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Messages - 82nd_DXO_COL=Shad

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61
Feedback & Suggestions / Re: User created map
« on: Wednesday, January 29, 2014, 17:45:37 PM »
I tried downloading it to Maps folder, and opening it with ArmyOps.exe, but opening this map from ArmyOps.exe just gave me errors.  Other maps load fine.

"Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk."
I have an SSD with a really small page file (400m).  I'm guessing something about the size of the map vs the pagefile?  I didn't know AA required alot of VM but seems to work fine for other maps.

62
Background Checks / Re: another teamkiller 843880
« on: Wednesday, January 29, 2014, 17:31:47 PM »
Looks like a noob account.  I'd say set your ROE limit down on the server and ban him for a week or longer.  I'm not sure Assist will do anything until they start doing this on multiple servers

63
News / Re: Version 8.0.6 has been released
« on: Wednesday, January 29, 2014, 17:21:43 PM »
bDeathMessages=True in aa25.ini, aa25srv.ini, /server/aa25srv.ini
for that server Mixk.  I dunno why it shouldn't be showing death messages unless it should be bDeathMessages=False, counter-intuitive lol

64
News / Re: Version 8.0.5 has been released
« on: Monday, January 27, 2014, 22:14:31 PM »
Release Notes:

Assist Client 8.05
   Added additional security and AC measures
Assist Server 8.05
   Added additional security and AC measures

Assist Server Manager 8.05
   These new option were added to the GUI, and their default values:
   ----------------------------------------------------------------
   CacheSizeMegs=96
   MaxSpectators=3
   MaxAdmins=3
   bDeathMessages=True
   bPlayersBalanceTeams=True
   bAutoBalanceBetweenRounds=True
   bNeverAutoBalance=False
   bEnableROEKick=True
   MinHonor=8(Visible, but not active)
   MaxHonor=100(Visible, but not active)

Also, some other useful options:

[AGP_Gameplay.AGP_GameTeam]
FFScoreLimit=300

[AGP_Gameplay.AGP_GameDeathMatch]
IdlePlayerKickRounds=2

It would be also useful to have a scheme put in (non-honor) mods in there.  The server ini file gets overwritten and the mods have to be configured back in everytime there is an update.  The admin have to specify the class and configuration line in aa25.ini so that these items are inserted back into the server.ini 

65
mAAp Project / Re: Mapvote MOD, new version
« on: Sunday, January 26, 2014, 01:01:29 AM »
Agreed.  Just flash an admin message when joining the server.  PB messages that you have configured in ServerMessages can do the reminders if the admin wants.

My thing with 'mutate' is that it's a funky word/command.  With the mod, you can't create new commands available straight from the console but there's a Mutate() function available that reports whatever you combine Mutate with in the console.  But like pickaweapon, the 'Say' command can be intercepted  from BrodcastText() as well, and it would seem more natural to hit your talk button and type 'mapvote pipeline' 

66
mAAp Project / Re: Mapvote MOD, new version
« on: Saturday, January 25, 2014, 19:31:48 PM »
Another suggestion might be to remove the mutate keyword.  It's a difference between using an actual command and just saying it though the say command.  It's not that much of a difference, but might be easier to remember to say mapvote, then to ~mutate mapvate.  Both have their issues.  I equally see people using 'say mutate mapvote' and 'mapvote' which of course is an unknown command

67
mAAp Project / Re: Mapvote MOD, new version
« on: Saturday, January 25, 2014, 19:22:01 PM »
So, typing 'mutate mapvote' by itself might give:

AA3_Airfield,AA3_Alley,AA3_Bridge,AA3_Impact,AA3_Pipeline
AA3_Ranch,Border,Bridge,Bridge_SE,Dusk,FLS,HQ_Raid
Insurgent_Camp,JRTC_Farm,Mountain_Ambush,Mountain_Pass,
Mountain_Pass_SE,MOUT_McKenna,MP_Aztec,MP_Berg,MP_Breakout
MP_Bridge_Construction,MP_Bunker_Crisis,MP_Canyon,
MP_City_Block,MP_District,MP_ESLDusk,MP_Glass_Kill_House
MP_Ice,MP_Interdiction,MP_Monkey_Island,MP_PBall,MP_Petrol
MP_Pipeline,MP_Pool_Day,MP_Residence,MP_RiverVillage,
MP_Rooftop,MP_SF_Contingency,MP_SF_Floodgate
MP_SF_Office_Assault,MP_SF_OldTown,MP_SF_Refinery,
SFoasis,Pipeline,Pipeline_SF,Radio_Tower,River_Basin
SFarctic,SFblizzard,SFCourtyard,SFcsar,SFDockside
SFextraction,SFhospital,SFPCR,SFrecon

Since futures maps being added would add to the length of this list, it would scoll past the end of
what the user might see in the long console.   Another possibility is to have:  'mutate mapvote [map or category]'
So, if the mod doesn't match the map name, it then looks thru an array of categories and offers a list based on that category. 

'mutate mapvote'
Response:
Categories:  AA3,285,mAAP,

'mutate mapvote AA3'
Response:
AA3_Airfield,AA3_Alley,AA3_Bridge,AA3_Impact,AA3_Pipeline
AA3_Ranch

'mutate mapvote AA3_Airfield'
Response:
Shad voted mapvote AA3_Airfield

The 285 category is large though.  If you wanted to make the categories conform the the 'Mission' categories from the tours.ini, you could break it down smaller. But because those categories have spaces in the names and we couldn't expect anyone to get it right, you might have to have a scheme like:

'mutate mapvote'
Response:
'mutate mapvote 1' lists mAAP CIty maps
'mutate mapvote 2' lists 172nd Sep. Infantry BDE  maps

'mutate mapvote 2'
Response:
Border,Bridge,Bridge_SE,Mountain_Pass,Mountain_Pass_SE
Pipeline,Urban_Assault

URLs might be difficult since you can't click on links, you have to remember the whole url and alt-tab out of the game to get the list, then remember the exact mapname and switch back into the game

68
News / Re: Project Nomination for SourceForge PoTM!
« on: Saturday, January 25, 2014, 15:45:33 PM »
voted

69
mAAp Project / Re: Mapvote MOD, new version
« on: Saturday, January 25, 2014, 15:18:30 PM »
A few suggestions.

1.  mutate mapvote by itself should list maps choices.  Probably you will have to form a string array to show map choices in horizontal space like:
mapname mapname mapname mapname
while the line length is <=60 characters (I think that is the cutoff limit without color?) because not everyone remembers the correct spelling of all the map names and a vertical listing would be to long

2.  The list of mapchoices should be compared with user choices without regard to capitalization.  Maybe convert the user map choice and the available map to caps for comparison. Lots of opportunity for not getting capitalization by user input...

3.   Notify joining users that mapvote is enabled on the server.  Something in ModifyPlayer() along the lines of
HC=HumanController(Other.PlayerReplicationInfo.GetController());
HC.NotifyAdminMessage("Vote for a new map:  mutate mapvote [map]");



70
General Chat / Re: Random Game Freeze
« on: Wednesday, January 22, 2014, 21:39:20 PM »
If those temps are in Celsius your hd is running  hot, wearing quicker in the process

71
General Chat / Re: JSON Statistics for Assist
« on: Wednesday, January 22, 2014, 08:38:49 AM »
Auth: online Sun, 05 Jan 2014 13:08:01 -0600
Ver: 8.02
Most Players: 199 Sat, 04 Jan 2014 14:57:01 -0600
Assist News:
Happy Hollidays Enjoy your surprise. Visit us at aao25.com

These stats correct?  I thought we were at 8.0.3

72
General Chat / Re: Random Game Freeze
« on: Wednesday, January 22, 2014, 07:59:53 AM »
Freezing temporarily is usually a hardware issue:  overheated router, bad NIC, graphics card, overheating motherboard/harddrive, CPU thermal derate (common on low end Intel processors).  Sometimes it's lack of memory and virtual memory issues.
Lags are usually software or something else hitting your internet connection.  Occasionally it's server.

Install temp sensor monitor program for your mobo, cpu and video cards.
Use Speedtest.net to check your internet connection for consistency.
Uninstall anything that runs in the background.
Check tasklist and services for crap that didn't come with Windows.
Check msconfig for startup programs
Check your virtual memory setttings if you have a harddrive instead of an SSD
Run memtest86 and check your memory

My latest problem - My NIC goes out of wack after a while  running the system overclocked.  My wifi router has to be bypassed when it gets overheated. 

73
News / Re: Player shadows has been disabled.
« on: Tuesday, January 21, 2014, 01:57:15 AM »
Awesome.  Much needed as admins can't turn them off in 2.5

74
mAAp Project / Re: Mapvote MOD, new version
« on: Monday, January 20, 2014, 22:55:15 PM »
Gotcha.  Your a smart cookie.  I guess it depends on how difficult it is to parse tours.ini (all the MissionText?)  vs reading a dir list and excluding files.  Excluding the training maps was part of the plan, since they are a known item that never get updated.

75
AA Support / Re: Getting flare back on SFRecon (WeaponsMod.ini explanation)
« on: Monday, January 20, 2014, 22:49:45 PM »
SF class requires this file, so it shouldn't be banned.  I don't think there is anything really hackable about it other than having a custom rifle (with a bipod attachment, without 203, ect)  whenver SF is used causing admins a little grief, but they can easily kick players as well.
Ammo availability/counts are still SF (look at AGP_Inventory.Weapon_M4A1_Rifle_Mod) and are controlled by the maps.  There might be the possibility of using another AGP_Inventory section, but I doubt it and if so, that information isn't widely known to people that still play.
If you HAVE to overwrite WeaponsMod.ini, at least allow the normal stuff. 

I researched this info just to bring back the flares  which was allowable when SFRecon came out  :D

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