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Messages - LEEFFM

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46
Feedback & Suggestions / Re: info about crusade
« on: Thursday, March 10, 2016, 15:45:22 PM »
I have made contact, Thanks vanoke for helping with your post.

47
General Chat / Re: Team Killer Alert
« on: Saturday, February 20, 2016, 13:44:13 PM »
There is no point in telling an admin to shut up and its disrespectful, these admins take they're spare time to help keep AA2 alive and could just as easily say fuck you all and shut assist down, and the admins have logs on logs on logs and ultimately if the admins have proof they dont need to show it to you, in reality as long as the other admins know/see the proof is there it can be acted on, and really all killaman did was simply warn you that if you got banned for tk again it would be permanent he didnt have to tell you he could have just let you tk and get banned lol   

48
Games & Programming / Re: Respawn For AA2.5
« on: Tuesday, February 16, 2016, 13:02:16 PM »
Ive added the ServerMod version of the RespawnMod tothe UltimateMod i relaesed here:
http://aao25.com/forum/games-programming/ultimatemod-v1-1-release!/

Ive added the UltimateMod to:
BnA.^ Brothers !n Arms Server | Minneapolis Respawn (the server is run on my laptop, not always up)

I cannot join my own server as my router does not allow NAT LoopBack :(

49
Games & Programming / Re: Respawn For AA2.5
« on: Tuesday, February 16, 2016, 12:05:11 PM »
yes i know there is a Server Mod i modified it (Posted in Games & Programming) so its a little better then the original, but this version would work the best and be a true Respawn GameMode.

50
Games & Programming / Re: Respawn For AA2.5
« on: Tuesday, February 16, 2016, 10:55:32 AM »
I thought that anytime you extend a GameInfo class, PlayerController class that it has to be included Clientside (i could be wrong lol). it would have to be added to the ServerPackages (in the Server.ini) for sure to work.

51
Games & Programming / RespawnMod v1.2 [Release]
« on: Monday, February 15, 2016, 23:03:49 PM »
You can download the RespawnMod v1.2 from http://downloads.fallen-ones.net/AA/25/respawnmod%20v1-2.zip
Features:
- Unlimited Respawn!
- Join Mid-game!
- Automatic Respawn | Credit to Possessed for Automating the Respawn!
- 10 second Spawn Protection/God Mode!

Known Bugs:
- After Respawning SAI(Radar) doesnt work.
- Once in a while you will be stuck in spectator unable to respawn and you have to reconnect to the server or wait till the end of the round to respawn.

Things To Be Added and/or Fixed:
-Fix SAI not working after respawn.
-Fix Ocasionally not being able to respawn.

Assist Sever Name: *** The Fallen Ones | Anti-DDOS | Respawn Server ***

you can email me @ [email protected] with any questions or any bugs you discover that are not already listed here.

NewRespawn.uc:
Code: [Select]
class NewRespawn extends Mutator;

var bool bJoinedLate;

event PreBeginPlay()
{
Level.Game.BaseMutator.AddMutator(self);
Log("This mod is property of The -iVg^ Instant Velocity Gaming Community ",'RespawnMod');
    Log("Original Mod by -{DG}-Crusade (aka 999) Reworked by LEEFFM",'RespawnMod');
Log("LEEFFM's Respawn Mod Is Loaded",'RespawnMod');
    Level.bAllowRespawn = true;
    Level.bUnlimitedRespawn = true;
    Level.bAllowLateJoin = true;
    SetTimer(10.0,True);
}

function respawn (PlayerController aPlayer)
{

    if (aPlayer.StartSpot == none)
    {
        bJoinedLate = true;
        log("Player Joined Late... Atempting to spawn NewPlayer!",'LEEFFM');

        respawn_NewPlayer (aPlayer);
    } else
    {
        respawn_ExsistingPlayer (aPlayer);
    }

}

function respawn_NewPlayer (PlayerController aPlayer)
{
    local array<AGP_PlayerStart> Spots;
    local AGP_PlayerStart StartSpot;
    local class<SoldierClass> sclass ;
local class<Pawn> DefaultPlayerClass;
    local int i ;

    i = 0;

    foreach Level.AllActors(Class'AGP_PlayerStart',StartSpot)
    {
        if (StartSpot.TeamNumber == aPlayer.PlayerReplicationInfo.Team.TeamIndex)
        {
            Spots[i] = StartSpot;
            i++;
        }
    }

    StartSpot = Spots[ Rand(Spots.Length) ];
    aPlayer.StartSpot = StartSpot;
    StartSpot.UsePlayerStart();

    aPlayer.PawnClass = AGP_GameTeamObjective(Level.Game).GetDefaultPlayerClass(aPlayer);

if ( aPlayer.PawnClass != None )
aPlayer.Pawn = Spawn(aPlayer.PawnClass,,,startSpot.Location,startSpot.Rotation);

if( aPlayer.Pawn==None )
{
        DefaultPlayerClass = Level.Game.GetDefaultPlayerClass(aPlayer);
aPlayer.Pawn = Spawn(DefaultPlayerClass,,,startSpot.Location,startSpot.Rotation);
}
if ( aPlayer.Pawn == None )
{
log("Couldn't spawn player of type "$aPlayer.PawnClass$" at "$StartSpot);
aPlayer.GotoState('Dead');
return;
}
    aPlayer.Pawn.Anchor = StartSpot;
aPlayer.Pawn.LastStartSpot = StartSpot;
aPlayer.Pawn.LastStartTime = Level.TimeSeconds;
aPlayer.PreviousPawnClass = aPlayer.Pawn.Class;

aPlayer.Possess(aPlayer.Pawn);
aPlayer.PawnClass = aPlayer.Pawn.Class;

    aPlayer.Pawn.PlayTeleportEffect(true, true);
aPlayer.ClientSetRotation(aPlayer.Pawn.Rotation);
TriggerEvent( StartSpot.Event, StartSpot, aPlayer.Pawn);
    sclass = StartSpot.SpawnClass;
    HumanController(aPlayer).newTeamClass (sclass) ;
    aPlayer.bGodMode = true;
    aPlayer.ClientMessage("ÿ[RespawnMod] Spawn Protection Active! You Cannot Take Damage!");
}

function respawn_ExsistingPlayer ( PlayerController aPlayer )
{
local NavigationPoint startSpot;
local class<Pawn> DefaultPlayerClass;
    local class<SoldierClass> sclass ;

    startSpot = aPlayer.StartSpot;

    if ( aPlayer.PawnClass != None )
        aPlayer.Pawn = Spawn(aPlayer.PawnClass,,,startSpot.Location,startSpot.Rotation);

    if( aPlayer.Pawn==None )
    {
        DefaultPlayerClass = Level.Game.GetDefaultPlayerClass(aPlayer);
        aPlayer.Pawn = Spawn(DefaultPlayerClass,,,startSpot.Location,startSpot.Rotation);
    }
    if ( aPlayer.Pawn == None )
    {
        log("Couldn't spawn player of type "$aPlayer.PawnClass$" at "$StartSpot);
        aPlayer.GotoState('Dead');
        return;
    }

    aPlayer.Pawn.Anchor = startSpot;
    aPlayer.Pawn.LastStartSpot = AGP_PlayerStart(startSpot);
    aPlayer.Pawn.LastStartTime = Level.TimeSeconds;
    aPlayer.PreviousPawnClass = aPlayer.Pawn.Class;

    aPlayer.Possess(aPlayer.Pawn);
    aPlayer.PawnClass = aPlayer.Pawn.Class;

    aPlayer.Pawn.PlayTeleportEffect(true, true);
    aPlayer.ClientSetRotation(aPlayer.Pawn.Rotation);
    TriggerEvent( StartSpot.Event, StartSpot, aPlayer.Pawn);
    aPlayer.PlayerReplicationInfo.bDead = false;
    aPlayer.PlayerReplicationInfo.bOnlySpectator = false;
    aPlayer.PlayerReplicationInfo.bOutOfLives = false;
    aPlayer.PlayerReplicationInfo.bIsSpectator = false;
    HumanController(aPlayer).SetStartupStage(STAGE_MatchInProgress);
    AGP_Character(aPlayer.Pawn).GotoState('');
    if (bJoinedLate && Level.Game.IsInState('MatchInProgress'))
    {
        sclass = AGP_PlayerStart(startSpot).SpawnClass;
        HumanController(aPlayer).newTeamClass (sclass) ;
    } else
    {
        bJoinedLate = false;
    }
    aPlayer.bGodMode = true;
    aPlayer.ClientMessage("ÿ[RespawnMod] Spawn Protection Active! You Cannot Take Damage!");

}

function Mutate (string MutateString, PlayerController Sender)
{
    local array<string> Parts ;
    local string Command ;
    local string Option ;

    Split( MutateString, " ", Parts);
    Command = caps(Parts[0]) ;
    Option = caps(Parts[1]) ;

    switch (Command)
    {
        case "endgame":
        AdminEndGame(HumanController(Sender));
        break;
        default:
        HumanController(Sender).ClientMessage("Invalid Mutate Command!");
        break;
    }

}

function AdminEndGame (HumanController HC)
{
    if (HC.PlayerReplicationInfo.bAdmin)
    {
        privateset("AGP_GameMultiPlayer bMPCheatsEnabled 1");
        HC.ConsoleCommand("Mpcheat silent endgame");
        privateset("AGP_GameMultiPlayer bMPCheatsEnabled 0");
    }
}

event Timer()
{
local PlayerController PC;

foreach Level.DynamicActors(Class'PlayerController',PC)
    {
if (PC != None)
{
if (Level.Game.IsInState('MatchInProgress'))
{
if(PC.PlayerReplicationInfo != None)
{
if (PC.PlayerReplicationInfo.bDead || PC.PlayerReplicationInfo.bOnlySpectator || PC.PlayerReplicationInfo.bIsSpectator)
{

                        if (PC.StartSpot != none)
                        {
                            PC.Pawn.Destroy();
                            PC.UnPossess();
                            respawn(PC);
                            PC.PlayerReplicationInfo.bDead = false;
                            PC.PlayerReplicationInfo.bOutOfLives = false;
                            PC.PlayerReplicationInfo.bIsSpectator = false;
                        } else
                        {
                            if (HumanController(PC).bLatecomer)
                            {
                                HumanController(PC).bLatecomer = false;
                                HumanController(PC).NotifyAdminMessage ("You Joined the Server late!, You will be Automatically assigned a team and be Spawned into game!");
                            } else
                            {

                                if (Level.Game.GameReplicationInfo.Teams[0].Size == Level.Game.GameReplicationInfo.Teams[1].Size)
                                {
                                    ChangeTeam(PC,0);
                                } else if (Level.Game.GameReplicationInfo.Teams[0].Size < Level.Game.GameReplicationInfo.Teams[1].Size)
                                {
                                    ChangeTeam(PC,0);
                                } else if (Level.Game.GameReplicationInfo.Teams[0].Size > Level.Game.GameReplicationInfo.Teams[1].Size)
                                {
                                    ChangeTeam(PC,1);
                                }
                                    respawn(PC);
                                    PC.PlayerReplicationInfo.bDead = false;
                                    PC.PlayerReplicationInfo.bOutOfLives = false;
                                    PC.PlayerReplicationInfo.bIsSpectator = false;
                            }
                        }
} else if (PC.bGodMode)
                    {
                        PC.bGodMode = false;
                        PC.ClientMessage("ÿ[RespawnMod] Spawn Protection Is No Longer Active!");
                    }
}
}
}
}
}

function ChangeTeam (PlayerController C, int Team)
{
    local int OldTeam;
    local int NewTeam;

    if (Team < 2)
    {
        OldTeam = C.PlayerReplicationInfo.Team.TeamIndex ;
        NewTeam = Team;
    } else
    {
        return;
    }

    if (C.PlayerReplicationInfo.Team.TeamIndex == NewTeam)
    {
        return;
    }

    C.StartSpot= none;

    if (C.PlayerReplicationInfo.Team != None)
    {
        HumanController(C).PlayerReplicationInfo.Team.RemoveFromTeam(C);
        HumanController(C).RequestChangeTeam(NewTeam);
    }

    if (Level.Game.GameReplicationInfo.Teams[NewTeam].AddToTeam(C))
    {
    }
}

52
Games & Programming / Re: Respawn For AA2.5
« on: Monday, February 15, 2016, 22:51:18 PM »
Original Post Updated.

53
Games & Programming / Re: Respawn For AA2.5
« on: Friday, February 12, 2016, 20:34:14 PM »
The way crusade did it was he set God Mode true in the Respawn command and then set a timer, when the timer runs out God Mode turns to false.

Ive edited the original post to include it.

Tested on LAN, No known issues.

Additions to SOCOMPlayerController.uc:
Code: [Select]
class SOCOMPlayerController extends HumanController;

var SOCOMGameM SGM; //added

replication
{
  reliable if ( Role < 4 )
    respawn;
}

event PreBeginPlay () //added
{
    super.PreBeginPlay();
    SGM=Spawn(Class'SOCOMGameM');
}

exec function respawn ()
{
    if (PlayerReplicationInfo.bDead)
    {
        UnPossess ();
        Pawn.Destroy ();
        Pawn = Spawn(PawnClass,,,StartSpot.Location,StartSpot.Rotation);
        Possess (Pawn) ;
        PawnClass = Pawn.Class;
        ClientSetRotation(Pawn.Rotation);
        if(Pawn.Class != None)
        {
            PlayerReplicationInfo.bDead = false;
            PlayerReplicationInfo.bOutOfLives = false;
            PlayerReplicationInfo.bIsSpectator = false;
            SetStartupStage(6);
            bGodMode = True; // added
            SGM.settimer(10,false); //added
        }
    }
}

added SOCOMGameM.uc:
Code: [Select]
class SOCOMGameM extends Mutator;

event PreBeginPlay ()
{
Level.Game.BaseMutator.AddMutator(self);
}

function Timer ()
{
    local PlayerController PC;

foreach Level.AllActors(Class'PlayerController',PC)
{
PC.bGodMode = false;
}
}

54
Games & Programming / Re: Respawn For AA2.5
« on: Thursday, February 11, 2016, 12:31:56 PM »
A Respawn mode could be good for keeping new players, They would be able to play Respawn games until they got the hang of it and played tracked games.

Plus sometimes people just want to play the game and don't wanna wait lol.

55
Games & Programming / Re: Respawn For AA2.5
« on: Wednesday, February 10, 2016, 15:12:40 PM »
It can not be added as a ServerMod for a cheat/mod server by a Server Admin, If you want Respawn in Assist then the Assist Admins have to add it meaning you have to ask Assist to add it and there would probably have to be be a vote.

56
Games & Programming / Re: Respawn For AA2.5
« on: Wednesday, February 10, 2016, 14:13:40 PM »
It would have to be added to Assist by the Admins to be used with Assist.

i like the idea of Respawn untracked would be fun.

57
Games & Programming / Respawn For AA2.5
« on: Wednesday, February 10, 2016, 12:55:47 PM »
i have made a Respawn gamemode mod for AA2.5!

Tested on LAN seems to work great.

- Unlimited Respawn
- 1v1 Respawn
- Auto Respawn 5 seconds after death.
- SpawnProtection for 10 seconds after respawn. (cant be killed)

If Assist added this mod all you would need to do is edit the server.ini (aa25srv.ini) and add:
Code: [Select]
[Engine.Engine]
DefaultServerGame=Assist_GamePlay.AGP_GameTeamObjectiveRespawn

Code: [Select]
[Engine.GameEngine]
ServerActors=Assist_GamePlay.Respawn_Main

AGP_GameTeamObjectiveRespawn.uc:
Code: [Select]
class AGP_GameTeamObjectiveRespawn extends AGP_GameTeamObjective;

state MatchInProgress
{
    function CheckScore(PlayerReplicationInfo Scorer)
    {
        super(AGP_GameDeathMatch).CheckScore(Scorer); // allows respawn
    }
}

Respawn_HumanController.uc:
Code: [Select]
class Respawn_HumanController extends HumanController;

var Respawn_main RM;

event PreBeginPlay ()
{
    super.PreBeginPlay();
    RM=Spawn(Class'Respawn_Main');
    Level.bAllowRespawn = true;
}

state Dead
{
    function BeginState()
    {
        super.BeginState();
        Level.bAllowRespawn = false;
        RM.settimer(5,false);
    }

}

Respawn_main.uc:
Code: [Select]
class Respawn_Main extends Mutator;

var array<AGP_PlayerStart> Spots;

event PreBeginPlay()
{
Level.Game.BaseMutator.AddMutator(self);
    Level.Game.PlayerControllerClassName="Assist_GamePlay.Respawn_HumanController";
    Log("Original Mod by -{DG}-Crusade Modified by BnA.^ LEEFFM",'RespawnMod');
Log("Respawn_Main Loaded",'RespawnMod');
    Level.bAllowRespawn = true;
}

function respawn(PlayerController Sender)
{
local AGP_PlayerStart StartSpot;
local byte i;

i = 0;

foreach Level.AllActors(Class'AGP_PlayerStart',StartSpot)
{
if (StartSpot.TeamNumber == Sender.PlayerReplicationInfo.Team.TeamIndex)
{
Spots[i] = StartSpot;
i++;
}
}

StartSpot = Spots[ Rand(Spots.Length) ];

        if ( (Sender.PlayerReplicationInfo.bDead && Level.bAllowRespawn) || (Sender.PlayerReplicationInfo.bOnlySpectator) && Level.bAllowRespawn )
        {
            Sender.Pawn.Destroy();
            Sender.Pawn = Spawn(Sender.PawnClass,,,StartSpot.Location,StartSpot.Rotation);
            Sender.PlayerReplicationInfo.bOnlySpectator = false;
            Sender.Possess(Sender.Pawn);
            Sender.PawnClass = Sender.Pawn.Class;
            Sender.ClientSetRotation(Sender.Pawn.Rotation);
            if(Sender.Pawn.Class != None)
            {
                Sender.PlayerReplicationInfo.bDead = false;
                Sender.PlayerReplicationInfo.bOutOfLives = false;
                Sender.PlayerReplicationInfo.bIsSpectator = false;
                HumanController(Sender).SetStartupStage(1);
                Sender.bGodMode = True;
                settimer(10,false);
                enable('Tick');
            }
        }
}

function Timer()
{
    local PlayerController PC;

    foreach Level.AllActors(Class'PlayerController',PC)
    {
        if (PC.PlayerReplicationInfo.bDead)
        {
            Level.bAllowRespawn = true;
            respawn(PC);
        }else if (PC.bGodMode)
        {
            PC.bGodMode = false;
        }
    }
}

58
Games & Programming / Re: how to port m16 thirdperson mesh to udk
« on: Thursday, December 17, 2015, 11:03:23 AM »


@ halko: Its just the M16 that was in AA2 nothings changed about it lol.

@ NoBigDeal: That Link Helped i can now port the skeletal meshes, Thanks! It explained some of the limitations to some settings that i didnt know about.

59
Games & Programming / how to port m16 thirdperson mesh to udk
« on: Wednesday, December 16, 2015, 23:50:07 PM »
I am making my own weapons class in UDK and want to use the AA2 M16 thirdperson mesh,  the AA2 M16 mesh is already in my 3ds max 2016 already but when i export to fbx and import to UDK it shows up, but its blue and gray squares, does anyone know how i can get the skin to show up?



Update: Never mind i got it lol

60
Drama & Spam / Re: Sorry for falling asleep
« on: Saturday, March 14, 2015, 14:44:05 PM »
Teddy you were idle before I could even say hello :P

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