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Messages - Possessed

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2386
General Chat / Re: AA - M16, AR & AK 3D Sights
« on: Sunday, June 03, 2012, 00:53:33 AM »
Get coding then :)
why not compiling an all-in-one package?, like antipoke+cameratexture+triggerlight+karma+something else lol
will look the light thing if my son sleep.... 1:50 am.

2387
General Chat / Re: AA - M16, AR & AK 3D Sights
« on: Sunday, June 03, 2012, 00:40:54 AM »
Possessed, these are all EditObj right? The 3D sights would be cool to have, can you make a mod to force them? The lighting is interesting too.

I always thought this would be cool to have:
http://wiki.beyondunreal.com/Legacy:SquirrelZero/RealtimeShadows
Yes, I did all using editobj/pokes
It's possible to force(I know how to do client-side), but they won't work like the M4 sight, needs more research lol
about the light, it must be in Assist :P, it does miss a "fade" effect because when u get out of the light source the effect just disappear instantly :D

2388
General Chat / BobDumping & DramaticLighting
« on: Sunday, June 03, 2012, 00:02:41 AM »
[youtube]http://www.youtube.com/watch?v=7gKAAYC-8nc[/youtube]

sry for the Low quality + No Sound, I will take a look for good codecs later :P
Recorded using Dxtory http://dxtory.com/v2-home-en.html

2389
General Chat / Re: AA - M16, AR & AK 3D Sights
« on: Saturday, June 02, 2012, 19:20:27 PM »
Everything works normally, except the gun moves too much to aim properly. I used to increase weaponbob because it looked good when walking. But it was terrible to zoom with the M4.
I saw the weapon bob video on youtube, did not saw the difference lol
I'm thinking of a  Mod to lower this value when (b)InZoom, gonna see if it works with "Set" command, I hate to use Iron sight on M4, Reflex sight aren't bad :D

2390
General Chat / Re: AA - M16, AR & AK 3D Sights
« on: Saturday, June 02, 2012, 19:01:55 PM »
Cool

Fun fact: weaponbob affects the "bounce" of 3d sights as well.
does it affect the animation or the aim at all(like recoil accuracy)?
---
and I did it with EditObj, m16 and ak sights were already in the correct position, had to tune AR sight, almost every aspect of view can be modified, for some reason when I use 3d it doesn't come back to the normal view(like the overlay sights do)

2391
General Chat / AA - M16, AR & AK 3D Sights
« on: Saturday, June 02, 2012, 17:35:03 PM »
AR sight was "done by hand". I forgot to put the Texture settings on Max.



2392
mAAp Project / Re: Simple Questions in the Editor
« on: Friday, June 01, 2012, 22:33:31 PM »
I find it easier just to copy them from a map and edit to your liking. That way you don't have to do stuff like choose what team it is. Yeah, that's how lazy I am. :P

create 1 PlayerStart and then Duplicate it :D

2393
General Chat / Re: AA2.5 Server Requirements
« on: Friday, June 01, 2012, 22:28:29 PM »
So I am best looking at more brute "ghz power", than multiple cores?
Was going to use a stripped down 64bit gentoo, but unsure if the AA2.5 server supports 64bit OS.
Ram is no issue, Internet is fibre.

nope, I said single-core because I think one core should be enough to run it without any problem, the game itself doesn't use more than 1 core(old game), dont know about the server  :D,  generally 64bits OS can run 32bits applications,

edit: Server will run fine on 64bits, there was a server running on Debian 64bits:D

2394
General Chat / Re: AA2.5 Server Requirements
« on: Friday, June 01, 2012, 22:13:57 PM »
I think a 3.0ghz single-core processor + 1 gb of ram its enough, 2mb of net should be ok, but well, idk about net :D

2395
General Chat / Re: Server Question
« on: Friday, June 01, 2012, 22:04:58 PM »
edit tours.ini

2396
Bug Reports / Re: Nigh Vision Bug
« on: Friday, June 01, 2012, 21:08:42 PM »
graphical prob. I think

2397
mAAp Project / Re: Latest Project
« on: Thursday, May 31, 2012, 15:21:27 PM »
well, I think AGP_Gameplay.u from this SDK(runtime code) Link* can be used to add the obj, you wil have to switch between both files because this one is stripped, add obj must be the last thing to.

page 2 :o

2398
mAAp Project / Re: Latest Project
« on: Thursday, May 31, 2012, 01:23:07 AM »
well, I think AGP_Gameplay.u from this SDK(runtime code) Link* can be used to add the obj, you wil have to switch between both files because this one is stripped, add obj must be the last thing to.

2399
mAAp Project / Re: Latest Project
« on: Thursday, May 31, 2012, 00:53:00 AM »
u should see my complete package
we aren't talking about your anus.

2400
mAAp Project / Re: Latest Project
« on: Thursday, May 31, 2012, 00:48:58 AM »
Why not dump the CarryObjective script. Keep only the variable names and function names. Then compile it the usual way. It should load in the editor if you put the EditPackages line for armyops.ini

unless u tell the editor to load this class from agp_gameplay, u will need to make a complete package.

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