• Stargate Carter Addon Pack
    4,521 replies, posted
[QUOTE=johan svensk;38450199]Can someone help me solve this problem with the weapons. Cause i wire the turrets "active" and "fire" to the target finders "1" then "entity" from the turret to the target finder, just as the wiki says, but all the turret do is follow the target with gun but not firing. How do i make it fire?[/QUOTE] I have no idea. Did you use resource distrubition and link the ZPM energy and/or Naquanda? That might be it.
[QUOTE=The_Webster;38450574]I have no idea. Did you use resource distrubition and link the ZPM energy and/or Naquanda? That might be it.[/QUOTE] Nope that doesn't seem to be it.
[QUOTE=fdinasty;38435877]Can't wait to test the lightning effect on the Icarus ramp.[/QUOTE]So you have tested it?)
[url]http://sg-carterpack.com/index.php/topic,301.0.html[/url]
[QUOTE=johan svensk;38450637]Nope that doesn't seem to be it.[/QUOTE] I got the small turret working. I set the fire to a button and connected the ZPM + Basic Naquanda (on red mode) to the base of the turret, not the turret head. After that it fired and destroyed my kleiner. I'll post an edit to see if I can get the others working. EDIT: Did another test, turns out all it needs is energy attached to the very bottom of the turret. Everything else you did works. EDIT2: Also got the Ion cannon to work. Finally, I get to see the glory of the Ion cannon in action. This should work for every turret based weapon. It also seems to have a function for vector, I assume that's just if you want it to hit a specific area. EDIT3: Is there a more efficient version of the target finder? I want my turrets to target any ship that passes nearby and the target finder only has a 1000 radius. Most ships fly further away than this and in air combat it wouldn't help much.
[QUOTE=AlexALX;38447576]I think you have too much addons. And garry did some limit for client-side lua files, so i can't do anything with this. Create bug report in develpment forum on facepunch with this saing you have get client_lua_files limit and maybe garry will do something. Idk. [/QUOTE] Lol wow, now Garry is limiting how much you can mod the game :/ Anyways, I uninstalled a few of the dodgy addons I don't needed, and all is working now, thanks :) [editline]15th November 2012[/editline] [QUOTE=The_Webster;38452016]I got the small turret working. I set the fire to a button and connected the ZPM + Basic Naquanda (on red mode) to the base of the turret, not the turret head. After that it fired and destroyed my kleiner. I'll post an edit to see if I can get the others working. EDIT: Did another test, turns out all it needs is energy attached to the very bottom of the turret. Everything else you did works. EDIT2: Also got the Ion cannon to work. Finally, I get to see the glory of the Ion cannon in action. This should work for every turret based weapon. It also seems to have a function for vector, I assume that's just if you want it to hit a specific area. EDIT3: Is there a more efficient version of the target finder? I want my turrets to target any ship that passes nearby and the target finder only has a 1000 radius. Most ships fly further away than this and in air combat it wouldn't help much.[/QUOTE] You can just manually extend the target finder's range by adding a few 0s to the end of the field that says range. Or you could write an e2 script to target stuff, which usually works better 'cause you could make it identify targets by class, name, something chatted in the server chat, etc.
[QUOTE=The_Webster;38452016] EDIT2: Also got the Ion cannon to work. Finally, I get to see the glory of the Ion cannon in action. This should work for every turret based weapon. It also seems to have a function for vector, I assume that's just if you want it to hit a specific area. EDIT3: Is there a more efficient version of the target finder? I want my turrets to target any ship that passes nearby and the target finder only has a 1000 radius. Most ships fly further away than this and in air combat it wouldn't help much.[/QUOTE] if you want to make the range bigger than 1000 just click in the number box and hold down 0 for a bit and then your target finder will cover the entire map
Doing loads more testing, and found that (by accidental physgun) that a chair will link with certain objects and allow you to control them. It made it so much easier than wire. Then I realised it's in the wiki.
[QUOTE=The_Webster;38452016]I got the small turret working. I set the fire to a button and connected the ZPM + Basic Naquanda (on red mode) to the base of the turret, not the turret head. After that it fired and destroyed my kleiner. I'll post an edit to see if I can get the others working. EDIT: Did another test, turns out all it needs is energy attached to the very bottom of the turret. Everything else you did works. EDIT2: Also got the Ion cannon to work. Finally, I get to see the glory of the Ion cannon in action. This should work for every turret based weapon. It also seems to have a function for vector, I assume that's just if you want it to hit a specific area. EDIT3: Is there a more efficient version of the target finder? I want my turrets to target any ship that passes nearby and the target finder only has a 1000 radius. Most ships fly further away than this and in air combat it wouldn't help much.[/QUOTE] Now it works! Thanks. One small problem i have though is that sometimes the weapon won't move to face the target, though i can fire. That may be a problem with the target finder though.
I don't know if it's only me, but when i take the Staff of Jaffa, It doesn't appear but I can shoot with it, It's only for this weapon, the others works fine. Sorry for bad english
[QUOTE=Levrifon;38464142]I don't know if it's only me, but when i take the Staff of Jaffa, It doesn't appear but I can shoot with it, It's only for this weapon, the others works fine. Sorry for bad english[/QUOTE]This is gmod bug. It will be fixed in next gmod update. [QUOTE]Fixed Ironsights Some Scripted Weapon’s ironsights had stopped working. This was due to results from GetViewModelPosition being stumped by an engine call further down the line. This was something that slipped by in the code merge - and has now been fixed. Fixed clientside entities getting confused This is hard to explain. When you lag, or start recording a demo, you get a ‘full’ update from the server - and entities are re-created clientside. This is fine for C++ entities, but Lua entities have always counted on the entity table being consistent. But were were re-creating the entity table, and pushing a new reference for the entity. So weirdness happened, especially when comparing two entities to each other (or indexing a table using an entity). This should fix double entries in the scoreboard and voice boxes. It should also fix weapons showing with the wrong name and model.[/QUOTE]
[QUOTE=AlexALX;38464498]This is gmod bug. It will be fixed in next update.[/QUOTE] Thank you for your answer ;)
I used the two SVN links and this mod keeps on telling me I'm 300 something revisions behind. help? I have already tried updating and reinstalling the pack -edit- this is the error I'm getting ================================ Carter Addon Pack Error: ------- The file of addon version is corrupt. Please remove and redownload file cap/ver.txt. ------- Carter Addon Pack is wrong installed. ================================
[QUOTE=AlexALX;38421469][B]@Tyenkrovy[/B] havn't this problem, for me sgu gates works fine without any problems with symbols or errors. Disable all workshop addons and try again.[/QUOTE] I disabled all Workshop addons and also removed all non-Workshop addons. It's still doing it, and with the exact same error in the console, too. I'm tempted to uninstall and reinstall Gmod, then redownload CAP and then see if it works. There might be some non-standard addon installed that I don't remember installing. [b]Edit:[/b] Uninstalled Gmod entirely and reinstalled. Still having the problem. Kinda feeling stupid at this point, like it's something simple that I'm just not catching.
[QUOTE=youtubecanon;38436122]I took everything in lua, data, models, materials, scripts and sounds and copied it to to the garrysmod/garrysmod folder. And the addons I'm running are these: [IMG]http://img837.imageshack.us/img837/7171/screenshot20121113at600.png[/IMG][/QUOTE] Was this issue ever resolved? I'm currently getting the same exact errors and I'm running Windows
[QUOTE=Arkarian;38468793]I used the two SVN links and this mod keeps on telling me I'm 300 something revisions behind. help? I have already tried updating and reinstalling the pack -edit- this is the error I'm getting ================================ Carter Addon Pack Error: ------- The file of addon version is corrupt. Please remove and redownload file cap/ver.txt. ------- Carter Addon Pack is wrong installed. ================================[/QUOTE] Are you getting them from the following SVN links? [url]http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap/[/url] [url]http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap_resources/[/url] Those are the proper links if you're downloading directly to your addons folder. If you're downloading to a separate folder then moving it, it should be this link: [url]http://carterspack.svn.sourceforge.net/svnroot/carterspack/[/url] @AlexALX: Tried uninstalling and reinstalling again, including completely deleting the garrysmod folder in my steam installation and starting completely from scratch. The glyphs on the SGU gate still won't light up and it still has the error in the console, sir.
[QUOTE=Arkarian;38468793]I used the two SVN links and this mod keeps on telling me I'm 300 something revisions behind. help? I have already tried updating and reinstalling the pack -edit- this is the error I'm getting ================================ Carter Addon Pack Error: ------- The file of addon version is corrupt. Please remove and redownload file cap/ver.txt. ------- Carter Addon Pack is wrong installed. ================================[/QUOTE]How dod you installing cap? You should put cap and cap_resources folders in garrysmod/garrysmod/addons folder, and not somehow else! [QUOTE=Tyenkrovy;38471745]Are you getting them from the following SVN links? [url]http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap/[/url] [url]http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap_resources/[/url] Those are the proper links if you're downloading directly to your addons folder. If you're downloading to a separate folder then moving it, it should be this link: [url]http://carterspack.svn.sourceforge.net/svnroot/carterspack/[/url] @AlexALX: Tried uninstalling and reinstalling again, including completely deleting the garrysmod folder in my steam installation and starting completely from scratch. The glyphs on the SGU gate still won't light up and it still has the error in the console, sir.[/QUOTE]Can you add me in steam? As i remember you are russian, so we can speak about this problem not in english via steam.
It isn't yours. And I always keep my games up to date. [QUOTE=AlexALX;38449577]If you don't care about updationg then you will have bugs what will be fixed only in new version o new features... And it seems like cap still have some small problems after gmod13 come. Anyway it seems like its gmod problem, not mine or cap so...[/QUOTE]
[QUOTE=Tyenkrovy;38471745]Are you getting them from the following SVN links? [url]http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap/[/url] [url]http://carterspack.svn.sourceforge.net/svnroot/carterspack/cap_resources/[/url] Those are the proper links if you're downloading directly to your addons folder. If you're downloading to a separate folder then moving it, it should be this link: [url]http://carterspack.svn.sourceforge.net/svnroot/carterspack/[/url][/QUOTE] Worked like a charm, thanks a lot!
[url]http://t.co/78x8BaLd[/url] Thoughts?
[QUOTE=Iziraider;38480453][url]http://t.co/78x8BaLd[/url] Thoughts?[/QUOTE] o.O What [I]is[/I] that device? XD Also, looks like some sort of milkyway-tollan hybrid gate in the background (really thin, but orange lights)
[QUOTE=Avent;38481269]o.O What [I]is[/I] that device? XD Also, looks like some sort of milkyway-tollan hybrid gate in the background (really thin, but orange lights)[/QUOTE] That device is a mic. I think she's recording her voice for either a stargate game, or animation.
[QUOTE=Iziraider;38481326]That device is a mic. I think she's recording her voice for either a stargate game, or animation.[/QUOTE] The picture in the background is from Stargate worlds.
[QUOTE=Iziraider;38481326]That device is a mic. I think she's recording her voice for either a stargate game, or animation.[/QUOTE] Most complicated mic I've seen :3 [editline]17th November 2012[/editline] Is it too optimistic to think they might be reviving part of SGW?
[QUOTE=Avent;38481698]Most complicated mic I've seen :3 [editline]17th November 2012[/editline] Is it too optimistic to think they might be reviving part of SGW?[/QUOTE] They can't. read why it didn't even come out.
[QUOTE=AlexALX;38473183]Can you add me in steam? As i remember you are russian, so we can speak about this problem not in english via steam.[/QUOTE] Actually, I'm not Russian, I'm American, and I'm only fluent in English. :-( Sorry! It's too bad no one has invented a universal translator yet, lol. [editline]16th November 2012[/editline] I'm not sure if it matters, but the util.lua file the error mentions? It doesn't seem to actually exist in my installation. At the very least, Windows search can't find it anywhere in my steam folder or any of its subfolders. [editline]17th November 2012[/editline] And now after deleting everything in CAP and redownloading it - just as before, mind you - the glyphs are lighting up as they should. There does seem to be some odd behavior when two SGU gates are trying to dial one another. After they connect, the receiving gate continues to rotate until the "top" chevron is at the top. There doesn't seem to be a related error in the console, though. [editline]17th November 2012[/editline] [QUOTE=Avent;38481698]Most complicated mic I've seen :3[/QUOTE] That's because it's in an anti-vibration mount. Those black bands keep the mic suspended in the holder so that any bouncing or vibrations don't translate to pops or other sounds in the recording.
[QUOTE=Iziraider;38480453][url]http://t.co/78x8BaLd[/url] Thoughts?[/QUOTE] More Stargate is always welcome!
I am running REV. 362 and I do not see the kawoosh, and the workshop of RD2 and LS2 do not work with CAP. I need HELP!!!
I know this is a bit off topic, but when did you guys see Mijyuoon(RUS) last time online on steam? o_o [editline]18th November 2012[/editline] Btw Vector:ToScreen() works wrong. @_@ [editline]36th November 1965[/editline] Ah, i was wrong, Vector:ToScreen() works fine. However it was an logical error. >.>
[QUOTE=kend.bart;38491773]I am running REV. 362 and I do not see the kawoosh, and the workshop of RD2 and LS2 do not work with CAP. I need HELP!!![/QUOTE] if you unselect "use new kawoosh material" it will work. got the same problem but i'm sure it will be fixed soon. just as always :)
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