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Messages - ELiZ

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736
News / Small update 2014-07-24 8AM(GMT)
« on: Wednesday, July 23, 2014, 04:00:17 AM »
We will distribute a small update tomorrow.
I'll try to update when there is as few people online as possible.

The update will cause all servers and clients to update.
Servers will then restart.

737
mAAp Project / Re: Custom mapping in AA:PG, need your vote.
« on: Tuesday, July 22, 2014, 11:47:30 AM »

738
mAAp Project / Re: Custom mapping in AA:PG, need your vote.
« on: Monday, July 21, 2014, 21:24:54 PM »
Hmm ... I did not know about the support for AA2.5 by UT3Converter.

... first need to see it.

Would not know if it does, I don't use it.

739
mAAp Project / Re: Custom mapping in AA:PG, need your vote.
« on: Monday, July 21, 2014, 15:24:14 PM »

740
mAAp Project / Custom mapping in AA:PG, need your vote.
« on: Monday, July 21, 2014, 14:38:46 PM »
I've been creating replicas of the AA2 maps so that they can get played in Proving Grounds.
Now they have a vote on what maps should be UserMap of the Week.

I got 2 maps on the current vote, Border and Radio Tower under my name on the Official Forum, Altan_AA

I just ask you to vote, not just for me(Even if it would be appreciated)

I have 14 AA2 maps done, and are working of the 15:th.

741
Assist Support / Re: Honour not updating.
« on: Sunday, July 13, 2014, 13:18:52 PM »
You had a Honor Claim that locked you to 28.
I removed it from the list and should update as soon as you play some.

742
Feedback & Suggestions / Re: Game location!
« on: Thursday, July 03, 2014, 12:42:30 PM »
These 3 items must be in the same location

25Assist
25Assist Libs
25Assist.exe


743
Feedback & Suggestions / Re: mapvote
« on: Saturday, June 28, 2014, 10:59:36 AM »
OK well I offered.  I'm guessing you used tcplink in order to get the map list. 

No, I'm using Tours.ini

Code: [Select]
function LoadMaps()
{
local int iNumTours;
local int iNumMissions;
local int iTour;
local int iMission;
iNumTours=GetPrivateProfileInt(GetBaseDir() $ "Tours.ini","Tours","NumTours");
for (iTour=0; (iTour < iNumTours);  iTour++)
{
iNumMissions=Level.GetTourMissions(iTour);
for (iMission=0; iMission<iNumMissions; iMission++)
{
if(Level.GetTourIsTraining(iTour)==False)
{
AvailableMaps[AvailableMaps.length]=Level.GetTourMissionText(iTour,iMission);
}
}
}
}

744
Feedback & Suggestions / Re: mapvote
« on: Thursday, June 26, 2014, 08:56:33 AM »
A fix for the "yes" problem is easy to implement .
A fix for interrupting a previous vote should also be easy to implement.

The problem is that to implement a new version of Mapvote, then we'll have to release a completely new Client/Server Version of the Assist Software. At this moment I'm not ready to do that for this small change.

745
Feedback & Suggestions / Re: mapvote
« on: Wednesday, June 25, 2014, 08:49:51 AM »
I looked at the code and to me it seems like it's only checking if the player's name matches the first one in the array Voters (on the 0th position). While I'm not really familiar with the syntax, there doesn't seem to be a loop that would force it to check all names in Voters. It checks the 0th position and then adds 1 to i, but doesn't repeat the check with the next position.

Look like you are right.

Current version of the mapvote mod was based of a decompile of the original mod.

A correct version would be:
Code: [Select]
function bool CheckCanVote (string PlayerName)
{
local int i;

for( i=0; i< Voters.Length; i++ )
{
if ( PlayerName == Voters[i] )
{
return False;
}
}
return True;
}

746
Feedback & Suggestions / Re: mapvote
« on: Tuesday, June 24, 2014, 21:44:01 PM »
When you say "spam", what interval does that mean?
Does it work with normal chat speed, or do they have use some type of bind?

Does it say "X has added their vote for a map change!" for all the votes a single player casts?
A screenshot of log file would be valuable for that.


747
Feedback & Suggestions / Re: mapvote
« on: Tuesday, June 24, 2014, 19:36:02 PM »
A maplist would not fit into the chat window.

This is the check for how many votes are required, I see nothing wrong with it:
Code: [Select]
MvVotesRequired = Level.Game.GetNumPlayers() / 2 + 1;
Playername is already saved and checked against:

Code: [Select]
class MVHandler extends BroadcastHandler HideCategories(Movement,Collision,Lighting,LightColor,Karma,Force);

var array<string> Voters;
var int iRequiredVotes;

function BroadcastText (PlayerReplicationInfo SenderPRI, PlayerController Receiver, string Msg, name Type)
{
if ((SenderPRI.PlayerName == Receiver.PlayerReplicationInfo.PlayerName) && (Caps(Msg) == "YES") && CheckCanVote(SenderPRI.PlayerName))
{
Voters.Length = Voters.Length + 1;
Voters[Voters.Length - 1] = SenderPRI.PlayerName;
Level.Game.BroadcastHandler.Broadcast(None, SenderPRI.PlayerName $ " has added their vote for a map change! [" $ string(Voters.Length) $ "/" $ string(iRequiredVotes) $ "]");
  }
else
{
    Super.BroadcastText(SenderPRI,Receiver,Msg,Type);
  }
}

function bool CheckCanVote (string PlayerName)
{
local int i;

i = 0;

if ( i < Voters.Length )
{
if ( PlayerName == Voters[i] )
{
return False;
}
    i++;
}
return True;
}

748
Assist Support / Re: server install problems
« on: Monday, June 16, 2014, 05:58:46 AM »
Are you using the Assist Server Manager?

Quote
You might have to install this to get it to work:
apt-get install lib32stdc++6

749
Server Support / Re: Running server manager on Server 2008 R2
« on: Saturday, May 31, 2014, 02:57:08 AM »
Have a look around in your routers configuration and look after "NAT Loopback" and enable it if you can find it. It's your router that prevents the traffic(As you suspected).

750
General Chat / Re: GameSpy Servers Shutting Down in May
« on: Thursday, May 29, 2014, 11:57:19 AM »
We'll see what happens.

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