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Messages - BlueBlaster

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931
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 19:30:36 PM »
Glad you like it. I had the most fun making the mesh emitters.

932
mAAp Project / Re: Exploding barrels & fire extinguishers
« on: Friday, January 13, 2012, 19:05:53 PM »
Damn. That's pretty intricate. Lemmie drop you barrel.aao in the v7 folder so you can take a look at it.

The 1 barrel by itself has a few emitters (for explosion) and a viewshaker attached to it for the events. Also the emitter thats chilling on the side of the barrel is the oil spill puddle thing. So you can take a look at how works.

The 3 barrels in a pyramid shape are something I was about to work on yesterday so don't worry about those.


Also lemmie know if wanna know how to got the exploding barrels to work. There were a few options I found out about in a google search yesterday that helped me understand triggering emitters better.

933
General Chat / Re: Merging Normal & mAAp Modes
« on: Friday, January 13, 2012, 18:50:32 PM »
Another good comparison might be done with the graphics (sharper in the old version). I think that for many reasons 2.5 works better than more recent versions.

I remember when 2.7 came out. There were a lot of texture resolution problems. One of the biggest ones was mid on bridge. With graphics settings on normal I remember there was a distinct blur on the bottom half of the mid, while the top brick portion looked normal.  I also always got a zoom-stuck bug. 2.7 was sooooo bad I think that's why I stopped playing back then and focused on content creation.

934
mAAp Project / Re: lulz
« on: Friday, January 13, 2012, 15:57:46 PM »
Too bad nobody has version 1. But it's okay because all I did was add maps some of the members PM'd me with.

935
General Chat / Re: Player Slots
« on: Friday, January 13, 2012, 15:56:03 PM »
I also noticed that option. Guess we gotta try it out. Are there any 'official' maps that have 30 playerstarts set? It'd be a pain to open them up each and count lol.

936
Bug Reports / Re: Inappropriate honor in-game
« on: Friday, January 13, 2012, 15:53:59 PM »
The medic icon is in the proper position. Why arn't the other icons in line with the medic icon?

937
mAAp Project / Re: lulz
« on: Friday, January 13, 2012, 15:49:52 PM »
So like, was that version 1 or something?

938
General Chat / Re: Merging Normal & mAAp Modes
« on: Friday, January 13, 2012, 12:49:11 PM »
unless you have some super hearing aids in, but the gunfire would ruin your eardrums so that's out of the question. :P

Run the audio output thru a compressor. Increase gain 16db. Now you hear everything at the same volume level over a great distance.

Of course I don't think anyone has ever done that :)

939
General Chat / Re: Usernames (Player Admin sharing)
« on: Friday, January 13, 2012, 12:01:22 PM »
.BlueBlaster

:)

940
General Chat / Re: Merging Normal & mAAp Modes
« on: Friday, January 13, 2012, 11:59:46 AM »
Is it not possible to override class so that if PlayerX's Position  is > Distance to Player i  footsound not loaded. ??

If you can override that class externally in uscript (I'm not sure if you can....), then yes. We can't go in and modify the actual u file that has the code because we need to recompile the u file which includes uscript, textures, meshes, and stuff lol. However, I'm working on extracting the sources and recompiling the u files. The u file works I believe, but it sorta bugs out the editor.

I can dump some uscript code for you guys to look at if you want, but I don't have access to any .h files unfortunately.



I see people having an argument about updating the sounds. Fuck you all. The wooshing hollywood bullets need to be replaced with realistic cracks. This is America's Army after all.

941
General Chat / Re: AA2.5 Assist ReadME
« on: Friday, January 13, 2012, 11:50:47 AM »
I added a link to the readme on the Assist home page.

942
mAAp Project / Re: [Idea] Lava
« on: Thursday, January 12, 2012, 22:45:08 PM »
Sounds like so much fun. We can go back and forth about that all day.

943
mAAp Project / [Idea] Lava
« on: Thursday, January 12, 2012, 22:27:03 PM »
Hahaha, they'll know not to go there if they die.

Makes me think of an idea for a map filled with traps. I can already imagine vent or ts talk, 'WAIT DON'T GO THERE--' *Player left a small crater*

944
Bug Reports / Re: Kicked for mAAp files
« on: Thursday, January 12, 2012, 22:24:53 PM »
Interesting. Because I use my assist install to test new maps and stuff, I always leave files in there. I've never been kicked for lingering mAAp files.

945
mAAp Project / Re: Bridge Construction
« on: Thursday, January 12, 2012, 21:40:10 PM »
Just looked at the map. The run around the map needs to be removed. I'm not sure if players start with nvg (i didn't have it when I spawned in single player), but they should. Also I think access to the waterfall area should just be blocked. I'm not sure how to realistically block access to that area without completely removing the waterfall though.

Other than that, the map is done.

omg i forgot, get rid of that useless room across from the 1st floor defense room. I think it's the defense side? (the side without the partyboy)

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