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Messages - MothaGoosE

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241
Ban Appeals / Re: Poke
« on: Monday, July 16, 2012, 09:45:17 AM »
Really? That's all you got out of that post?

242
Ban Appeals / Re: Poke
« on: Monday, July 16, 2012, 08:50:43 AM »
@ Skrewup
Wow.. I guess it doesn't matter what I say - my words will get twisted to the wrong way.

What I was trying to say, is that I want to _know_ if there are ways to cheat, so I will be able to distinguish between a legit player or an exploiter.

If you are saying it like that, the whole Anti-Cheat staff should be banned from playing assist aswell.. because they also tried to figure out this stuff.


Anti-Cheat guys need to know how cheat works in order to do their work

- but that doesn't mean that they actually do cheat.

Anti-Malware guys probably need to know how a virus or malware works
- but that doesn't mean that they actually spread viruses.

What I am trying to say is, that in order to really know the bad stuff, you need to make contact with it -  and not just stay oblivious of it and demonize it.


Anyways thanks for your input Skrewup.

Look, you said you were looking for unfair advantages, and the system has proof that you did just that. Regardless of what you say, there is nothing that can confirm your intentions, so the only thing the admins have to go on is the evidence. Besides, you have to understand that you were wrong for doing what you did and you got yourself banned. Now people need to spend time helping/explaining things to you when you did this, knowing it was shady. Do you know how this looks? You are not on a Salem witch trial, there is clear evidence against you, so you can ditch that argument. Maybe if you own what you did and be honest, they'll think about it, but I'm not sure what you expect.

243
mAAp Project / Re: Unnamed map WIP
« on: Sunday, July 15, 2012, 23:21:05 PM »
Roger, will do. Thanks.

244
mAAp Project / Re: Unnamed map WIP
« on: Sunday, July 15, 2012, 21:52:36 PM »
To Jason: Thanks for that. It's a door I thought I had deleted. Apparently it was just chilling in the wall with a zone portal and a small subtractive brush. I believe this was the cause of the minor bsp tearing as well. Thanks dude, it's gone now. That door wasn't even supposed to be there. Also, I know what you mean with the doors. Initially, certain doors were placed to delay people coming up from the parking garage, but things have changed since and they are unnecessary. Also, I plan on deleting all of the doors the don't connect to the hallway in the offices above B.

Additionally, Blue, I have considered "color-coding" areas of the building, but I haven't decided on which textures I wanted yet. There is also the concern with the interior of the bridges not looking out of place. I was responsible for color-coding the basement hallways in Hospital SAR that max and I were working on for that same reason. I'm trying to make as little of the upper floors playable as I can, but I want them to look like they are a part of the same complex. I will also attempt to give clues with furniture and lighting. I might just color code the doors, instead of the walls, so you know what building you're in. All non-openable doors are the white door texture that says 'No Admittance' with the exception of the wooden doors in the cafeteria and kitchen. I want to make it clear what doors you can go through and which ones are fake.

Thanks for the feedback, it's great help, guys.

Also, to Blue: Is there an appropriate texture I can use for the offices and hallways that isnt ceiling tiles? I didn't take the size of the tiles into account when creating the bsp, and I'd rather not alter bsp at this point. I would also like to use the same lights. Or is there a better way to re-size the texture that isn't so drastic?

245
mAAp Project / Re: Unnamed map WIP
« on: Sunday, July 15, 2012, 19:45:24 PM »
Fun fact, I have now added carry objectives into the editor. Those with access to the dropbox, replace your old AGP_Gameplay.u file with the new one in the dropbox I uploaded. I checked out Border in the editor, boom, works.

That's awesome! Thank you! And absolutely, I'll try my best to finish it quickly. Do I have much time?

To Jason: I'm not sure why the windows do that. There's probably a setting somewhere that i overlooked. Could you provide a screenshot for the black projector room problem? I am unable to replicate it.

246
mAAp Project / Re: Unnamed map WIP
« on: Saturday, July 14, 2012, 23:56:43 PM »
WIP

247
mAAp Project / Re: Unnamed map WIP
« on: Saturday, July 14, 2012, 23:53:47 PM »
Ambient volume is last on my list. For that, I need a good control. It isn't going to stay so loud. I'm certainly not about to make this a sound whore map. Volume levels are going to be realistic.

248
mAAp Project / Re: Unnamed map WIP
« on: Saturday, July 14, 2012, 23:11:12 PM »
That's all right. I also took the liberty of replicating your usual "No-carry-obj-and-destructible-walls-like-in-pcr-post"

249
mAAp Project / Re: Unnamed map WIP
« on: Saturday, July 14, 2012, 23:05:30 PM »
Thanks! "I haven't added any to the barrels yet, but I need to since it's possible to get stuck in mid-air if you jump in the wrong spot." Thou hath been warned. :P

250
mAAp Project / Re: Unnamed map WIP
« on: Saturday, July 14, 2012, 22:48:44 PM »
Thanks. :)

251
mAAp Project / Re: Unnamed map WIP
« on: Saturday, July 14, 2012, 22:32:37 PM »
Oh I can't believe I didn't notice that. Thanks, I will certainly take care of it. Also, I solute your laziness. I practice it daily. :P

252
mAAp Project / Re: Unnamed map WIP
« on: Saturday, July 14, 2012, 22:17:30 PM »
To Jason: Cool. I do plan on making this a very balanced map, so hopefully it will support competitive play nicely. Definitely going to have this play tested a few times to make sure.

To ohscawet: Feel free to pm me with your idea. Although carry-able objectives are not supported in the 2.4.1 Editor and neither are destructible walls. (Thought I'd save Killaman the trouble in posting that bit, since he says it in every thread :P)

To Spanky: Thank you! I agree about the caronas, and will certainly fix that. I have started adding player blocks in some areas so far, such as around polls, piles of crates and such. I haven't added any to the barrels yet, but I need to since it's possible to get stuck in mid-air if you jump in the wrong spot. I've also implemented player blocks on certain objects that I think players will have fun figuring out. My intention is for everything to be as smooth and balanced as possible, while still feeling like a functional shipping yard. I'll just put the link at the bottom of this post if you guys want to take a look at it all in context. i haven't changed the spawns to SF classes yet.

To BlueBlaster: Thanks a lot, man! It means a lot! Any windows in particular? I am going for realism as well as functionality.

The Current version of the project file is here: https://dl.dropbox.com/u/25230487/SF_Compound36a_241.zip

Thanks for the feedback, guys!

253
mAAp Project / Re: Unnamed map WIP
« on: Saturday, July 14, 2012, 07:46:02 AM »
Thank you! :)

254
mAAp Project / Unnamed map WIP
« on: Saturday, July 14, 2012, 06:50:15 AM »
Hey guys, let me start by saying that I've been working with the 2.4.1 editor for nearly as long as Maxbulldog (same computer) I've been working on one map in particular for the past few weeks and I'd like to know what you think of it so far. It's a work in progress, and there is still much to be done, so things are going to look a little bare. That being said, I learned the editor from unreal 2 video tutorials, Max, and posts in this forum. I understand that I still have much to learn, but I'm not here to be a pain and ask questions that have already been asked. I'm usually a quick learner. I'll shut up no and post some screens.

http://s1254.photobucket.com/albums/hh608/321goose123/

I'll put a video up soon. Also, any devs who would like the current version of the aao file are welcome. I'll provide you with a dropbox link.

As of right now, it is a dual-assault map, taking place in a shipping compound in which 3 objectives having do do with evidence gathering must be taken. US Special Forces are sent into this area to retrieve the evidence before a major hurricane hits the area (Once the time runs out). A team wins by killing the other team or holding all 3 objectives at once. At the moment, the objectives include A computer with shipping logs, a high-security computer in the president's office, and a stash of small arms. US forces must find the evidence necessary to prove that the company was involved in helping to arm a local uprising, so the mission is critical. I'm not sure if it's realistic for Special forces to be doing this, but I think it makes sense.

Thanks.
~MothaGoosE

255
General Chat / Re: Rolloff Filter and Ambient Sound Thresholds --
« on: Wednesday, July 11, 2012, 16:19:02 PM »
Turkey sandwich.

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