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Messages - LEEFFM

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61
Games & Programming / Re: Tell me your favourite shooter games
« on: Friday, March 13, 2015, 20:44:23 PM »
1. The SOCOM Series
2. Americas Army
3. Farcry 3
4. Fallout New Vegas
5. Call Of Duty Series

62
Games & Programming / Re: Team Swap
« on: Friday, February 27, 2015, 11:01:21 AM »
I think the Idea of a halftime would be cool a server admin could still pick how many rounds to do then when the team score matches the half mark it could notify everyone that its half-time and switch everyone teams it would still notify with an admin message swapping to ASSAULT/DEFENCE but have a red (or whatever color) console message that says teams are swapping or halftime switching sides and have it transfer the team score, I did a mutator that switches sides and displays the halftime message (would have to re-compile it and make sure it works), I would write the code for it in an extended version of the AGP_GameTeamObjective file and replace the gametype (with the extended file) in a mutator instead of writing it all in a mutator I just wrote it all in a mutator so anyone could use it as a server mod.

63
Games & Programming / Re: Team Swap
« on: Saturday, January 31, 2015, 09:07:43 AM »
ok My SwapTeamsMod now works, an admin can type 'mutate switchsides' in console and it will swapteams (do this after the round has ended otherwise you will end the round by doing it) , The message "Changing to [ASSAULT/DEFENSE"] Next round!" still pops up but there is no remain button so everyone is forced to switch they can always try to switch back. There's a HalfTime
example:
If you set the game to 10 rounds assault wins 3 defense wins 2 after the round that makes assault score + defense score (3 + 2) (so after round 5) equal to the amount of rounds divided by 2 (so half, 10 / 2) so when the 6th round goes to start it will automatically end the round (no score no chance to spawn) , swap teams, then start the next round. when you swap teams theres also a red console message for everyone "[AA25] HalfTime... Switching Sides!" . There is also an ini file with 1 setting "bSwitchAtHalfTime" true is on false is off.

If anyone would like to download let me know ill upload it to the Brothers N Arms Download Gallery.

AdminSwitchTeams.uc:
Code: [Select]
class AdminTeamSwitch extends mutator config (ATS);

var config bool bSwitchAtHalftime;

event PreBeginPlay ()
{
Level.Game.BaseMutator.AddMutator(self);
Log("This mod is property of the [BA]^ Brothers N Arms Clan !",'LEEFFM');
Log("This mod is made by [BA]^LEEFFM",'LEEFFM');
Log("LEEFFM'S Switch Teams Mod Is Loaded",'LEEFFM');
}

function ModifyPlayer (Pawn Other)
{
    if (bSwitchAtHalfTime)
    {
        HalfTimeSwitchSides () ;
    } else
    {
        Log("HalfTime Disabled",'LEEFFM') ;
    }
}

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

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

    if (HC.PlayerReplicationInfo.bAdmin)
    {
        switch (Command)
        {
            case "switchteams":
            SwitchSides () ;
            break;
            default:
            HC.ClientMessage ("Type 'mutate switchteams' to switch Team Sides!") ;
            break;
        }
    } else
    {
        HC.NotifyAdminMessage("'mutate switchteams' is an Administrator only command!") ;
    }
}

state HalfTime
{
    function BeginState ()
    {
        Level.Game.Endgame (none,"Switching Teams for HalfTime!") ;

        settimer(5,true);
    }

    function Timer ()
    {
        SwitchSides () ;
        settimer(0,true);
    }
}

function HalfTimeSwitchSides ()
{
    local int RoundsPerMatch;
    local int RemainingRounds;
    local int MidGame;
    local int HalfTime;

    RoundsPerMatch = Level.Game.GameReplicationInfo.RoundsPerMatch ;
    RemainingRounds = Level.Game.GameReplicationInfo.RemainingRounds ;
    MidGame = RoundsPerMatch / 2 ;
    HalfTime = Level.Game.GameReplicationInfo.Teams[0].TeamScore + Level.Game.GameReplicationInfo.Teams[1].TeamScore ;

    switch (HalfTime)
    {
        case MidGame:
        GoToState ('HalfTime');
        break;
        default:
        Log("Halftime is not equal to MidGame!",'LEEFFM');
        break;
    }
}

function SwitchSides ()
{
    local HumanController HC;
    local int PlayerID;
    local int i;

    PlayerID = HC.PlayerReplicationInfo.PlayerID ;

    for (i = 0; i < Level.Game.GameReplicationInfo.PRIArray.Length; i++)
    {
        HC = HumanController(Level.Game.GameReplicationInfo.PRIArray[i].GetController());

        switch (HC.PlayerReplicationInfo.Team.TeamIndex)
        {
            case 0:
            SwapPlayer (HC,1) ;
            break;
            case 1:
            SwapPlayer (HC,0) ;
            break;
        }
    }
}

function SwapPlayer (HumanController HC, int NewTeam)
{
    ChangeTeam (HC,NewTeam) ;
    AGP_TeamInfo(HC.PlayerReplicationInfo.Team).ClearPlayerRequests(HC.PlayerReplicationInfo);
    AGP_TeamInfo(HC.PlayerReplicationInfo.Team).AddToNoRequestList(HC.PlayerReplicationInfo,False);
}

function ChangeTeam (Controller 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))
    {
        HumanController(C).ClientMessage ("?[AA25] HalfTime... Switching Sides!") ;
    }
}

defaultproperties
{
    bSwitchAtHalfTime = true
}

64
Feedback & Suggestions / Re: coop maps
« on: Saturday, January 31, 2015, 08:47:44 AM »
I believe this question has been asked before some where on the forums but aa2.5 does not have a working AI and from what I saw last time this question was asked I believe they said no one is currently developing an AI at this time.

65
Games & Programming / Re: Team Swap
« on: Thursday, January 29, 2015, 13:43:22 PM »
I found my error I for got to add EditPackages=AGP_GamePlay to my make file :P silly noob mistakes lol, however I get another error now, Looks nice Eliz cant wait to test it out tomorrow on the [BA]^ server

66
Games & Programming / Re: Team Swap
« on: Thursday, January 29, 2015, 12:11:03 PM »
ok looks like you have to use the command twice for it to work D: , I didn't see anything in the code of crusades UltimateMod that swaps teams but I did find the tournament SwapTeams function im attempting to duplicate the parts of it I need to make a new swapteams command.

EDIT:
I believe this should work but im having probloms I cannot compile it because I cannot call AGP_GameTeamObjectives I keep getting this error ->
Code: [Select]
Error in AdminTeamSwitch.uc (4): Unrecognized type 'AGP_GameTeamObjectives'
Teams[2] is declared in AGP_GameTeam I cant call that either same error, and the same error for AGP_TeamInfo.

if anyone can help me get around this problem I Should be able to make this a working mod.

AdminTeamSwitch.uc:
Code: [Select]
class AdminTeamSwitch extends mutator;

var GameInfo GameInfo;
var AGP_GameTeamObjectives AGP_GameTeamObjectives;

event PreBeginPlay ()
{
Level.Game.BaseMutator.AddMutator(self);
Log("This mod is property of the [BA]^ Brothers N Arms Clan !",'LEEFFM');
Log("This mod is made by [BA]^LEEFFM",'LEEFFM');
Log("LEEFFM'S Switch Teams Mod Is Loaded",'LEEFFM');
}

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

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

    if (HC.PlayerReplicationInfo.bAdmin)
    {
        switch (Command)
        {
            case "switchteams":
            SwitchSides () ;
            break;
            default:
            HC.ClientMessage ("Type 'mutate switchteams' to switch Team Sides!") ;
            break;
        }
    } else
    {
        HC.NotifyAdminMessage("'mutate switchteams' is an Administrator only command!") ;
    }
}

function SwitchSides ()
{
    local HumanController HC;
    local int PlayerID;
    local int i;

    PlayerID = HC.PlayerReplicationInfo.PlayerID ;

    for (i = 0; i < Level.Game.GameReplicationInfo.PRIArray.Length; i++)
    {
        HC = HumanController(Level.Game.GameReplicationInfo.PRIArray[i].GetController());

        switch (HC.PlayerReplicationInfo.Team.TeamIndex)
        {
            case 0:
            SwapPlayer (HC,1) ;
            break;
            case 1:
            SwapPlayer (HC,0) ;
            break;
        }
    }
}

function SwapPlayer (HumanController HC, int NewTeam)
{
    ChangeTeam (HC,NewTeam) ;
    //AGP_TeamInfo(HC.PlayerReplicationInfo.Team).ClearPlayerRequests(HC.PlayerReplicationInfo);
    //AGP_TeamInfo(HC.PlayerReplicationInfo.Team).AddToNoRequestList(HC.PlayerReplicationInfo,False);
}

function bool ChangeTeam (HumanController C, int Team)
{
    local TeamInfo NewTeam;

    if (Team < 2)
    {
        NewTeam = AGP_GameTeamObjectives.Teams[PickTeam(Team,C)];
    } else
    {
        return false;
    }

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

    C.StartSpot= none;

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

    if (NewTeam.AddToTeam(C))
    {
        C.ClientMessage ("You Were Moved!") ;
    }

    return true;
}

67
Games & Programming / Re: Team Swap
« on: Thursday, January 29, 2015, 08:34:33 AM »
my mods are based off of what I learn looking at a folder named Compilings that belonged to crusade and based off what I see in the UTPT program and a Americas Army 2.6 SDK I found on

I didn't see anything in crusades compiling folder that would have let me do this I just rewrote the SwitchTeam() function located in the PlayerController file and named it SwitchSides () Players can still click remain if they go to the team selection tab but there is no message that pops up telling you that you will be switching teams so most people wont know and will be switched.

68
Games & Programming / Re: Team Swap
« on: Thursday, January 29, 2015, 08:21:33 AM »
This should work Download my SwitchTeamsMod at: http://brothersnarms.gamerlaunch.com/gallery/library.php?gid=452135

This is untracked of course.

How To Use:
Code: [Select]
Open aa25srv.ini

under [Engine.GameEngine]

add line: ServerActors=SwitchTeamsMod.AdminTeamSwitch

Save aa25srv.ini

While ingame press ~ then type 'mutate switchteams'

Source Code:
Code: [Select]
class AdminTeamSwitch extends mutator;

event PreBeginPlay ()
{
Level.Game.BaseMutator.AddMutator(self);
Log("This mod is property of the [BA]^ Brothers N Arms Clan !",'LEEFFM');
Log("This mod is made by [BA]^LEEFFM",'LEEFFM');
Log("LEEFFM'S Switch Teams Mod Is Loaded",'LEEFFM');
}

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

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

    if (HC.PlayerReplicationInfo.bAdmin)
    {
        switch (Command)
        {
            case "switchteams":
            SwitchSides () ;
            break;
            default:
            HC.ClientMessage ("Type 'mutate switchteams' to switch Team Sides!") ;
            break;
        }
    } else
    {
        HC.NotifyAdminMessage("'mutate switchteams' is an Administrator only command!") ;
    }
}

function TeamChange( HumanController HC, int N )
{
local TeamInfo OldTeam;

OldTeam = HC.PlayerReplicationInfo.Team;
       Level.Game.ChangeTeam(HC, N, true);
}

function SwitchSides ()
{
    local HumanController HC;
    local int PlayerID;
    local int i;

    PlayerID = HC.PlayerReplicationInfo.PlayerID ;

    for (i = 0; i < Level.Game.GameReplicationInfo.PRIArray.Length; i++)
    {
        HC = HumanController(Level.Game.GameReplicationInfo.PRIArray[i].GetController());

        if (HC.PlayerReplicationInfo.Team.TeamIndex == 1)
        {
  TeamChange(HC,0);
    }  else
    {
            TeamChange(HC,1);
        }

    }
}

69
Games & Programming / UltimateMod v1.1 Release!
« on: Tuesday, January 20, 2015, 19:01:06 PM »
ReadMe.txt:
Code: [Select]
Ulitimate Mod Readme!

Commands:

Type 'mutate clist' for a list of Commands!

Type 'mutate rules' for a list of Server Rules!

Type 'mutate class [WeaponsClass]' to pick a weapon!

Classes Are: M,M4,M16,R,G,GP,AK,PSO,AK74SU,PSO,SF,S,SPR,SVD,S24,MOS,AR,RPK,RPG,AT4,BDM,D,BREACHER,B,SHOTTY,SHOTGUN

Type 'mutate thirdperson' for ThirdPerson View!

Type 'mutate firstperson' for FirstPerson View!

Admin Commands:

Type 'mutate allowrockets 1' to allow Rockets, Type 'mutate allowrockets 2' to not allow Rockets!

Type 'mutate allowrifles 1' to allow Rifles, Type 'mutate allowrifles 2' to not allow Rifles!

Type 'mutate allow203' to allow Grenade Launchers, Type 'mutate allow203 2' to not allow Grenade Launchers!

Type 'mutate allowmgs 1' to allow Machine Guns, Type 'mutate alowmgs 2' to not allow Machine Guns!

Type 'mutate allowsnipers 1' to allow Snipers, Type 'mutate allowsnipers 2' to not allow Snipers!

Type 'mutate allowgrenades 1' to allow Grenades, Type 'mutate allowgrenades 2' to not allow Grenades!

Type 'mutate allownvg 1' to allow Night Vision, Type 'mutate allownvg 2' to not allow Night Vision!

Type 'mutate objectives 1' to allow Objectives, Type 'mutate objectives 2' to not allow Objectives!

Type 'mutate riflesonly 1' for Rifle's Only, Type 'mutate riflesonly 2' to turn Rifle's only off!

"Type 'mutate mgsonly 1' for Machine Gun's Only, Type 'mutate mgsonly 2' to turn Machine Gun's only off!

Type 'mutate snipersonly 1' for Sniper's Only, Type 'mutate snipersonly 2' to turn Sniper's only off!

Type 'mutate shottyonly 1' for Shotgun's Only, Type 'mutate shottyonly 2' to turn Shotgun's only off!

Type 'mutate m9only 1' for M9's Only, Type 'mutate m9only 2' to turn M9's only off!

Type 'playerlist' for a list of players!

Type 'mutate kill [PlayerID]' to Kill a Player for violations of Rules!

Type 'mutate jail [PlayerID]' to Send a Player to Leavenworth for violations of Rules!

Type 'mutate roekick [PlayerID]' to Send a Player to Mout Shoot House for Excessive ROE!

Type 'mutate nadekick [PlayerID]' to Send a Player to Us Weapons for Nading Firendly's!

Type 'mutate restart' to notify Restarting Server!





How To Use Mod:

Open aa25srv.ini

under [Engine.GameEngine]

add line: ServerActors=UltimateMod.ultimatemod

Save aa25srv.ini

Open aa25.ini

change hackhunter=1 to hackhunter=0 otherwise the thirdperson command will not function properly.

save aa25.ini

Edit UltimateMod.ini

Start server and have fun!

UltimateMod.ini:
Code: [Select]
[UltimateMod.ultimatemod]
; You Must Restart Server For Changes To Take Effect!
; Please Report Bugs to LEEFFM at http://aao25.com/forum/games-programming/ultimatemod-v1-0/ Or send a PM!

;Makes Everyone A Medic
bEveryoneIsMedic=true

; -------------------------------------------------------------------------

; Settings
bAllowRifles=true
AllowMgs=true
bAllowSnipers=true
bAllow203=true
bAllowRockets=true
bNVG=true
bObjectives=true
bAllowGrenades=true
bAllowIGPlayerForceClass=true

; -------------------------------------------------------------------------

;Force Weapon Type
bRiflesOnly=false
bMgsOnly=false
bSnipersOnly=false
bShottyOnly=false
bM9Only=false

; -------------------------------------------------------------------------

; Default Settings
; Set this to false before changing anything else true or false
bDefaultSettings=true

; Default Settings
;      Are
; bAllow203 = true bAllowGrenades = true
; bAllowRifles = true bAllowRockets = true
; bAllowSnipers = true bEveryoneIsMedic = true
; bForceclass = true bNVG = true
; bLogoAdder = true bObjectives = true
; bRiflesOnly = false bShottyOnly = false
; bM9Only = false bSinpersOnly = false
; bMgsOnly = false bWeaponsForcer = false
; bNormal = false bAllowIGPlayerForceClass = true

; ------------------------------------------------------------------------

; Play Without being able to Forceclass Your Own Weapon
bNormal=false

; ------------------------------------------------------------------------

; Weapons Forcer
bWeaponsForcer=false
Option_Forceclass=d

; Classes Are
; M,M4,M16,R,G,GP,AK,PSO,AK74SU,PSO,SF,S,SPR,SVD,S24,MOS,AR,RPK
;      RPG,AT4,BDM,D,BREACHER,B,SHOTTY,SHOTGUN

; -----------------------------------------------------------------------

; Logo Adder
;true is on , false is off
bLogoAdder=true

Logo=1
PlayerName=-iL^LEEFFM

Logo=4
PlayerName=Ba.^LifeSavR

Logo=4
PlayerName=Ba.^DSpAwN

Logo=2
PlayerName=.neXus[4thK!nd]

Logo=2
PlayerName=Bak!ngsoDa

Logo=2
PlayerName=HeatSeeker

Logo=4
PlayerName=Ba.^SiNGLe

Logo=4
PlayerName=Ba.^Silent_Ninja

;logo groups
;1=group_dev Ba.^ Dev's
;2=group_army_dev Ba.^ Friends/Testers
;3=group_homelan
;4=group_beta Ba.^ Members
;5=group_army_active
;6=group_army_reserve
;7=group_supercomputer
;8=group_army
;9=group_navy
;10=group_airforce
;11=group_marine
;12=group_army_retired
;13= sf
;22= pb

UltimateMod.uc:
http://pastebin.com/3gfN8nS2

Download UltimateMod v1.1  at:
http://downloads.fallen-ones.net/AA/25/ultimatemod_v1-1.zip

Visit The Fallen Ones Discord: https://discord.gg/QSMf2C3

70
Feedback & Suggestions / Adding TOURNAMENT to the assist server command line
« on: Tuesday, January 20, 2015, 16:44:49 PM »
So it seems that you can no longer do
Code: [Select]
./server-bin TOURNAMENT pipeline to start a server in tournament mode I was wondering if it could be added so that a server can be started in Tournament mode the first time so when restarting servers you don't have to go in and start tournament mode every time. and possibly also add it as a option in the Assist Server Manager?

71
Server Support / Re: Tournament Mode
« on: Tuesday, January 20, 2015, 16:40:16 PM »
ok , thanks.

72
Server Support / Re: Tournament Mode
« on: Monday, January 19, 2015, 18:57:39 PM »
yes im 100% sure when I start the server and manually turn on tournament mode it has all the settings saved it just doesn't start in tournament mode automatically.

73
Server Support / Re: Tournament Mode
« on: Monday, January 19, 2015, 12:49:17 PM »
I already have that set
Code: [Select]
[AGP_Gameplay.AGP_GameTournament]
asTournamentTeamName[0]=Ba.^
asTournamentTeamName[1]=Opposing Forces
sMatchName=Scrim
sTournamentName=Ba.^ Scrim
sLeagueName=Ba.^ Brothers N Arms
iTournamentRequestDelayTime=30
iTournamentRoundDelayTime=5
iTournamentWarmupDuration=4
iTournamentSwapTime=60
iTournamentSwapLimit=3
iTournamentPauseLimit=90
bTournamentMercyRule=True
bTournamentOpenAllWeaponClassSlots=True
bTournamentTeamCaptainsAllowed=True
bTournamentTeamPasswordsRequired=False
bTournamentTieSuddenDeath=False
bTournamentTieScore=False
bTournamentEnableRandomTeamAssignments=True

and I have also set
Code: [Select]
[AGP_Gameplay.AGP_GameDeathMatch]
bTournamentMode=True
I still cannot start it in tournament mode I have to login as spectator admin and do it manually

74
Server Support / Re: Tournament Mode
« on: Monday, January 19, 2015, 00:44:03 AM »
admin spectator works :P didn't even think of that but still would like to not have to manually switch to tournament mode every time I restart the server :P

75
Server Support / Re: Tournament Mode
« on: Sunday, January 18, 2015, 19:53:34 PM »
yes but you cant join a team when your an admin and if I restart the server it wont startup in tournament mode.

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