• Stargate Extras
    156 replies, posted
Sad to hear. Oh well, at least when it ends sometime in January/Febuary next year we can expect an update!
I can't get the Ori Beam Weapon to fire. It just releases a ring or energy.
[QUOTE=Sodisna;18795893]I can't get the Ori Beam Weapon to fire. It just releases a ring or energy.[/QUOTE] Is there something in front of it causing it to dissipate?
No.
Is the stargate active? Does it have enough power? Is there an Iris closed?
[QUOTE=DrFattyJr;18792675]This is true, there's only so many ways to code one device, however people have certain coding styles and little things that they do all the time, the way they handle loops, functions, null objects etc so if you know what to look for you can almost certainly always pick when someone's copied code.[/QUOTE] I remember someone said that what could really give back the show's weapon is a beam similar to the Ori beam in that is has multiple "pieces". The first piece hits the first prop then the other ones noclip through and hit those behind. [editline]01:47PM[/editline] [QUOTE=Lord Hayden;18797341]Is the stargate active? Does it have enough power? Is there an Iris closed?[/QUOTE] Uh, the Ori beam cannon doesn't need a stargate to work and firing through the gate looks lame anyway: first piece goes through then the whole beam "warp" to the other gate, not teleporting piece by piece as it should. Fun fact: have you ever tried firing a beam cannon that was spinning rapidly (and I mean REALLY fast)? I did, it looked like a giant glowing whip
[QUOTE=amitakartok;18797522]...first piece goes through then the whole beam "warp" to the other gate, not teleporting piece by piece as it should...[/QUOTE] Really? It should teleport properly, well i'll add it to the list of things to fix. Since Pyro hasn't been here in a long time i think i might have to re-write a lot of what he's written purely because i haven't the faintest idea how he's gone about coding it. We have VERY different coding styles. I should probably email him first though.
[QUOTE=DrFattyJr;18798367]Really? It should teleport properly, well i'll add it to the list of things to fix.[/QUOTE] Yup. First piece goes in, the rest will rapidly zoom to the other gate to keep up with said piece. It also happens if you do my above fun fact.
[QUOTE=DrFattyJr;18798367]Really? It should teleport properly, well i'll add it to the list of things to fix. Since Pyro hasn't been here in a long time i think i might have to re-write a lot of what he's written purely because i haven't the faintest idea how he's gone about coding it. We have VERY different coding styles. I should probably email him first though.[/QUOTE] I think it might be a problem with the stargate, wich should be solved as aVoN puts in the, uhm, new teleport stuff.
[QUOTE=mobrockers;18798413]I think it might be a problem with the stargate, wich should be solved as aVoN puts in the, uhm, new teleport stuff.[/QUOTE] No it doesn't use the stargate teleport code because it's not a physical entity.
I'm using RD3 if that means anything.
I am here, I just don't have time to write Lua for GMod anymore, so I've not had much to post. I can add some extra comments to the code if you'd like, DrFattyJr. That particular entity's code is rather complex though, I always planned to re-write it into something easier to understand but never got round to it.
[QUOTE=PyroSpirit;18827135]I am here, I just don't have time to write Lua for GMod anymore, so I've not had much to post. I can add some extra comments to the code if you'd like, DrFattyJr. That particular entity's code is rather complex though, I always planned to re-write it into something easier to understand but never got round to it.[/QUOTE] So do you mind if i re-write it?
Sure, but bear in mind that a number of other entities use it so you'll have to keep the interface the same, or re-write portions of them too.
where do i install this?
In addons like most... well... addons
what do i call the folder then? cause i have it in addons, called the folder stargate extras, but it's not in game?
[QUOTE=Hardstyler;18965927]what do i call the folder then? cause i have it in addons, called the folder stargate extras, but it's not in game?[/QUOTE] Sometimes svn's make a file, sometimes they don't, just check if there is a .info file inside the folder.
there's is... so it should be called "Stargate Extras Pack" ?
[QUOTE=Hardstyler;18966496]there's is... so it should be called "Stargate Extras Pack" ?[/QUOTE] It should work if there's an .info file in the first folder. [editline]07:36PM[/editline] You also need the stargate pack, for it to work. If you don't have it. it won't work. If you do have the stargate pack, it should be under the stargate tab. [editline]07:38PM[/editline] I have also noticed that the red beam from the overloader doesn't work anymore, it spams my screen with effect errors or something.
i have it all, but shield don't seem to adapt? i only godt the big round ones
[QUOTE=Hardstyler;18967526]i have it all, but shield don't seem to adapt? i only godt the big round ones[/QUOTE] Thats because they are not done yet, jeez, if you had said that in the begining :bang:
[QUOTE=Hardstyler;18967526]i have it all, but shield don't seem to adapt? i only godt the big round ones[/QUOTE] Nor will they for some time, it's a pretty annoying thing to implement.
wel they weren't there first time ;) after a restart it some how started to work :S
[QUOTE=Hardstyler;18973678]wel they weren't there first time ;) after a restart it some how started to work :S[/QUOTE] Well i find that hard to believe since the code isn't in the svn? And it'll be a separate entity it to the stargate shield.
[QUOTE=DrFattyJr;18981760]Well i find that hard to believe since the code isn't in the svn? And it'll be a separate entity it to the stargate shield.[/QUOTE] I think he means that the pack was there after a restart.
I got it to work but it just shoots the beam at the gate and doesn't go through it even though it's on.
with adaptive shielding, could you just cause all the connected props to gain extra health? The effect around them (which would make it look shielded) is just a visual bonus, so it isn't really that important.
[QUOTE=Carlisle;18993784]with adaptive shielding, could you just cause all the connected props to gain extra health? The effect around them (which would make it look shielded) is just a visual bonus, so it isn't really that important.[/QUOTE] Shield are not like that, things impact on the shield, thus not hitting whats inside, the only stupid thing about shields is that when used with RD, Nukes go trough the shield, they don't hit you at first, but they do kill the resource node, which in turn makes the shield fail, so that you get killed anyways.
[QUOTE=mobrockers;19005379]Shield are not like that, things impact on the shield, thus not hitting whats inside, the only stupid thing about shields is that when used with RD, Nukes go trough the shield, they don't hit you at first, but they do kill the resource node, which in turn makes the shield fail, so that you get killed anyways.[/QUOTE] That's because the nuke itself needs to be re-coded to hit shields. Normal traces don't hit lua created models, so the nuke has to check if it's in a shield or not, like the naquadah bomb. [editline]08:35PM[/editline] [QUOTE=Carlisle;18993784]with adaptive shielding, could you just cause all the connected props to gain extra health? The effect around them (which would make it look shielded) is just a visual bonus, so it isn't really that important.[/QUOTE] What about stopping physical props from entering your shield?
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