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Messages - Alex

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736
Support / Re: Account activation.
« on: Tuesday, April 29, 2014, 16:06:09 PM »
Your account is now activated. Have fun!

737
Assist Support / Re: To spanky
« on: Tuesday, April 29, 2014, 14:57:12 PM »
Honorlevel 67?

Why did it take so long to ban him!?
Um, he just got caught recently.... You do realize you can try to hack the game at any time, right? He probably wasn't hacking the entire time he was playing AA and decided to try it once.

738
Assist Support / Re: To spanky
« on: Tuesday, April 29, 2014, 13:32:33 PM »
This is too good. Not only is it hilarious that this is addressed to Spanky for some reason, he was banned almost half a year ago and just decided to bitch about it now.

739
Feedback & Suggestions / Re: Radio Tower
« on: Tuesday, April 29, 2014, 03:17:47 AM »
If you can have weapons and slots open dependent on numbers of players, what about having objs open dependent on numbers of players? If there were only 8 players for example, only obj B is active, 9-12 players, A becomes active, once all the slots open then C becomes active. That might work.

 :)
I don't think that is possible. However, I'm not entirely sure. Hospital has a random open and close for the wings that seems to be closed more if player count is low. However, sort of random isn't good enough for objectives nor do I know if it would work for objectives and not just movers(doors.) I'll add it to my list and take a look at it eventually.

740
General Chat / Re: Community
« on: Monday, April 28, 2014, 23:31:59 PM »
You don't have any real argument here, so all you are left with is a "saying".
What else is there to say? I don't care who you're hacking against, hacking in the first place is wrong, especially since your idea of "players that deserve it" is iffy at best.
Abusive admins _are_ reported all the time. Just browse the shoutbox.

It's false that nothing can be done about it. Just some slight pressure from your side would change things.

And if some admin stops his server. So what? Will the community loose much? Servers are the only resource we have more than plenty nowadays. Just look at the server list in the browser. 99% of servers are empty and waiting for players to come.

But you don't do _anything_ about this problem. If I'm wrong, please quote a single thread, where you did so.

Nope, we haven't done anything, and most likely won't. For one, we would need a lot of proof of abuse, something nobody has ever posted or given us. Second of all, I flat out disagree that a server owned leaving would be fine. What if it's a clan server and we have an entire clan leave the game? We don't need to lose any more players.

741
Feedback & Suggestions / Re: Spawn points Monkey Island
« on: Monday, April 28, 2014, 23:27:33 PM »
I think you're just trying to get me to install the editor again :)

Try to copy them from mAAp Pipeline.
The water texture worked for me, but I cannot seem to get the emitter to work. Despite carrying over the mylevel stuff from mAAp Pipeline, it won't let me copy/paste the Emitter stuff (from the emitter tab in the f4 menu) from myLevel into the emitter on monkey island. It acts like the stuff doesn't exist.

742
General Chat / Re: Community
« on: Monday, April 28, 2014, 18:48:52 PM »
As for "huge history": I'm glad you used the word "since you left", which acknowledges I had some history before it.

As for hacking: all of the targets were/are: a) cheaters, b) exploiters, c) abusing server owners (kick/ban-trigger happy, ghosting clans etc.), d) self-proclaimed pros (with uber-sound locating ordinaly players from other side of the map), etc. Never went after ordinary players (it's quite boring, to be honest).

As for trolling: it's hard not to troll, after you're getting banned for whatever you write (reasonable or not).

You want a reasonable discussion? Let's start with a simple thing, you and other assist admins don't seem to realize since a long time. Game server owners have too much power that they use to abuse players. When do you realize, that this game has just a handful of really active servers? In such situation, getting a ban on a single server is almost like getting a global ban (especially for 1-map player). I've seen you paying much attention to e.g. teamkillers, which are a minor problem for this game. But I've _never_ seen you paying attention to the admin abuse problem.

For your hacking bit, I'll just leave it at two wrongs don't make a right.

As for server admin abuse, we definitely realize it, there's just not much we can do about it. They bought the server, they can control who goes on it. It's always been that way for any game. There's no other way around that. If we start punishing server owners, nobody will buy servers and players might leave. It is definitely a problem, but it's pretty much out of our control. My hope is that since the community is so small, abusive server admins will be reported and players will avoid those servers. Obviously not the best way to deal with it, but there's only so much we can control.

743
Feedback & Suggestions / Re: Spawn points Monkey Island
« on: Monday, April 28, 2014, 18:42:11 PM »
Don't export. Are they part of MyLevel? If so, just open SpankyVille and then open Monkey Island, they'll be available for use.
lol, that's literally the first thing I tried. Editor crashes on map change.

For me you don t have to do it that map is already big ( playing field) if you puth tunnels in it we don t see nobuddy anymore please think about it! .

If we play the game the player run into the mountains were the game starts, if you can make sum obsticales ( bigger rocks, sum palm trees,a bigger ore more tent camp in hills wood be nice , that house is great  :up: meaby Obj in it  its oke!.
But what makes the game is that random spawn ( my vision )  so it looks like this map will be must more populair.
Yeah I get what you're saying. Tunnels might make the map a bit too big and rounds would need to be long. Also, random spawns will be in the map. It's the perfect map for them.

744
Feedback & Suggestions / Re: Spawn points Monkey Island
« on: Monday, April 28, 2014, 14:01:51 PM »
Haha, yea, that thing pisses me off to no end. If you look at mAAp Pipeline, I ripped it for the north side broken pipe on the outside of the building.

I think Blueblaster made it with the Particle Editor which makes it impossible to copy-paste (thanks Epic). I think what I did was copy both emitters into Notepad and then create new emitters from scratch in the new map and just copied the variables over such as size, spawn rate, texture and all that. Tedious but I too thought it was good enough to steal :)
The emitter isn't really the problem. I never even attempted that. I can't export the textures for the water in the fountain it dumps into without the editor crashing.

I cant see what you wanne do whit tunnel .i think they will be to long this map is a outdoor map. So upgrond is better. That building looks cool we will see new game play .thx for nice responce
The tunnels wouldn't be all the way across the map. There would be several from certain points on the map. I wouldn't make them extremely long. Also, I'm just looking at putting some in. If it doesn't work out and looks bad, I won't.

745
Feedback & Suggestions / Re: Spawn points Monkey Island
« on: Monday, April 28, 2014, 04:15:23 AM »
A bit of an update after tonight.



My plan is to create a sort of walled-in research compound in the middle, somewhat like SF Blizzard. I'm also thinking about putting buildings around the outskirts of the maps and maybe some tunnels. Any suggestions would be appreciated too.

Done So Far:
- Replaced all of the trees you could walk through with actual static meshes. (which was pain in the ass due to map size)
- Start of research compound. So far the main offices and living quarters are done.
- Some random terrain fixes

To Do:
- Add random spawn points
- Make objectives. No idea how this map remained in the mAAp pack without objectives. :P
- Finish compound
- Possible tunnel system
- Unforeseen UnrealEd headaches

This map is going to be so awesome nobody is going to play it! Just like my other 3 maps. :P

746
Feedback & Suggestions / Re: Spawn points Monkey Island
« on: Monday, April 28, 2014, 01:48:50 AM »
Yo spanky, I wanted to use your fountain from Spankyville (it's awesome) but I cannot find a way to do so that doesn't crash the editor. Even simply trying to export the custom textures crashes the editor...

747
Support / Re: Account activation/login/honor quesion
« on: Monday, April 28, 2014, 00:56:39 AM »
It has nothing to do with incompetence. Once you double click the server you shouldn't have to do anything else. AA should open up and you should join the server. If that's not happening, there's a problem. Go to the installation tab and hit "reset+repair AA" and see if that fixes it.

Also, make sure you don't have a firewall or anti-virus program blocking AA or preventing it from contacting the authorization server.

748
Support / Re: Account activation/login/honor quesion
« on: Monday, April 28, 2014, 00:39:06 AM »
What exactly do you mean by you see no activity after you join a server? It doesn't join the server?

749
Support / Re: Account activation/login/honor quesion
« on: Sunday, April 27, 2014, 23:51:16 PM »
Well awesome! I used my old password from high school and have access to that account! So I guess now that I have my BT account back. What steps should I take next? Sorry for the inexperience!
You should be able to play on that account now without doing any training. Hit deploy and join a server.

750
Feedback & Suggestions / Re: Spawn points Monkey Island
« on: Sunday, April 27, 2014, 23:50:28 PM »
You can do it. I have confidence in you. It's a decolayer (there's probably 2 at least, 1 for the trees which should be deleted as I think you can walk through them... or did I already delete them?).

Just select it, do the usual F4, TerrainInfo, DecoLayer and choose (0) or (1) and there's scale options in there:


A lot of the options are self-explanatory. What you want is ScaleMultiplier. Have fun :)
Thanks. As for the trees, yeah they're still there and walk through-able. I'm going to replace them with actual static meshes. The only thing I'm worried about would be the FPS hit on such a large map with no distance fog.

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