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Messages - hitman

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76
Drama & Spam / Re: Some questions
« on: Tuesday, November 14, 2017, 06:11:45 AM »
I remember you man! Welcome back

it's v2.5, the user base is shrinking .. it's plausible to find a full server on Saturday Europe time evening or similar. Anticheat is working, PB.

77
General Chat / Re: Fight the DDoS attacks
« on: Saturday, November 04, 2017, 06:11:48 AM »
An idea for a workaround:

I noticed that changing the port of the server and restarting temporary fixes the problem (prob because ddos targets specific port). Would it be possible to implement this as a special "restart" into assist? With all the players having game relaunched and / or reconnected to new port..

78
General Chat / Re: Realistic urban fight with AA
« on: Wednesday, November 01, 2017, 08:43:15 AM »
I have been experimenting with same rule except much lighter - when one player is left, he has 1min to complete obj or mission failure, with unlimited time. With this rule round length is around 5min ± 2, (occasionally a few min lower or higher). So I imagine that "half team" rule would totally make rounds very short, certainly under 4min (it make sense since you know that at the beginning at the round is the most deaths).

In addition this rule would make the team focus on other teammates (promote cover / support fire etc) since if team looses teammates then mission is kaput.

Of course this is valid only in "Army like" maps / missions and not SWAT like. The most popular maps we have - Pipe and Hospital, would actually in reality be set for SWAT (or Delta Force) and not the Army, so this wouldn't really fly there I guess. It would work in Steamroller because the main task there is to capture territory (which is what Army usually is concerned immediately)

Objectives are set on a map/level basis. Haven't got the Unreal editor on hand right but it should be easy to set a condition such as a mission failure in case half of a team gets killed, if there isn't a viable setting already...i think it would be rather boring tho, if i can say (with unlimited time on a mission such as Steamroller). Also, players of a lower level might make it harder to get through rounds, with that kind of condition (imagine having 3 or 4 in your team, they all get killed...tiny margins for error).

79
Server Support / Re: How to end current round?
« on: Wednesday, November 01, 2017, 08:21:54 AM »

80
Server Support / Re: How to reset round?
« on: Tuesday, October 31, 2017, 19:49:39 PM »
I didn't find it there, that's why I asked. What I am asking is how to end the round without the time on the clock finishing? I saw it once on a server, it said "Please wait, admin is resetting the round.."

http://manual.americasarmy.com/index.php/What_console_commands_can_I_use_in_America's_Army%3F

No clue if that cmd is here but anyways if you are def and want your fully team go to assualt you can write in admin console Ass so the teams will be changed,check some cmds if needed on the site or google it easy to find some new cmds bro.

81
Server Support / Re: How to reset round?
« on: Tuesday, October 31, 2017, 16:56:42 PM »
Nobody knows?

82
General Chat / Playeradmins for free for Steamroller lovers.
« on: Tuesday, October 31, 2017, 16:55:57 PM »
Hey,

Are there any Steamroller lovers?:) I am giving playeradmins to my server for everyone who's favorite map is Steamroller to promote the map..

83
General Chat / Realistic urban fight with AA
« on: Tuesday, October 31, 2017, 15:21:50 PM »
I was thinking about what would make for a realistic Urban Fight in Steamroller (or similar), without making too many people wait for next round, with criteria in mind that in real life you don't rush without team support / cover. Came up with this single rule:
* Whichever team looses half their team in KIA - they retreat (mission failure) - round is reset.

Other than that - time is unlimited. It should result in pretty much short rounds or rounds of camping where most of people are in play.

Question: would there be a way to implement this kind of scoring into the game itself?

Thanks

84
Server Support / How to end current round?
« on: Tuesday, October 31, 2017, 13:15:30 PM »
I know there is a way to reset / end current round, that is jump straight to next round without finishing the time on the clock. What is the command?

85
Server Support / Re: Pimping up server
« on: Monday, October 30, 2017, 12:12:12 PM »
I have set the value to 256 exactly, should I reduce it? 1gb should be enough for that it seems..

1GB RAM is enough.

cachesizemegs=64 <--- over 256  makes the server laggy

86
Server Support / Re: Pimping up server
« on: Monday, October 30, 2017, 09:44:42 AM »
Hm... actually after making the tunnings, it seems like the server is more laggy. Maybe because it's just 1GB RAM?

87
Server Support / Re: An option to show only team death messages?
« on: Sunday, October 29, 2017, 17:08:41 PM »
Yeah, I know that..

No. But you can disable death messages.

88
Server Support / An option to show only team death messages?
« on: Sunday, October 29, 2017, 13:39:30 PM »
Hey, is there a way to show only team death messages?

89
Server Support / The server is not running in authorized mode
« on: Saturday, October 28, 2017, 08:05:11 AM »
When I join the server I get the message "The server is not running in authorized mode" although in the corner it says "Authorized server" and Battletracker reports that it's tracked and honor.

What does this mean?

90
Server Support / Re: Some interesting options, what are those?
« on: Friday, October 27, 2017, 20:00:17 PM »
Mostly? So some of them work?

mostly like "They don't do anything"

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