The funny part is I copied the doors right from Dockside, and yet they don't work like they should. That leads me to believe something other than the door is set to block players from opening it.

Also, there will be nightvision since it's a night map.

2195
mAAp Project / Re: City Block Map
« on: Monday, March 19, 2012, 17:28:16 PM »
Ran into a small problem with the breachable doors. They work and you can blow them up with breaches, but you can also open them from both sides using E (or whatever key you have binded to USE). I have no idea how to stop this from happening.

2196
mAAp Project / Re: City Block Map
« on: Monday, March 19, 2012, 17:27:54 PM »
Ran into a small problem with the breachable doors. They work and you can blow them up with breaches, but you can also open them from both sides using E. I have no idea how to stop this from happening.

2197
mAAp Project / Re: City Block Map
« on: Monday, March 19, 2012, 16:59:54 PM »
U can force sf without 203 but whatever, I think I imagine the map bigger then it is.
Anyway great job
Watch the video and you'll see how big it actually is. I would say it around Urban Assault's size.

2198
Honor Claims / Re: lost honor
« on: Monday, March 19, 2012, 15:39:35 PM »
yeah its the right account,all I played is sf hospital,we used to own a server.All Im saying is that its wierd that my guild points to this guys profile.I know my honor was in the mid 90's,lol.Not a big deal.Just was wondering what happened.
Do you remember where in the 90's you were? You have enough points for over 90 honor, but probably lower 90's. Hazard says you're at least 92 honor.

 Any problems you have with the battletracker accounts have to be taken up with the people at battletracker. We do not control it.

2199
News / Re: New Website
« on: Monday, March 19, 2012, 15:30:24 PM »
Thats the best way to put it. A dark and light theme. Although that can get annoying for jared/spanky when they're doing work, they gotta change files in multiple folders. Scumbag SMF.

That's the important thing to remember. They don't owe us a dark theme. If they want to do the work then great, if not, so be it. They already spent time on this awesome theme. It's not like they're getting paid to do it.

2200
General Chat / Re: Unban Request
« on: Monday, March 19, 2012, 15:28:28 PM »
We kinda need to rework the policy and have everyone agree on a procedure. Although the only person I unbanned was Stemelex, but that was because he caught a virus and I was trying to catch his attention.
lol, the only person I ever banned was Stemlex for the whole editobj  situation. By the way, did we ever find anything out about that as far as false positives are concerned?

2201
News / Re: New Website
« on: Monday, March 19, 2012, 15:25:39 PM »
It would be neat to have a dark theme. I'd probably still use this one as I have already grown accustomed to it, but more options are always a good thing.

2202
General Chat / Re: Unban Request
« on: Monday, March 19, 2012, 15:17:46 PM »
thats just your opinion...i thought the last 3 people's story were jokes. And whats done is done, its in the past... either let it go or bring it back up in THAT thread.

i couldnt 100% say if he was lying or telling the truth... nothing wrong with giving somebody the benefit of the doubt every now and then.

How is admitting to using them "a joke" of a story? I'd love to know. This guy straight up lied to us and got unbanned. It's bullshit. This system obviously doesn't work. Maybe if he gave even a half plausible story you could give him the benefit of the doubt, but his story is one of the worst ones I have ever heard.

Not sure why I even bother checking the Hacking Alerts if they can just come here, deny it by saying their AA download came with hacks, and get unbanned. Seems like we'd save a lot of time by simply not banning people.

2203
mAAp Project / Re: City Block Map
« on: Monday, March 19, 2012, 13:53:56 PM »
+1, shooting a m203 requires very basic skills, makes little to no fun and by today it has become the new Lame Weapon of choice.

P.s. you said it is too small for SF weapons, but you're equipping some slots with an s24? I'm confuzzeled.
Yup. A sniper slot worked out great in Urban, and this way Spanky might actually play the map! :P

2204
mAAp Project / Re: City Block Map
« on: Monday, March 19, 2012, 13:40:58 PM »
Very nice map dude. Pretty much like the obj idea in a 2 floors building.Although I'm not against SF in that kind of maps
It's too small for SF weapons and everyone with a 203 would just kill the fun. It's like doing SF on Urban Assault, 203's flying everywhere to the point where it's just not fun anymore.

2205
mAAp Project / Re: City Block Map
« on: Monday, March 19, 2012, 10:36:08 AM »
How about a 3rd objective that is instant win if you capture it. But it's in a building with a breachable door. You would have to make the interior so that if some team does go in, the opposing team should have an time killing them so that it's not too easy to take the objective quickly. Objective could be on the second floor possibly (think how breakout has the open top floor which is easily nade-able from the bottom floor). OR you could increase the time it takes to capture the objective.
That's a pretty good idea. I'm thinking of putting a 2 story building and having a lot of windows and the objective on the second floor. Breachable doors on the bottom.

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