• Stargate Extras
    156 replies, posted
meh, hyperspace isnt that useful in garrysmod, maps arent big enough. Just go whit the thing from wire (gravity controler i think). i agree it would be cool to have but he should consentrate on the more cool and useful stuff.
Adaptive shields smell wonderful :3 But even if that didn't work, creating a shield where you can set width, height and length would be just sweet.
The stargate overloader kills my computer.:) Anything over a couple thousand energy crashes garrys mod when it detonates.
Oh man I've got the problem with ag-3 satellite: [URL=http://radikal.ru/F/s43.radikal.ru/i101/1006/15/82b669d43577.jpg.html][IMG]http://s43.radikal.ru/i101/1006/15/82b669d43577t.jpg[/IMG][/URL] What should I do?
Try deleting this addon and re-downloading it from the SVN. Either you've got a broken install or another addon is conflicting with this one.
how is adaptive shielding coming along
Hey guys, just to let you know, i'm not dead, Uni keeps me pretty busy, but it's holidays so i should have some time to plow through this. Also, with the gm_queryphysics module thing been released i no longer have to worry about marching cubes (which probably wouldn't have worked anyway), i can just directly modify the physics object XD, so adaptive shielding should be along sometime in the near future, but please, don't hold your breath :P.
Thanks for the update. Glad to know it's not dead
I was trying to make my [url=http://www.wiremod.com/forum/wiremod-lua-coding/18035-pewpew-new-gcombat.html]GCombat-like addon called PewPew[/url] work with Stargate shields, when I noticed the SG Extras function "ShieldTrace". I tried it, but it seemed to be slightly bugged. I asked Feha to help me make a new function like it, and we succeeded. You ("You" being who?) asked to tell you if there was a better way, which is why I'm posting this here now. XFire video demonstration: [url=http://www.xfire.com/video/3126bb/][img]http://video.xfire.com/3126bb-4.jpg[/img][/url] Code: [lua]local sqrt = math.sqrt local function RaySphereIntersection( Start, Dir, Pos, Radius ) -- Thanks to Feha local A = 2 * Dir:Length()^2 local B = 2 * Dir:Dot(Start - Pos) local C = Pos:Length()^2 + Start:Length()^2 - 2 * Pos:Dot(Start) - Radius^2 local BAC4 = B^2-(2*A*C) if (BAC4 >= 0 and B < 0) then return Start + ((-sqrt(BAC4) - B) / A)*Dir end end function pewpew:Trace( pos, dir, filter ) if (StarGate and StarGate.Trace) then -- If Stargate is installed local trace = StarGate.Trace:New( pos, dir, filter ) trace.HitShield = false if (trace.Hit and trace.Entity and trace.Entity:IsValid() and trace.Entity:GetClass() == "shield") then local HitPos = RaySphereIntersection( trace.HitPos, dir, trace.Entity:GetPos(), trace.Entity:GetNWInt("size",0) ) if (HitPos) then trace.HitPos = HitPos trace.HitNormal = (HitPos - trace.Entity:GetPos()):GetNormal() trace.HitShield = true return trace else if (filter and type(filter) == "Entity") then filter = { filter } elseif (!filter) then filter = {} end table.insert( filter, trace.Entity ) return self:Trace( trace.HitPos, dir, filter ) end end return trace else -- If Stargate isn't installed local tr = {} tr.start = pos tr.endpos = pos + dir tr.filter = filter return util.TraceLine( tr ) end end[/lua] Just replace "pewpew" with "SGE". And you would have no use for the "If stargate isn't installed" bit, so you could just erase that. Edit: Feha and I discovered an infinite loop error. Trying to fix it now. Edit 2: Fixed.
Interesting vid there, Divran. How does the shield interact with props? I'm asking coz in the vid it looks like it pushes the weapon ent away even if it's not even close to the visible shield bubble. Is the shield bubble inside a physical 'box' of some kind?
[QUOTE=tuusita;23524418]How does the shield interact with props? I'm asking coz in the vid it looks like it pushes the weapon ent away even if it's not even close to the visible shield bubble. Is the shield bubble inside a physical 'box' of some kind?[/QUOTE] I didn't touch that code, so it works just like usual. I only made a different version of Stargate Extra's "shield trace". Edit: Whoops I just noticed I'd accedentally edited out the RaySphereIntersection function. I edited it back in now.
Apologies, but where do I put the code? And thank you for taking the time to do this. It will certainly make me use the pewpew weapons more often, which is good as they have a greater variety than most other packs available, especially when you only compare the weapons that interact with shields.
That code is only for the developer(s) of Stargate Extras. If you are not one of them, you don't need it. Stargate shield compatability will not be added to PewPew yet. It's for PewPew v2, which I'm currently working on.
Okay, thanks.
Thanks, I'll try and get that integrated into the next update :)
could someone please simplify the instructions or just paste the files on megasupload.com, the download wont work for me
[QUOTE=pitastrudl;23584679]could someone please simplify the instructions or just paste the files on megasupload.com, the download wont work for me[/QUOTE] [url]http://www.facepunch.com/showthread.php?t=688324[/url]
when i spawn the overloader i have a lua prob it says addons\sga\lua\autorun\server\stargateextras.lua:8 0: attempt to call field 'registerent' (a nil value) and i get this when i shoot the shield with a staff/ronon,s gun or anything like it addons\stargate\lua\entities\shield\init.lua:366: attempt to index local 'e' (a nil value) and this is when i have no lifesupport/rd
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Is it possible that I change the lua code, that the Ori beam cannon won't explode?
[QUOTE=koljat;23785489]Is it possible that I change the lua code, that the Ori beam cannon won't explode?[/QUOTE] probly, ill look in to it.
[QUOTE=thenewhalogod;23802402]probly, ill look in to it.[/QUOTE] Thank you, I'll be happy to wait
Feha has further optimized the ray-sphere intersection function. I have updated the above post and I'll PM PyroSpirit now (I'm assuming that's the guy I need to PM since he said he'd look into getting it in the next update).
Thanks, I've updated the code with those changes. It'll become available as soon as I get round to working on this addon.. which could be a while yet - I don't play GMod any more so it's hard to find the motivation. It seems the Carter's Stargate Addon Pack team are doing a good job of providing plenty of new SG stuff in the meantime anyway!
Hi guys just a quick question but when i use the stargate overloader i have to use about 70 ZPMs just to get the gate on the receiving end to glow. Im pretty sure this is not right and is there anything i can do about it?
is this still alive ?
[QUOTE=montross;24374677]is this still alive ?[/QUOTE] I'm still waiting till my question is answered!!!!
Not really.. I don't have much motivation to continue developing it, since I never play GMod any more. I don't think DrFattyJr has much interest left either. I might see if the developers of Carter's Pack want to take ownership of anything in this addon, as they seem to be churning out a lot of high quality work lately.
[QUOTE=PyroSpirit;24487340]Not really.. I don't have much motivation to continue developing it, since I never play GMod any more. I don't think DrFattyJr has much interest left either. I might see if the developers of Carter's Pack want to take ownership of anything in this addon, as they seem to be churning out a lot of high quality work lately.[/QUOTE] Well i think its good :) Contact madman for that the thread owner.
[QUOTE=koljat;24438692]I'm still waiting till my question is answered!!!![/QUOTE] same
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