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Messages - BlueBlaster

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916
mAAp Project / Re: mAAp Pipeline - Updated with Downloads
« on: Sunday, January 15, 2012, 14:26:04 PM »
Just curious, which lights? You mean in the bathroom?

Also nice work on the camera replication :D

917
mAAp Project / Re: Karma (Physics) Mod
« on: Sunday, January 15, 2012, 03:26:04 AM »
lol barrel surfing

You should try it on the vending machines :D

918
The Lounge / Re: I'm Single + happy!
« on: Sunday, January 15, 2012, 03:25:21 AM »
This is the most useless spambot. It didn't even link to a chinese website.

919
mAAp Project / Re: Compiling
« on: Saturday, January 14, 2012, 20:28:58 PM »
Whoaaaaaaaaaaa.

What version is aaoclass from? There are portions of code that refer to packages that aren't like the default AA style (sounds S-, textures T-, staticmeshes M-, etc). The package it refers to is EM_ and I can't figure out what that could have been.

I know for sure this didn't come from an official source but was made poorly by someone who exported the u files with ucc.exe and then removed portions of the code that referred to any packages. I know for sure because for the past few days I've decompiled some of the u files for the editor so I can change the code and recompile them.

920
mAAp Project / Re: Compiling
« on: Saturday, January 14, 2012, 19:48:17 PM »
This is bullshit and I basically did the same as the tutorial. I get the same error as you when the game loads the map.

Am I supposed to use the u files from 2.5 and not the editor when compiling? Because the 2.5 u files don't actually have any code in them since they're stripped.

921
mAAp Project / Re: Compiling
« on: Saturday, January 14, 2012, 19:40:21 PM »
Gimmie le tutorial so I can compile it.

922
General Chat / Re: America's Army 2 community site
« on: Saturday, January 14, 2012, 18:48:41 PM »
true but there are not representing the America's Army whole game but they just representing the 25Assist ;), and they need to change it with more help >> maps, tactics, weapons, forum, news articles, and with more colors.

:) We'd like to update the website some more but none of us really get to it. Occasionally I'll update something but I don't spend much time on it. Specific suggestions are always appreciated.

923
mAAp Project / Re: Compiling
« on: Saturday, January 14, 2012, 18:45:25 PM »
Dropbox

924
mAAp Project / Re: Compiling
« on: Saturday, January 14, 2012, 18:03:19 PM »
Nate, we can compile things with ucc.exe

925
mAAp Project / Re: fault in-game report on >> [MaaP] Monkey island's
« on: Saturday, January 14, 2012, 17:46:03 PM »
Trolololol. I've never seen anything like that before. I'll take a look at the map later today when I have time to see whats going on there.

926
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Saturday, January 14, 2012, 17:42:12 PM »
Damn spanky, thats really amazing. I'm soooooo glad you got the oil leak to work properly. I'm also surprised we got this to work correctly without touching one piece of code. Also the damaged mesh is great, I hadn't thought about that or remembered that existed :)

Also, to people giving some suggestions about how to make it better; ya we know. This is just us showing you previews after all. There's a certain sequence of design you take where you get the bones of the project down first (in this case getting the barrel to explode corectly) and then patching up the design afterwards (custom sounds and textures).

927
mAAp Project / Re: Old Sites
« on: Saturday, January 14, 2012, 17:24:55 PM »
I remember almost none of this lolol :D

928
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 21:00:53 PM »
Smoke emitters are working nicely. Good job on that :D

Also to get the barrels to have lighting, insert the barrel in the level as a mover and not a decomesh :)

929
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 20:46:47 PM »
Ill go take a look right now and report :D

I didnt know there was an AI and that asshole shot me.

930
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 19:41:50 PM »
The emitter has to be set to disabled when your ready to test the map. Local>bDisabled.
Also 2 other options you should check are spawning>automaticInitialSpawning & trigger>triggerDisable.
automaticInitialSpawning should be false. triggerDisable should be true. I believe those are the default options, so if you didn't change those, don't worry about them.

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