Hello. I used to play garry's mod with aVon's stargate MOD back on windows. I now have a Mac, and have just installed the newest Gmod. I was just wondering, how do I get this CAP without using SVN, as svntortoise isn't available, and I can't make the other ones work.
Or maybe there is a way to use another svn thing.
Really appreciate your help
Alex
[QUOTE=Madman07;34632174][release]
[h2]About The Addon:[/h2]
Carter Addon Pack is a Garry's Mod Addon, with all kinds of stargate items like: weapons, gates, ships, models, tools and more. Its still in progress and we are doing our best to make it look good. It contains over +50 great sent's, tools and models which takes more than 4GB of svn data (2GB on HDD).
[/release]
[release][h2]IMPORTANT:[/h2]
aVoN Stargate Pack is NO NEEDED to use CAP!!!
Stargate Group System is INCLUDED in CAP!!!
[/release]
[release][h2]You'll find in this pack:[/h2]
-- AG-3 satellites
-- Ancient Obelisk
-- Ancient Rings & Panel
-- Anti-Priori Device
-- Apple Core
-- Artifacts
-- Arthur's Mantle
-- Asgard Beam Weapon
-- Ashen Defense System
-- Asuran Gate Weapon
-- Asuran satellite
-- Asuran SWEP
-- Atlantis Button
-- Atlantis DHD
-- Atlantis Console STOOL
-- Aurora (REMOVED!)
-- BC-304 Daedalus
-- BlackHole
-- CFD - Call Forwarding Device
-- Concept DHD
-- Control Chair
-- Dakara Weapon
-- Death Glider
-- Destiny Console compatible with wire, gates and Kino
-- Destiny Shuttle
-- Destiny timer
-- Destiny turret
-- Doors and doors Controllers
-- Drones Launcher
-- Directional Nuke
-- F-302
-- Floor Chevron
-- Gate Glider
-- Gate Overloader & pedestal
-- Gate Weapon
-- GDO and Iris Computer
-- Goauld Rings & Panel
-- Goauld Energy Iris
-- Gravity Controller
-- Goa'uld/Lucian Bomb
-- Ha'tak (REMOVED!)
-- Horizon
-- Infinity Gates and DHD
-- Jamming Device
-- Janus & Shield Doors
-- KINO Dispenser
-- KINO SWEP
-- KINO
-- LSD
-- Lantean Holo
-- M.A.L.P
-- Main Destiny Weapon
-- Medium Destiny turret
-- MiniDrone Platform
-- Midway Station Model
-- Molecular Construction Device (MCD)
-- Movie Stargates
-- Naquada Bomb
-- Naquada Generators Mark1&2
-- New Puddle Jumper + Remote Controller
-- Ori Beam Weapon
-- Ori ProriPlayer Model and NPC
-- Ori Rings & Panel
-- Ori Satellite
-- Ori Staff Weapon
-- Orlin Gates + ramp
-- Personal Shield
-- Puddle Jumper + Remote Controller
-- Ramps (animated and static)
-- Ring Ramps
-- Runways, hangars and much more SG related buildings
-- SGC Ramp
-- SGC ZPM Hub
-- Shield Core
-- Ship DHD
-- Ship Hangar
-- Ship Rail gun
-- Sodan Obelisk
-- Stargate Doors
-- SGV - Stargate Virus
-- Static and Animated Ramps Stool
-- Stationary Rail gun
-- Stationary Staff Weapon
-- Supergate
-- Telchak Healing Device
-- Tel'tac
-- Tempered ZPM
-- Tollana Gates and DHD
-- Tollana Ion Cannon
-- Tollana Weapon Disabler
-- Toon DHD
-- Universe Gates and DHD
-- Wraith Dart
-- Wraith Soldier Player Model and NPC
-- ZPM hub
[h2]Work In Progress:[/h2]
-- Fixes, glitches and bugs repairing
[/release]
[release][h2]Servers that are hosting CAP:[/h2]
-- 109.169.29.211:27015 - New server by BlackMac, requires SBEP Models only, SB3 Models only and Environments (On Workshop). FastDL|Location UK|Very Stable Dedicated Host
-- 94.242.227.6:27019 - SGVE Server #1 - Space Combat, Stargate, Wire, Cap, SG-groups
-- 83.240.57.20:27019 - SGVE Server #2 - Build, Stargate, Wire, Cap, SG-groups
-- 109.86.27.31:28015 - Alex Server, Stargate, CAP, SGGroups, SpaceBuild, SBEP, SGMod, Wire and more - Sandbox Build
-- 188.165.208.198:27015 - [TSCM] Stargate, CAP, SG-Groups, SBEP - Sandbox Build.
-- 208.115.216.42:27017 -[SG1 HQ] CAP, SG-Groups, SBEP, LS&RD3 - SpaceBuild 3.
-- 178.150.102.66:27015 - UA-IX (RUS) Mijyuoon's Gmod Stargate Server
Probably offline servers:
-- rushserver.zapto.org:27015,rushserver.zapto.org:27028 - Rush's Stargate Server (LS3, RD3, CAP, SBEP)
-- 109.169.52.73:27015 - Creeps Build Server (UK)
-- 78.24.190.18:27025 - -<W.U.W>- Spacebuild [HUN]
-- 85.114.132.49:27019 - Gmod server by Lesh |Build|Wire|Stargate|Jumper
-- 109.169.52.86:27015 - uPz^ Mix Server
[url=http://sg-carterpack.com/index.php/topic,116.0.html]List of servers[/url][/release]
[release][h2]Credits - direct help:[/h2]
-- AlexAlx - Much of code for Group System, Fixes, Map
-- Art Of War - P90 Code, Wraith Weapons Code
-- Assassin21 - Code, Models
-- Blazemann - Code
-- Boba Fett - Texturing, Shaders, Modeling, Uv-mapping, (V)GUI, Site Administrating
-- fdinasty - VGUI "Concept HUDS, SGA Glyphs"
-- Iziraider - Models
-- Llapp - Code, SFX, Site Administrating
-- Locutus_1 - Sounds
-- Lotus006 - Keeping Cap Running
-- Madman07 - Code, Models, Uv-mapping
-- MarkJaw - Modeling, Uv-mapping, Texturing
-- Pac_187 - Texture Help/Base Textures
-- ProgSys - Texture, Models
-- RononDex - Code "Ships and Modelclipping"
-- Zsigmond.daniel - Universe Event Horizon, Models
-- THE DOCTOR - Illustrator Detail, Supergate EH
-- Tiny - Models, Textures
[h2]Credits - indirect help:[/h2]
-- aVoN - base codes of DHD, gates, ring panels, vehicles, bullets, tracers and much more
-- BlackJack - help in fp thread
-- BlackMac - help in fp thread
-- Brophis - event horizon close texture
-- Catdaemon - Base code for transport Rings and their Panels and wraith harvester
-- Cebt - Tollana Gates, Power Node
-- Col Sheppard - sounds
-- Dav0r - first Stargate models
-- DrFattyJr - Overloader, asuran beam, dakara, naquada bomb, ori cannon, personal shield and more code.
-- Flyboi - help in fp thread
-- Ice D Angel - help in fp thread
-- Itbankrock - P90 World Model
-- Jeremy - help in fp thread
-- jdm12989 - original ZPM SENT
-- JinTo - Custom Physic Library, inspired aVon with his gmod9 stargate
-- KillerRabbit - first Stargate models
-- LEETNOOB - NightVision for kino
-- Lexi - Janus and Shield Doors Code
-- madjawa - making out a world model out of the Zatniktel view model
-- micropro - ancient shield generator device, first Stargate models
-- miriam - made a worldmodel out of the handdevice, first Stargate models
-- PyroSpirit - Overloader, asuran beam, dakara, naquada bomb, ori cannon, personal shield and more code.
-- René (Stargate Fan) - sounds
-- Roltzy - sodan-cloaking-device worldmodel
-- RononDex - base codes of DHD, gates, ring panels, vehicles, bullets, tracers and much more
-- Rothon - original GDO code
-- StargateTC: Legacy Team - Zatniktel Model
-- Stargate: The Last Stand Team - Hand Device Model (Vertical Game Studios)
-- Strelok - P90 Sounds
-- Shanjaq - help in fp thread
-- Trekkie0 - help in fp thread
-- WeltEnSTurm - Gravity Controller
-- Zup - original gates modelZup - original gates model
-- garrysmod,lua,goldwave,virtualdub,photoshop,Audacity,wawozaur,fraps,Source SDK,gmax,guistudiomdl,cannonfodders mdltosmd, 3ds Max, GuiStudio and of course my beloved Notepad++[/release]
[release][h2]Troubleshooting and Installation:[/h2]
Follow this tutorial [url=http://www.carters-addons-pack.comeze.com/forum/viewtopic.php?f=6&t=31]How To Install Cap.[/url]
If you encounter any problems perform the following steps:
-- Be sure to have correctly installed Carter Pack - move cap and cap_resources folder into addons folder of your GMod.
-- Be sure to have correctly installed WireMod .
-- Read the thread carefully, latest post and first post. If something isn't working, it will be mentioned there.
-- Delete all stargate related folders in your Addons folder in your Gmod directory. Make sure all SVN revision files are removed as well.
-- Reinstall Avon's stargate pack and the other stargate packs from SVN, then reinstall the Carter Pack. If the problem continues, read on.
-- Remove any recently installed addons, then add them in one by one, checking after each installation to see if the problem returns. If the problem continues, read on.
-- Remove all addons. Remove Gmod. Reinstall Gmod. Start from scratch.
-- Ask here, why it's not working.
[h2]Official Download, Forum, Wiki and License:[/h2]
Wiki: [url]http://sgcap.wikia.com/wiki/Carter%27s_Addon
[QUOTE=saron489;39431775]Hello. I used to play garry's mod with aVon's stargate MOD back on windows. I now have a Mac, and have just installed the newest Gmod. I was just wondering, how do I get this CAP without using SVN, as svntortoise isn't available, and I can't make the other ones work.
Or maybe there is a way to use another svn thing.
Really appreciate your help
Alex[/QUOTE]
If you looked at the post before your post you would know, also please edit out the big quote.
[QUOTE=saron489;39431775]Hello. I used to play garry's mod with aVon's stargate MOD back on windows. I now have a Mac, and have just installed the newest Gmod. I was just wondering, how do I get this CAP without using SVN, as svntortoise isn't available, and I can't make the other ones work.
Or maybe there is a way to use another svn thing.
Really appreciate your help
Alex[/QUOTE]
[url]http://lmgtfy.com/?q=svn+for+mac[/url]
[QUOTE=Lantian;39432579][url]http://lmgtfy.com/?q=svn+for+mac[/url][/QUOTE]
NICE LANTIAN WITH LET ME GOOGLE THAT FOR YOU!!!!
Greetings, I was wondering if there was a way to change the velocity of the staff weapon projectile, I kind of want to make it a bit more powerful but more slow moving. Kind of like the Wraith Hive weapons. I've been toying around in the config files, but I haven't found any way to increase decrease the velocity. Is this possible or is it mimicking some other standard weapon behaviour?
[QUOTE=Xavith;39436114]Greetings, I was wondering if there was a way to change the velocity of the staff weapon projectile, I kind of want to make it a bit more powerful but more slow moving. Kind of like the Wraith Hive weapons. I've been toying around in the config files, but I haven't found any way to increase decrease the velocity. Is this possible or is it mimicking some other standard weapon behaviour?[/QUOTE]
You need to change it via lua.
addons\cap\lua\entities\energy_pulse\init.lua
[code]
--PhysObject
self:PhysWake()
self.Phys = self.Entity:GetPhysicsObject();
local vel = self.Direction*self.Speed+VectorRand()*self.Random;
if(self.Phys and self.Phys:IsValid()) then
self.Phys:SetMass(self.Size*10);
self.Phys:EnableGravity(false);
self.Phys:SetVelocity(vel);-- end
[/code]
Could I just add like a 0.5 multiplier to local vel, would this halve the speed of the projectile?
Or am I in the wrong section :v: don't really have much knowledge of lua :3
edit: Ok, Projectile is now moving very slow, exactly like I want it, however, after 2 ish seconds the projectile is affected by gravity.
[url]http://cloud.steampowered.com/ugc/884098750783735602/0314B94B5C577A9A807BAB2AEAC8E5AEEAD72296/[/url]
[url]http://cloud.steampowered.com/ugc/884098750783739060/D186D402B7EFC5BC54B2E57846E64DCBE37E5533/[/url]
Now, I might try to fix that, or I could just build an artillery unit :v:
How do I get it as a .zip? I've looked over the entire page and found nothing that would allow me to download it as a .zip.
[QUOTE=Gaurdian23;39454490]How do I get it as a .zip? I've looked over the entire page and found nothing that would allow me to download it as a .zip.[/QUOTE]
[url]http://carterspack.svn.sourceforge.net/viewvc/carterspack/?view=tar[/url]
THANK YOU!!!!!!!!
[IMG]http://puu.sh/1X53i[/IMG]
Made personal shield use player SUIT first, then i realized
it was sucky and then i added ENERGY to player metatable and made it use
ENERGY and calibrated it a bit and made it possible to toggle the shield with a console
command if the player has shield in inventory.
It took me HOURS to make the energy indicator look like the HEALTH and SUIT indicator, but i'm happy
now because it does (somewhat) look like them.
[QUOTE=CharlieX3;38128074]So i decided to upload my ZPM Screen because i wont run again gmod and finish them fully...
[url]https://rapidshare.com/files/1049903106/ZPM_Screen_by_CharlieX3.rar[/url]
[img]http://cloud.steampowered.com/ugc/578959652841335478/6B07DF154A02F56CED65F099DCDD6C24A21025C8/[/img]
And of course dont forget to change my steam name in all three files to yours, its adv dupl protection :)
If you will need help with wiring it just ask [B](SG-ᐰ) Cookie$ [Rodney McKay] on steam[/B], he knows ...[/QUOTE]
Can you please fix that link ?
[QUOTE=Goodlike482;39470600]Can you please fix that link ?[/QUOTE]
For me its still working ...
[QUOTE=CharlieX3;39472415]For me its still working ...[/QUOTE]
Because you're the one that uploaded it:
[IMG]http://i.imgur.com/cNE3XWg.png[/IMG]
[QUOTE=CharlieX3;39472415]For me its still working ...[/QUOTE]
Upload it to a decent share host like mediafire!
[QUOTE=Boba Fett;39473658]Upload it to a decent share host like mediafire![/QUOTE]
If charlie gave me permission if he didnt have time, I could try to ulpoad to media fire.
[QUOTE=CharlieX3;38128074]So i decided to upload my ZPM Screen because i wont run again gmod and finish them fully...
[img]http://cloud.steampowered.com/ugc/578959652841335478/6B07DF154A02F56CED65F099DCDD6C24A21025C8/[/img]
And of course dont forget to change my steam name in all three files to yours, its adv dupl protection :)
If you will need help with wiring it just ask [B](SG-ᐰ) Cookie$ [Rodney McKay] on steam[/B], he knows ...[/QUOTE]
Reup here: [url]http://www.mediafire.com/?opz2ghtwxb7k1d9[/url]
Have fun ;)
Hey I'm having a problem using the gates in the horizon maps. Once through a stargate generally they autoclose unless there is something near/in the event horizon but they don't seem to be doing that on any of the ones included with horizon, I'm assuming its detecting some part of the atmosphere ent and that's keeping it open. Any ideas?
Yeah,
firstly, an atmosphere 'entity' is just stupid (if this is true), its a silly way to code (they shouldve made some bubble thing which they can then define atmosphere in)', but hey, thats got nothing to do with you, so:
check that in the ConVars autoclose is ticked.
[QUOTE=orrila;39483263]Yeah,
firstly, an atmosphere 'entity' is just stupid (if this is true), its a silly way to code (they shouldve made some bubble thing which they can then define atmosphere in)', but hey, thats got nothing to do with you, so:
check that in the ConVars autoclose is ticked.[/QUOTE]
An entity is not always a square box 2x2 units wide...
[QUOTE=The Art of War;39484113]An entity is not always a square box 2x2 units wide...[/QUOTE]
um, well yeah. I know,
Having CAP installed with WAC Aircraft causes the WAC aircraft mod to stop working (propellers don't spawn, cant fly the planes/helicopters, etc)
is CAP for Gmod 13 ?
[QUOTE=knight20085;39487047]is CAP for Gmod 13 ?[/QUOTE]
Yes it is.
Hey dudes! Guess what. DELAYED GATE TRAVEL.
Yes, it is possible, and yes, there are almost no bugs (well, none encountered so far).
I managed to code in 1 second delay between an object entering gate and exiting other gate.
And when you send a ticking naquadah bomb trough gate, it will have correct time on exit because
i disabled think function while the object is in buffer (and all other vital functions, by removing them and assigning again on exit). I would release it but it's for GMod 10 at the moment (yes, i have gmod 10), if i take some time to port it to GMod 13 this weekend i'll release it.
[QUOTE=cartman300;39488803]Hey dudes! Guess what. DELAYED GATE TRAVEL.
Yes, it is possible, and yes, there are almost no bugs (well, none encountered so far).
I managed to code in 1 second delay between an object entering gate and exiting other gate.
And when you send a ticking naquadah bomb trough gate, it will have correct time on exit because
i disabled think function while the object is in buffer (and all other vital functions, by removing them and assigning again on exit). I would release it but it's for GMod 10 at the moment (yes, i have gmod 10), if i take some time to port it to GMod 13 this weekend i'll release it.[/QUOTE]
No cow-fucking way! Serious?
Cartman, if u can make this work, PLEASE ask to get it committed to the main svn, we could have *gasps* TRAVEL ANIMATIONS!!!
*prepares for stoning*
Srsly though, I'd not mind seeing this work :D
Also, why the hell would you continue using gmod 10?
[QUOTE=Avent;39491615]
Also, why the hell would you continue using gmod 10?[/QUOTE]
Personal Preferance?
Hi
I was just wondering, seeing as ive nearly been able to get 3ds max. If I modelled some new SWEP weapons, would you be able to make them work in gmod, or at least complie it all so it is ready for coding???????????????????????????
[QUOTE=orrila;39494739]Hi
I was just wondering, seeing as ive nearly been able to get 3ds max. If I modelled some new SWEP weapons, would you be able to make them work in gmod, or at least complie it all so it is ready for coding???????????????????????????[/QUOTE]
Would be possible if they were good enough.
[QUOTE]??????????[/QUOTE]
Stop that.
[QUOTE=orrila;39494739]Hi
I was just wondering, seeing as ive nearly been able to get 3ds max. If I modelled some new SWEP weapons, would you be able to make them work in gmod, or at least complie it all so it is ready for coding???????????????????????????[/QUOTE]
Why you will not learn how to compile it for gmod yourself and asking other ppl instead?
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