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Messages - ELiZ

Pages: 1 ... 49 50 [51] 52 53 ... 140
751
Assist Support / Re: Assist always loading game files when opened
« on: Friday, May 23, 2014, 18:32:06 PM »
During those 15 minutes... do it switch file now and then? Or is same text during the 15 minutes?

752
Hardware/Software / Re: Serial Comm Port
« on: Wednesday, May 21, 2014, 08:38:14 AM »
In my experience if USB->Serial don't work due to drivers you are pretty much fubar.
I recommend that the project get a new one that really support Win8/8.1

It would be cool if got something like this:
http://www.usconverters.com/index.php?main_page=product_info&cPath=70&products_id=404&zenid=b78c7b0f7c05cd3b43ea7facda29bc5b

Would even perhaps allow you to access the "water drone" without having physical access to it.

753
Only the first few trainings has to done to be able to play the game, medic, sniper and SF is NOT needed to play the game. They just open up more game content to use.

If your friends really is AA veterans they should be able to pass the basic training in 20 minutes or so.

754
Support / Re: Assist on Windows 8.1
« on: Sunday, May 11, 2014, 09:44:20 AM »
Assist works(RealBasic), but AA don't?

Is that correct?

755
mAAp Project / Re: America's Army Resource Extractor v3.1(Updated)
« on: Monday, May 05, 2014, 02:04:02 AM »
I've fixed the Meshanimation importer MaxScript

Here is an updated version
https://dl.dropboxusercontent.com/u/62876385/MeshAnimImported.ms

Code: [Select]
SequenceLength=0
trackTime=0
StartBone=0
RootSpeed3D=[0,0,0]
numBones=0
q=[0,0,0,0]
p=[0,0,0]
rot=[0,0,0]
PawnName=""
vert_array = #()
face_array = #()
id_array = #()
NumMaterials=0
Skin_Bones_Name=#()
vpos=[0,0,0]
uvw=[0,0,0]
pos2=[0,0,0]
pos3=[0,0,0]
rot=[0,0,0]
rot2=[0,0,0]
rot3=[0,0,0]
trans =[0,0,0]
destpos=[0,0,0]
NumPawns=0

Filename ="D:\\AA\\AARE3.vb6\\rsk\\SoldierM_SF_Arctic_Rifleman.rsk"
FilenameAnim ="D:\\AA\\AARE3.vb6\\MeshAnimations\\Soldier_3P.RunFwNo.MeshAnimation"

Prefix=getFilenameFile Filename
Prefix=Prefix+"_"
sliderTime = 0f
Fi_name = Filename
if Fi_name != undefined then
(
fa=fopen Fi_name "rb"
if  fa != undefined then
(
vert_array = #() -- clear Vertices Array
face_array = #() -- clear Faces Array
id_array = #() -- clear Material_ID array
Skin_Bones_Name=#() -- clear Bone Array
NumVertex=ReadLong fa -- Read number of Vertices from file
NumFaces=ReadLong fa -- Read number of Faces from file
trans.x=readfloat fa -- Read x for transposing SkeletalMesh
trans.y=readfloat fa -- Read y for transposing SkeletalMesh
trans.z=readfloat fa -- Read z for transposing SkeletalMesh
rot.x=readfloat fa -- Read Rotation_x for SkeletalMesh
rot.y=readfloat fa -- Read Rotation_y for SkeletalMesh
rot.z=readfloat fa -- Read Rotation_z for SkeletalMesh
for a = 1 to NumVertex do
(
vpos.x= readfloat fa -- Read x position for Vertice
vpos.y= readfloat fa -- Read y position for Vertice
vpos.z= readfloat fa -- Read z position for Vertice
vpos=vpos+trans -- Add transpose to Vertice Position
append vert_array [vpos.x,vpos.y,vpos.z] -- Add vertice to Vertice Array
)
for a = 1 to NumFaces do
(
p1=readlong fa -- Read Point1 in triangle from file
p2=readlong fa -- Read Point2 in triangle from file
p3=readlong fa -- Read Point3 in triangle from file
append face_array [p1,p2,p3] -- Add Face to Face Array
MaterialID=readlong fa -- Read Material_ID for Current face
append id_array MaterialID -- Add Material_ID to Material_ID Array
)
newmesh=Mesh vertices:vert_array faces:face_array -- Create new mesh from Vertice Array and Face Array
setUserProp newmesh "Trans.x" trans.x
setUserProp newmesh "Trans.y" trans.y
setUserProp newmesh "Trans.z" trans.z
setUserProp newmesh "Rotation_X" rot.x -- Write Origional Rotation of Skeletal Mesh to Mesh as a property
setUserProp newmesh "Rotation_Y" rot.y -- Write Origional Rotation of Skeletal Mesh to Mesh as a property
setUserProp newmesh "Rotation_Z" rot.z -- Write Origional Rotation of Skeletal Mesh to Mesh as a property
meshop.setMapSupport newmesh 0 true -- Make sure Texture channel is ready to recive U and V
meshop.setMapSupport newmesh 1 true -- Make sure Texture channel is ready to recive U and V
meshop.setNumMaps newmesh  1 keep:false -- Make sure Texture channel is ready to recive U and V
meshop.setNumMapVerts newmesh 1 numVertex  keep:false -- Set Number of UV's in mesh
for a = 1 to NumFaces do
(
setFaceMatID newmesh a id_array[a] -- Set Material_id on a Face
)
for a = 1 to numVertex do
(
uvw.x= readfloat fa -- Read U from file
uvw.y= readfloat fa -- Read V from file
uvw.z=0 -- Set W to 0
meshop.setmapvert newmesh 1 a uvw -- Set UVW to Vertice
)
newmesh.name=Prefix -- Name Mesh
newmesh.rotation.controller.value=eulerangles rot.z rot.x (rot.y-90) -- Rotate Mesh to Zero-Position
NumMaterials =readlong fa -- Read Number if materials needed
mm = multimaterial numsubs:NumMaterials -- Create a Multi-Material
for a = 1 to NumMaterials do
(
MaterialName=ReadString fa -- Read Material-name from file
fiName= MaterialName + ".dds" -- Set bitmap Filename
bt=bitmaptexture filename:fiName
mm.materiallist[a].name=MaterialName
mm.materiallist[a].diffusemap=bt -- Set Diffuse to Bitmap
mm.materiallist[a].showInViewport=true
mm.materiallist[a].specularLevel = 20
mm.materiallist[a].glossiness = 5
mm.materiallist[a].shaderType = 4
mm.materiallist[a].adTextureLock = on
)
newmesh.material=mm -- Assign Multimaterial to Mesh
NumBones=ReadLong  fa -- Read Number of bones in SkeletalMesh
for b = 0 to (NumBones-1) do
(
pos2=[0,0,0] -- Reset position Vector
ee=Point pos:pos2 cross:off box:on -- Create Helper Object
MeshName=readstring fa -- Read Bone-name from file
pos2.x=readfloat fa -- Read Bone position.x from file
pos2.y=readfloat fa -- Read Bone position.y from file
pos2.z=readfloat fa -- Read Bone position.z from file
pos2=pos2+trans -- Add Mesh-transpose to Bone-position
rot2x=readfloat fa -- Read Bone rotation.x from file
rot2y=readfloat fa -- Read Bone rotation.y from file
rot2z=readfloat fa -- Read Bone rotation.z from file
rot2w=readfloat fa -- Read Bone rotation.w from file
radius=readfloat fa -- Read Bone Radius from file
bone_Cap=readfloat fa -- Read BONE_CAP from file
if radius<3 then radius=3
ee.pos=pos2 -- Set Bone-position
rot3= quattoeuler(normalize (quat rot2x rot2y rot2z rot2w))
about [0,0,0] rotate ee (eulerangles (rot.z) (rot.x) (rot.y-90))
dd=Point pos:ee.pos  cross:off box:on
dd.pivot=ee.pos
dd.name=MeshName
delete ee
dd.size=radius
setUserProp dd  "Rotation_X" (rot3.x)
setUserProp dd  "Rotation_Y" (rot3.y)
setUserProp dd  "Rotation_Z" (rot3.z)
append Skin_Bones_Name dd.name
Parent= readstring fa
setUserProp dd  "Parent" Parent
setUserProp dd  "Radius" radius
setUserProp dd  "Bone_Cap" bone_Cap
bb= getNodeByName Parent
if (dd != bb) then
(
dd.parent= bb
)
)
max modify mode
modPanel.setCurrentObject newmesh
mod_temp=Skin()
addModifier newmesh mod_temp
mod_temp.bone_Limit=4
for j=1 to Skin_Bones_Name.count do
(
bone_temp=getNodeByName Skin_Bones_Name[j]
radius=getUserProp bone_temp "Radius"
skinOps.addbone mod_temp bone_temp 1
no = skinOps.getNumberCrossSections mod_temp j
for L=1 to no do
(
skinOps.SetInnerRadius mod_temp j L radius
skinOps.SetOuterRadius mod_temp j L radius
)
)
NumWeights=readlong fa
apa=ClassOf newmesh -- Max bug workaround
Weight_Array_1= #()
Weight_Array_2= #()
Weight_Array_3= #()
for a= 1 to NumWeights do
(
Vnum=readlong fa
Weight=readfloat fa
Bnum=readlong fa
Weight_Array_1[a] = Vnum
Weight_Array_2[a] = Bnum+1
Weight_Array_3[a] = Weight
)
for b = 1 to skinops.GetNumberVertices mod_temp do
(
Bone_Array=#()
Bone_Weight_Array=#()
for a = 1 to Weight_Array_1.count  do
(
if (Weight_Array_1[a])==b then
(
append Bone_Array Weight_Array_2[a]
append Bone_Weight_Array Weight_Array_3[a]
)
)
skinOps.ReplaceVertexWeights mod_temp b Bone_Array Bone_Weight_Array
)
fclose fa
)
)

fa=fopen FilenameAnim "rb"
SequenceLength=ReadLong fa
RootSpeed3D.x=readfloat fa
RootSpeed3D.y=readfloat fa
RootSpeed3D.z=readfloat fa
trackTime=readfloat fa
StartBone=ReadLong fa
numBones=ReadLong fa

animate on
(
for a = 1 to (numBones) do
(
BoneName=readstring fa
Parent=readstring fa
ee=getNodeByName(BoneName)
flags=ReadLong fa
numPos=ReadLong fa
for b = 1 to (numPos) do
(
myTime=readfloat fa
at time(MyTime)
(
p.x=readfloat fa
p.y=readfloat fa
p.z=readfloat fa
if Parent !="" then
(
ff=getNodeByName(Parent)
ee.pos=ff.pos
move ee [-p.x,p.z,-p.y]
)
else
(
ee.pos=[-p.x,p.z,-p.y]
)

)
)
)

for a = 1 to (numBones) do
(
BoneName=readstring fa

Parent=readstring fa
NumQuats=ReadLong fa
ee=getNodeByName(BoneName)
ee.wirecolor = color 246 243 233
for b = 1 to (numQuats) do
(
myTime=readfloat fa
at time(MyTime)
(
q.x=readfloat fa
q.y=readfloat fa
q.z=readfloat fa
q.w=readfloat fa
rot = quattoeuler(quat q.x q.y q.z q.w) order:2

if BoneName=="Pelvis" then
(
-- rot.x=0
-- rot.y=0
-- rot.z=0
rot.x=-rot.x
rot.y=-rot.y
rot.z=-rot.z
)

ee.Rotation.controller.value =  eulerangles (rot.x) (-rot.y) rot.z
)
)
)
)
fclose fa

756
Honor Claims / Re: i need honor
« on: Sunday, May 04, 2014, 17:14:50 PM »
Have you done the trainings below SF, it's a ladder system, you must do them before being allowed to do SF staining.

757
Server Support / Re: first person view only
« on: Wednesday, April 30, 2014, 16:09:54 PM »
hey ELiZ
thanks for checking out.
yes, I am sure that I did set the value to the right file. it does change my admin panel to "first person view only". that's good and works.
but ganja did say it isn't working at all. you can still see all players. I will check it tonight. almost all servers from swiss are set to this value.


That is the limit to my testing.. single player on server.. no way to test it.
But if the ini changes what was listed in F12.. but not actually working, I'm afraid that I wont be able to set it though code.

758
Server Support / Re: first person view only
« on: Wednesday, April 30, 2014, 11:27:04 AM »
I checked though the code, and It looks ok.

And when I tried to change the value manually in the ini it also changed in the Admin GUI for the server.
This was on my private server, not a full Assist Server.

Are you sure you edited the right file, and not the temporary one that is created from the template?
\System\server\aa25srv.ini

759
Assist Support / Re: Update
« on: Saturday, April 26, 2014, 03:43:33 AM »
Last update was a few months ago.

760
Anti-Cheat / Re: Tking from .DooM^
« on: Monday, April 14, 2014, 20:30:25 PM »
this is a type of case far as server owners, could only ban the name for now, or ban the mac and ip but we also know thats too easy to change as well,  we all know name can be changed and bam back into the server again

really looking forward to some type of guid assign to accts that would help server owners with such tking morons like this 1

i understand

What do you mean?
GUID has been enabled again since two months.
You should be able to add the ban as GUID, no username changes would help then

761
Bug Reports / Re: Typo under Assist "Settings -> Video" tab
« on: Friday, April 11, 2014, 19:48:17 PM »
Thx for report, will be fixed in the next version.

762
Assist Support / Re: Battletracker error
« on: Tuesday, April 08, 2014, 07:41:38 AM »
What is critical to grab from BT is the honor level+current point to next level.

This is my entry:
Code: [Select]
INSERT INTO trackerdata (PlayerUID,Time,Playername, Score_Total, Score_Deaths, Score_Kills, Score_ROE,sIP,sPort,sRound,sMap,sType) VALUES
(2802, '2003-02-25 00:00:01', 'ELiZ_{Cosa_Nostra}', 2004671, -371780, 838100, -101207, '0.0.0.0', '0', '0', 'ImportMap', 'Import');

http://battletracker.com/playerstats/aao/2802/


763
Assist Support / Re: Battletracker error
« on: Tuesday, April 08, 2014, 07:30:06 AM »
Our tracking has been active for a few weeks now.
I've been preparing for a BT shutdown for a while now.
I've grabbed the data needed to get an account management in place if we need to.



764
Hall of Shame / Re: Misc Cheats
« on: Monday, April 07, 2014, 18:46:24 PM »
!.Damka.!WAFFLE!

http://battletracker.com/playerstats/aao/844004/

Banned for Shadowbot

765
Hall of Shame / Re: AutoHotKey
« on: Monday, April 07, 2014, 18:45:51 PM »

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