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Messages - Spanky

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5401
mAAp Project / First Karma (Physics) Map
« on: Saturday, January 28, 2012, 16:13:35 PM »
What do you guys think it should be? I want to copy an existing map and swap out objects for Karma-enabled objects. The map should be small-ish. This will serve as a test for the upcoming public beta to see how efficient Karma is across several clients with significant ping.

Here's maps I've been thinking of:
Shipment - Not many cover objects but could be good for a small test
PBall - Too many cover objects, not enough cover could be "destroyed"
Ice - No cover objects currently but they could be added easily
Aztec - Big, could be interesting with zoned areas, relatively no cover currently

5402
mAAp Project / Re: Interdiction converting
« on: Saturday, January 28, 2012, 15:07:24 PM »
Koden, I really don't want to be mean since it's your first map but I really think you need to restart with a fresh copy from 2.8 and then use your carrot to make sure all the values are proper. You're still missing a lot of objects and it's going to be a pain in the butt to select them all from 2.8 and copy them over (they change position even if you "paste > to original location"). It's important to work with the txt until the map is done. Some of the textures you replaced just don't look right either. Like there's a barrel texture used for a ceiling and then generic low-res concrete used for trim.

5403
General Chat / Re: Bit more help setting server up
« on: Saturday, January 28, 2012, 15:01:33 PM »
Results aren't saved because the official Auth servers are gone. The one that Jonny made, training isn't required so there's no reason to save it. The training missions are purely there for fun.

5404
Bug Reports / Re: Map Names
« on: Saturday, January 28, 2012, 14:59:37 PM »
The screenplay script is missing for the 2.4.1 editor which means when I edit the map and reload it, nothing happens. I was thinking of just making a new and simple sniper training map. Just have a few tables with all the sniper pickups and ammo then shootable targets that fall down for 3 seconds and then pop back up like on US Weapons Familiarization.

5405
Bug Reports / Map Names
« on: Friday, January 27, 2012, 23:31:48 PM »
On the server page, it shows the query engine information. I mentioned before that "No Players" should be changed to "Players" and then "No Querys" should be "Queries". There's a new reason for this as well; long map names don't have enough room and will line break and push other information downward. Specifically, this happens with Sniper Canyon loaded. If the "No" were removed and that whole information shifted over to the left say, 20 pixels, there should be enough room.

5406
mAAp Project / Re: Karma (Physics) Mod
« on: Friday, January 27, 2012, 21:33:06 PM »
Awesome. Before you create a subclass or do anything for the mod, hop on MSN. I'm juggling different versions and just now got the latest version so I'm going to try to organize everything to make it tidy. I can also explain some stuff on MSN.

*EDIT*
I just created the default Wooden Box that's plastered all over Bridge. I also set it's Karma values and the default Barrel to the values you set in Spankyville, they seemed to be pretty accurate IMO. I'm going to compile then upload to Dropbox and start work on a Karma version of PBall for the public beta.

*EDIT*
Barrel and Box are in the mod on Dropbox. One thing I'm unsure of is to how to put the pivot point for the barrel in the center so the mass is in the center. Any idea on how to do that Blue? I know you can right-click and place the pivot but there's no vertex in the middle of the barrel to click on.

5407
mAAp Project / Re: Karma (Physics) Mod
« on: Friday, January 27, 2012, 19:32:17 PM »
I have a tutorial on how to make subclasses for this mod so that means we can have unlimited meshes all with different physics properties and values and they should all respawn properly. Looks like the public beta will be full of win.

5408
General Chat / Re: denvelop radar
« on: Friday, January 27, 2012, 18:33:28 PM »
It's low priority on our to-do list. There's many other things that need to be done. A friendly radar is low priority because it's a lot of work and people have bitched about having it on their screen.

5409
General Chat / Re: denvelop radar
« on: Friday, January 27, 2012, 16:45:39 PM »
maybe there is someone else who is smarten then you hehe  :P but thx!  :-*

There's plenty smarter than me when it comes to UScript. I could ask the guy that compiled the Karma mod for me but this radar is kind of low priority and it would take a lot of work for a minimal feature that some people have hated.

5410
General Chat / Re: denvelop radar
« on: Friday, January 27, 2012, 16:19:13 PM »
There should be a way to check file MD5's in a mod, I've seen it work in AdminAssistant or some other mod. If we could get this working to check the MD5 of TeamView then nobody could create a hack with the same loading method. But, I'm not that smart with UScript.

5411
General Chat / Re: denvelop radar
« on: Friday, January 27, 2012, 15:28:37 PM »
The mod was never "finished" but it does work. We just don't use it because HackHunter thinks it's a hack and if we add an exception in HackHunter then that creates a loophole for people to load their own hacks. HackHunter is required for tracking on Battletracker. If you run an Assist server, you can enable TeamView but you'll lose tracking.

5412
General Chat / Re: denvelop radar
« on: Friday, January 27, 2012, 14:56:12 PM »
There's been several threads on this. We already had one for mAAp but it's disabled by default due to the ability to create hacks in a loophole. Here are screenshots of what it looked like:



5413
mAAp Project / Re: Karma (Physics) Mod
« on: Friday, January 27, 2012, 02:13:17 AM »
That's the great part about his work... he converted the whole GoodKarma mod. WaterVolume is valid in the mod. The only thing that doesn't work is KActor destruction, for some reason the Karma engine in AA causes issues with KActors having "health" so that part is disabled. But we can do inactivity respawns, respawn effects, respawn sounds, bump damage, bouyancy and more. Check out the mod :) Just be sure to copy over the mAAp staticmeshes as well, the mod uses the barrel in there by default.

5414
mAAp Project / Re: Karma (Physics) Mod
« on: Thursday, January 26, 2012, 20:51:11 PM »
VendorX is brilliant. The mod is fully working. But, a new problem was introduced - default values. The mod totally resets the object including the staticmesh to a hard-coded value. I think this can be changed though.

Here's a video:
http://youtu.be/gNZGk6OqwlU?hd=1
[youtube]http://www.youtube.com/watch?v=gNZGk6OqwlU[/youtube]

VendorX is going to add KMass, KFriction, KRestitution and intialStaticMesh to the respawn so those don't reset to default values for a new round. That should make it so that we can have different objects of different mass around the map. I'm not sure what to think about the disappearing that happened in that video. It seems like the object was always there, it just wasn't being drawn. All in all, it's a working physics mod that allows players to shoot and push objects around. Can't complain about that!

5415
Server Support / Re: Server hosting companys suitable for running Assist server
« on: Thursday, January 26, 2012, 17:07:02 PM »
Are you getting a free server from them? IMO, it would be a good thing to advertise them, perhaps in Assist and on the Assist website. Get a 2-way street thing going where we get more variety of reliable high-slot servers and they get more clients.

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