it dosent work for me , guns works fine but i cant spawn stargates , and stargates on maps are half-invisiible and i cant dail anything. :/
[QUOTE=dufas3;38639605]it dosent work for me , guns works fine but i cant spawn stargates , and stargates on maps are half-invisiible and i cant dail anything. :/[/QUOTE]
Add me on steam, [url]http://steamcommunity.com/id/cartman300/[/url]
Going to give all of you a tip, don't ask Madman for any coding favors, he will ask the same of you.
[QUOTE]Simmy: go ahead and program my dspic30f3013 to worki with motors, servos, sonars, spi lcd, mouse optical sensor and create for it an neural network with a task of avoidiong obstacles ;]
[/QUOTE]
I think my brain is giving me console spam
[QUOTE=BlackMac;38641221]Going to give all of you a tip, don't ask Madman for any coding favors, he will ask the same of you.
I think my brain is giving me console spam[/QUOTE]
Well.. it's at least simple to write AI to avoid obstacles. I've done a few already in modules for a tank game. >.>
[QUOTE=cartman300;38641486]Well.. it's at least simple to write AI to avoid obstacles. I've done a few already in modules for a tank game. >.>[/QUOTE]
Yes to some people, I'm only at like very basic Lua understanding.
[QUOTE=BlackMac;38641580]Yes to some people, I'm only at like very basic Lua understanding.[/QUOTE]
He didn't want you to code it in Lua, but in C as far as i know. :)
[QUOTE=cartman300;38641486]Well.. it's at least simple to write AI to avoid obstacles. I've done a few already in modules for a tank game. >.>[/QUOTE]
Maybe it's easy when you simply knows, where objects are and you have fast, 2Gig CPU. Go ahead and force all components to work perfectly (servos, display, sensors, motors) having a small (still powerfull) dsPIC operated at 64Mhz. That's easy part.
Hovewer, making an AI system based on switch-case or even if-else is somethign that child can do. Create an neural network (select how many layers, inputs), teach it (prepare many patterns) and implement (easiest) is the thing that makes it harder :)
Oh, I forgot to mention it should go from A to B point avoiding shit but without making a map (which can be quite usless in dynamic environment) but with ability of self-localizing :)
Yeah, I already see those comments that I'm working on replicator. But yeah, it's somehow simillar ;]
Okay... i didn't thought of that, btw, about the tank game, no you don't know where the objects
are. You have a sonar. :D
[editline]29th November 2012[/editline]
Well, thanks for remembering me about replicators, i found a replicator model in CAP, i'm
gonna code replicator entity, tell AlexALX to include it in CAP and then he'll recode his own
version of it (that's what he does when i tell him to include something that i've already coded) and
then CAP will have replicators! :D
[editline]29th November 2012[/editline]
Look at that! It pretends to be dead! :D
[img]http://filebeam.com/cd6d36d90f91676ab824f60beadfb69b.jpg[/img]
[QUOTE=cartman300;38641651]He didn't want you to code it in Lua, but in C as far as i know. :)[/QUOTE]
Was making just an example, I'm not even good with Lua, you can guess how good I'm with C.
Oh about the replicators, I remember playing with them in that SG1 mod you had a tool to control them.
You could make them group,attack,eat props to replicate etc it was a nice touch.
But the command thing was so messy by the time you figured it out you could go and eat the damn prop yourself.
And it's outdated too much and it doesn't work anymore and i'm lazy to port it.
the wraith blaster only plays the new sound on the primary function and not the stun function also i have to ask why does the wraith blaster have a kill option because as far as i rember it only ever had a stun option
[QUOTE=Lantian;38649348]the wraith blaster only plays the new sound on the primary function and not the stun function[/QUOTE]Isn't a bug, its feature...
[QUOTE=AlexALX;38649748]Isn't a bug, its feature...[/QUOTE]
I heard that too many times this week.
[QUOTE=Iziraider;38649761]I heard that too many times this week.[/QUOTE]
I was using it to explain my friend, why some resistor is mounted so weird in my robot.
REV381
- Updated ALL the VMT's (690 Files) with newer vmt code and updated parts!
- Removed unused textures.
With this rev I will now allow anyone to edit or base upon the texture's that are included in CAP, so now you're allowed to alter the texture's and upload a different version to workshop or gmod.org for example!
All licenses are removed from every VMT if I didn't do this you didn't had the rights to alter those files, but now from 1 December 2012 you're free to do so! Though do note that this is only for the texture's I've created I can not give permission to anything I didn't create!
[B]Rev 382 changes:
Added:[/B]
* New atlantis transport sound (now its 100% matches with the show).
* Atlantis transporter teleport effect.
* Doors auto-open and close for atlantis transporter.
* New wire inputs for atlantis transporter: "Lock Doors","Lock Console","Should be closed","Disable auto-open","Disable auto-close".
* New wire outputs for atlantis transpoter: "Active", "Doors Open".
* Now atlantis transporter will also teleport things from target transporter (so works like rings, and like in tv show).
* Now atlantis transporter have list with available transporters in dial menu.
[B]Updated:[/B]
* Now idle sound of Life Sign Detector is quieter.
* Now wraith blaster have same sounds for both attack modes (it seems like it better).
* Renamed command "stargate_creategatespawner_file" to "stargate_gatespawner_createfile" (and now all gatespawner-type commands starts at "stargate_gatespawner").
[B]Fixed:[/B]
* Shield from stool have box physics instead sphere (workaround fix).
* Some bugs with atlantis transporter.
* Stargate chevrons not destroying from cap energy weapons.
[B]Note:[/B] cap_resources folder updated!
[B]About new wire inputs/outputs on atlantis transporter:
New Inputs:[/B]
* Lock Doors - if set to 1, then doors can't be opened. Also automatically close doors if it opened.
* Lock Console - similar to the output "Disable Dial Menu", but also closes dial console.
* Should be closed - when is set to 1, then you can't use console and start teleport if doors opened. Can be saved with gatespawner.
* Disable auto-open - disables auto-open doors after teleport. Can be saved with gatespawner.
* Disable auto-close - disables auto-close doors after teleportation and when player left transporter. Can be saved with gatespawner.
[B]New Outputs:[/B]
* Active - return 1 when transporting doing teleport.
* Doors Opened - return 1 if doors is opened.
=======
And now its time to get break and lock at this rev for some time!
ok so im back after a longggg time of not playing gmod just wondering do i still need the beta or has the original already been updated to gmod 13
Hurray my atlantis transporter idea update is already in CAP(Alex you liar :D 2months ago you sad me that you wont touch atlantis transporter :D)! Finally I have a reason to run gmod for longer then 5mins :DDDD
[QUOTE=CharlieX3;38655622]Hurray my atlantis transporter idea update is already in CAP(Alex you liar :D 2months ago you sad me that you wont touch atlantis transporter :D)! Finally I have a reason to run gmod for longer then 5mins :DDDD[/QUOTE]
He did it because i did it! :D
And then i told him to add them to CAP so he coded his own ones and he added them to CAP! :D
Also the fix for shield stool not having spherical physics model is also by me, only modified by Alex to fix the visual bug after that.
[QUOTE=AlexALX;38653887][B]Rev 382 changes:
Added:[/B]
* New atlantis transport sound ([B]now it matches with the show 100%[/B]) .
* Atlantis transporter teleport effect.
* Doors auto-open and close for atlantis transporter.
* New wire inputs for atlantis transporter: "Lock Doors","Lock Console","Should be closed","Disable auto-open","Disable auto-close".
* New wire outputs for atlantis transpoter: "Active", "Doors Open".
[B]* Now the atlantis teleporter will also teleport things from the target transporter. (so it works like rings, and like in tv show).[/B]
* Now [B]the[/B] atlantis transporter has a list with available transporters in [B]it's [/B]dial menu.
[B]Updated:[/B]
[B]* The idle sound of the Life Sign Detector is now quieter.[/B]
[B]* The Wraith Blaster has the same sounds for both modes.[/B]
* Renamed command "stargate_creategatespawner_file" to "stargate_gatespawner_createfile" (and now all gatespawner-type commands [B]start[/B] [B]with[/B] "stargate_gatespawner").
[B]Fixed:[/B]
* [B]The shield from the STool has box physics instead of sphere physics.[/B] (workaround fix).
* Some bugs with [B]the[/B] atlantis transporter.
* Stargate chevrons [B]not being destroyed by[/B] cap energy weapons.
[B]Note:[/B] cap_resources folder updated!
[B]About new wire inputs/outputs on atlantis transporter:
New Inputs:[/B]
[B]* Lock Doors - if set to 1, then the doors can't be opened. Also, the doors will automatically close if they are opened.[/B]
* Lock Console - similar to the output "Disable Dial Menu", but also closes dial console.
[B]* Should be closed - when set to 1, you can't use console and start the teleport if the doors are opened. Can be saved with gatespawner.[/B]
* Disable auto-open - disables auto-open doors after teleport. Can be saved with gatespawner.
[B]* Disable auto-close - disables auto-close doors after teleportation and when the player leaves the transporter. Can be saved with gatespawner.
[/B]
[B]New Outputs:[/B]
[B]* Active - return 1 when the transporter is teleporting.
* Doors Opened - return 1 if the doors are opened.
[/B]
=======
[B]And now it's time to have a break and lok at this rev for some time![/B][/QUOTE]
Fixed some of the mistakes in the changelog.
Fix it right if you need to fix it...
e.g. theres no apostrophy in the its here:
* Now the atlantis transporter has a list with available transporters in its dial menu.
[QUOTE=assassin21;38662757]Fixed it right if you need to fix it...
e.g. theres no apostrophy in the its here:
* Now the atlantis transporter has a list with available transporters in its dial menu.[/QUOTE]
[B]Fix* it right if you need to fix it...[/B]
Trololol :v:
[editline]1st December 2012[/editline]
I do agree with you, though.
[QUOTE=CharlieX3;38655622]Hurray my atlantis transporter idea update is already in CAP(Alex you liar :D 2months ago you sad me that you wont touch atlantis transporter :D)! Finally I have a reason to run gmod for longer then 5mins :DDDD[/QUOTE]
:D I generally don't run GMod long enough to do anything remotely productive.
Last time i did, was right before the major update Garry did, which ultimately screwed up my AdvDup of an sgu-themed base i spend hours on.
Something model related:
Is there a program which can display models made in any random format like .max?
(Reason i'm asking, is that i don't have 3dsMax anymore, but would like to make a snapshot of what i have of the blastdoor, so someone else might be willing enough to continue it)
No, you would have had to export it or just download the student version of 3ds max
Not sure if its a bug or I am the only one having this problem but once you enter the information on the Stargate iris computer then click ok then come back to it the codes you entered before no longer show in the table.
Is it me or a bug?
[QUOTE=Tommo1590;38663976]Not sure if its a bug or I am the only one having this problem but once you enter the information on the Stargate iris computer then click ok then come back to it the codes you entered before no longer show in the table.
Is it me or a bug?[/QUOTE]
Do you made this on mutliplayer server with another players or in singleplayer? :D Because on some servers are other players allowed to change that settings ...
Shield STool "Ship Mode" ;D
It automatically stretches the shield over the contraptioned entities and protects them,
i'm planing to make even a "Cube Mode"!
[img]http://filebeam.com/0cc4fd34cc70239a7b3530b0a0eae02e.jpg[/img]
Shield and ShieldCore Glitches out sometimes, letting some stuff through,does not deflect Hl2 projectiles anymore exept for a granade(used to deflect ALL hl2 projectiles like rpg's and crossbowbolts) And right clicking with the Pulse riffle that fires the secondary has a chance of crashing your hl2. Btw is it suposed to deflect bullets from stock hl2 weps? Like the smg? (on the shield tool)
[QUOTE=benemii;38666440]Shield and ShieldCore Glitches out sometimes, letting some stuff through,does not deflect Hl2 projectiles anymore exept for a granade(used to deflect ALL hl2 projectiles like rpg's and crossbowbolts) And right clicking with the Pulse riffle that fires the secondary has a chance of crashing your hl2. Btw is it suposed to deflect bullets from stock hl2 weps? Like the smg? (on the shield tool)[/QUOTE]
No, it happens only with shield core, shield stool works fine, and on the image it deflects HL2 weapon bullets because i wrote HL2 weapon lua replacements.
[B]Rev 383 changes:
Added:[/B]
* Npc model authors displaying in spawnmenu.
* Drop-down menu for select available languages in stargate settings.
[B]Updated:[/B]
* French, Russian, Turkish traslations.
* Replaced word "Name" to "Destination" in atlantis transporter dial menu.
* Iris computer now can use only 1-9 numbers in code.
[B]Fixed:[/B]
* Iris computer not saving codes/settings with duplicator.
* Stargate GDO menu now allow write only numbers (1-9) in text field.
* Energy shoots from cap weapons (player weapons and ship weapons) not going through shield if shield owner shoot inside shield.
* Some bugs with DMultiChoice vgui element (now dropdown menu have focus when we open it in first time, also works fine in spawnmenu now).
* Some small fixes for atlantis transporter.
ps hope thats all for now, i must go work now.
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