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Messages - Spanky

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5656
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Saturday, January 14, 2012, 01:13:40 AM »
[youtube]http://www.youtube.com/watch?v=UfRma_GFW5Q&feature=youtu.be&hd=1[/youtube]

5657
mAAp Project / 2.8 Rummage
« on: Friday, January 13, 2012, 23:16:51 PM »
Does anyone have any thoughts on Rummage? Me & Skrewy are almost done with the conversion and I was wondering if anyone had any changes/improvements they would like to see on the map prior to it's release.

5658
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 22:23:00 PM »
i thought the same thing...but maybe the idea is that if he shoots a hole in the side of it, the smoke will shoot out the hole away from the extinguisher
Bingo.

5659
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 22:20:04 PM »
Looks cool, but shouldn't it be centered around the extinguisher instead of to the side?
Not really. I want to have a shooting stream come out of the fire extinguisher which kind of spreads out in a V shape to fill the larger area. I tried doing the small stream but I can't get it to expand outwards the further away from the extinguisher it gets. It's all just a proof of concept though. We're past the idea phase :P

5660
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 22:11:24 PM »
Got a working fire extinguisher in break room on Pipeline. Here's a video:
[youtube]http://www.youtube.com/watch?v=wXAFrD_epD0&hd=1[/youtube]


Still needs to be refined but it's a great start.

5661
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 21:08:27 PM »
Those are actually your barrels blue, I just wanted to use a decomesh instead of a trigger. Yea, those AI guys are sneaky, I always go godmode. I'm going to work on fire extinguishers then I'll play with your barrels but since you know how they work, you're welcome to add them to mAAp Pipeline :)

5662
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 20:44:09 PM »
I GOT IT!!!!!!!!!

Actor: AGP_Trigger - TriggerMultiple

You can set specific delays for each event. Basically, I have the barrel damage event be the TriggerMultiple then I have the smoke emitter twice in the TriggerMultiple. The first has no delay so it instantly turns on, the second has a 5-6 second delay which turns it off. It works perfectly. It's in Spankyville on Dropbox; the barrel with the eagle head next to it. Lets get those exploding barrels working now :P

5663
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 20:17:28 PM »
Finally. I have one barrel that turns off an emitter and another barrel that turns on an emitter. They're in Spankyville on dropbox. Time to go further!

5664
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 20:05:21 PM »
Hmm, I got one that starts activated and turns off when you shoot it... progress :P

5665
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 19:36:50 PM »
I'm getting so frustrated. I can't even get my first trigger to work properly. Nothing's being emitted...

5666
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 19:11:56 PM »
Wow, that one barrel by itself is AWESOME. I'm strictly focusing on triggering and killing emitters with shooting. I figure I can always mess with the meshes later on.

5667
mAAp Project / Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 19:00:25 PM »
Blue, before I forget, I think I have a fantastic idea on how to implement these.

Basically, you take 2 timed triggers and an emitter. The first trigger is triggered with damage and starts the emitter. Since all actors have the event and tag attibutes, the emitter can trigger the 2nd timed trigger which has a delay of 5 seconds. When that 5 seconds is up, have it trigger the emitter again which should turn it off.

I'm working on testing this out on Spankyville but I think it should work :)

5668
General Chat / Re: Merging Normal & mAAp Modes
« on: Friday, January 13, 2012, 17:18:02 PM »
I, like many I know only adapted this way of playing when it became the only way to play comp, playing against most clans in any league/ladder you were at a huge disadvantage if you didnt tweek up your sound.  It may be 'fail' but back then it was levelling the playing field against people who could you hear you at the other side of the map and you couldnt hear them for shit to a point were it became frustrating.

Fight fire with fire, I do understand :) I do hope though that these "tactics" are mostly gone in AA. These kinds of things belong in COD. I've said it before and I'll say it again, I prefer to view/listen to digital media the way it was created because most game designers and sound editors don't use consumer-grade equipment. I've seen a lot of dev studios have IPS Dell monitors which don't need much calibration and they protray colors the way they should be. Same for sound editors having studio monitor speakers/headphones that are neutral and not bloated/colored in any way. </rant>

5669
mAAp Project / Re: lulz
« on: Friday, January 13, 2012, 15:58:49 PM »
Version 2 is version 1 but with a few maps I had downloaded. It's funny to look at them. It was just the maps in individual folders and barely a readme. Must have confused the hell out of noobs :P

5670
General Chat / Re: Player Slots
« on: Friday, January 13, 2012, 15:57:51 PM »
I don't know about official maps, I just thought they were always 26. I wonder what the GUI would do with more. I guess the rest of the players would be automatically assigned to a random slot.

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