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Messages - Spanky

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5641
mAAp Project / Compiling
« on: Saturday, January 14, 2012, 17:51:03 PM »
Jonny, you're able to compile mods for 2.5 right? I was wondering if you could compile something for me;

Quote
//   This trigger allows mappers to change some of the zone properties using a trigger.
//   The specific case this class was written for was to enable a switchable "escalator"
//   zone to be created, where the escalator could move in two directions at once.
//
//   The Zone property changer is a one way assignment of values.  It will change the
//   properties of its target zone once.  In order to revert them back to their original
//   values an additional Zone property changer object would be required (possibly triggered
//   by a round robin trigger).
//
//   Version By  Description
//   ------- --- -------------------------------------------------------------------------
//   1.00    DML Created for Pitboy from the UT Editing fourm.
class TriggeredZonePropertyChanger extends Actor placeable;
 
var ZoneInfo     zoneObject;
var() name   TargetZoneTag;
 
var(ZoneData) vector zZoneGravity;
var(ZoneData) vector zZoneVelocity;
var(ZoneData) float  zZoneGroundFriction;
var(ZoneData) float  zZoneFluidFriction;
var(ZoneData) float  zZoneTerminalVelocity;
var(ZoneData) name   zZonePlayerEvent;
var(ZoneData) int    zDamagePerSec;
var(ZoneData) name   zDamageType;
var(ZoneData) localized string zDamageString;
var(ZoneData) localized string zZoneName;
 
//var(ZoneFlags) bool   zbWaterZone;
var(ZoneFlags) bool   zbNeutralZone;
var(ZoneFlags) bool   zbGravityZone;
var(ZoneFlags) bool   zbPainZone;
var(ZoneFlags) bool   zbDestructive;
var(ZoneFlags) bool   zbNoInventory;
var(ZoneFlags) bool   zbMoveProjectiles;
var(ZoneFlags) bool   zbBounceVelocity;
 
var(ZoneLight) byte zAmbientBrightness, zAmbientHue, zAmbientSaturation;
var(ZoneLight) color zFogColor;
var(ZoneLight) float zFogDistance;
var(ZoneLight) float zTexUPanSpeed, zTexVPanSpeed;
var(ZoneLight) vector zViewFlash, zViewFog;

I compiled it in the editor but it critical error's AA 2.5. I'm guessing it's the version difference...

In a nutshell, this actor will allow me to change ambientbrightness of a room instead of doing it with dynamic lights which is very taxing and ugly. When you compile, name it mAAp_Actors.u pretty please :)

5642
mAAp Project / Re: 2.8 Rummage
« on: Saturday, January 14, 2012, 17:47:15 PM »
Building geometry in Unreal means BSP. They got rid of BSP in UE3 I think, or at least eliminated it mostly. It's an old method of building walls. Most of Weapons Cache is built with it.

As far as crashing with ZoneInfo, the AA devs built their own called AGP_ZoneInfo. Not sure what's different about it but Rummage kept crashing and mentioning AGP_ZoneInfo. I replaced the outdoor one and the crashing stopped but there's still 5 or so indoor ones that I'll replace just to be sure.

5643
mAAp Project / Re: fault in-game report on >> [MaaP] Monkey island's
« on: Saturday, January 14, 2012, 16:08:04 PM »
I see absolutely nothing in the playerstart or levelinfo to edit this. My guess is that copying playerstarts from another map would help. Maybe Blueblaster knows more about this than I do. I'm moving this thread to mAAp to keep clutter out of Jonny's forum.

5644
mAAp Project / Re: fault in-game report on >> [MaaP] Monkey island's
« on: Saturday, January 14, 2012, 15:51:53 PM »
I'm not sure how to change that. I'll have to look at the playerstarts. Like I said, it may just be easiest to copy playerstarts from another map.

5645
mAAp Project / Re: fault in-game report on >> [MaaP] Monkey island's
« on: Saturday, January 14, 2012, 15:02:27 PM »
Maybe get a screenshot to clarify things :)

5646
mAAp Project / Re: fault in-game report on >> [MaaP] Monkey island's
« on: Saturday, January 14, 2012, 14:52:06 PM »
yeah I know the class is nothing and it does nothing, but I think it need to look nice or am I wrong?

Yea, I'm all for making things look right. Easy fix would be to copy spawn points from another map. Perhaps Oasis?

5647
General Chat / Re: America's Army 2 community site
« on: Saturday, January 14, 2012, 14:09:34 PM »
IMO, this kind of stuff will only divide the community. If you guys truly want to work together and create a central forum for AA2 players, get Homey to lock their AA2 forum and get rid of other little forums like this one. The more AA2 forums out there, the more divided the community will be. It's cool to see interest and things like this popping up, it shows motivation. It's just my 2 cents though.

5648
General Chat / Re: Usernames (Player Admin sharing)
« on: Saturday, January 14, 2012, 14:07:05 PM »
eLeTrIcO.pT

I lost my access to forum... New account now :(
Did I accidentally delete your account? Sorry if I did man, I was just going through deleting what I thought were spammy's.

5649
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Saturday, January 14, 2012, 14:06:07 PM »
It would be rather useless to be only on Pipeline 3.0, The Barrels are more useful in Mount Mckneea, Urban Assault, SF Hospital and Maps where players actively use barrels for cover.
People will bitch for modifying classic maps. 'nuff said.

Then Again, how much does it lag, on any map by simply existing?
I don't think it lags much at all to be honest. I mean, the particle emitters need to be spiffed up but fundamentally, this setup is not much more than a smoke emitter and breakable window.

As for JunK, nothing is NEEDED in the game but things like this add more dynamic gameplay. I personally wouldn't hide behind a barrel in real life if someone was shooting at me. Nevermind the fire/explosion hazard but the unpredictable ricochets as well. Point is, shooting fire extinguishers for temporary cover, using destroyable security cameras to view the map, having to think about environmental hazards... these all make the game more dynamic and more enjoyable than rush enemy at X, big firefight, die, new round, rinse & repeat. Personally, I want to make mAAp Pipeline the best it can be. I want to push the engine as far as it will go. I do it because nobody else does, because the AA devs couldn't/wouldn't. I do it because of comments like these on YouTube:
Quote
@HsCSpanky
wtf.. i thought it was AA3 !!! astonishing work!!
Bobalo2 22 hours ago
I do it for fun. Play it or don't, it's your choice, just don't bash it on my forums :)

5650
mAAp Project / Re: fault in-game report on >> [MaaP] Monkey island's
« on: Saturday, January 14, 2012, 13:56:59 PM »
You're concerned about class and ranks? I'm not sure what playerstarts are on the map but I can just delete them and trade them with Pipeline or something. Thoughts?

5651
mAAp Project / Re: 2.8 Rummage
« on: Saturday, January 14, 2012, 13:55:17 PM »
I'll raise the ambient brightness a bit for you guys. I think I have to re-do the zone_info's anyway since I think they crash the game.

5652
Bug Reports / Re: PB Logs ignoreing MD5
« on: Saturday, January 14, 2012, 13:53:24 PM »
With Hackhunter and Antipoke, I would be tempted to say just disable Punkbuster and all it's lag. But I do realize it provides beneficial anti-hacking so... *shrug*

5653
mAAp Project / Old Sites
« on: Saturday, January 14, 2012, 03:23:05 AM »
I was doing a google search for a specific 2.8 map and I stumbled across the recent mAAp Pack site, maappack.com. The domain is long dead but the server IP address showed up. Come to find out, Scabies never deleted it. I went on and ripped some info and told him he could take it down. I setup the old blog again and in doing that, I realized Crunk never deleted the site before maappack.com. Anyway, here's the sites, for reference:

http://maap.ak4clan.net/home
http://maap.natescomp.com/ - This will be up as long as I have hosting.


*EDIT* No longer available

5654
General Chat / Re: Mods
« on: Saturday, January 14, 2012, 03:06:08 AM »
I don't know what the line is, I don't even know what mod you're trying to install. The "line" varies from mod to mod. Typically it's ServerActors=actor.something but you'll have to look at the readme that came with the mod. If it doesn't have one, you're kinda shit outta luck.

5655
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Saturday, January 14, 2012, 01:23:44 AM »
:) To be fair, and give credit, Blue made the oil leak, initial fireball, explosion particles and screenshake. I added the fire, damaged mesh and health damaging volume. I also re-worked all 9 actors involved to trigger and untrigger properly.

We make a good team.

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