• Stargate Carter Addon Pack
    4,521 replies, posted
[QUOTE=AlexALX;37034220]Maybe better make spaceship for space engine? Because in version 0.96 added spaceships support, and it have much more better graph and almost unlimited space)[/QUOTE] Space engine is pretty unstable. And we couldn't add all the features we wanted anyway.
i'm trying to add on to my asgard tp e2. is there a way to add a numpad input/output with e2? i know there's allready wire numpad inputs/outputs, but having it in my e2 would save time. also, if i can add a numpad input/output, is there a way to toggle it? if so to both, how?
[QUOTE=kibbols;37041064]i'm trying to add on to my asgard tp e2. is there a way to add a numpad input/output with e2? i know there's allready wire numpad inputs/outputs, but having it in my e2 would save time. also, if i can add a numpad input/output, is there a way to toggle it? if so to both, how?[/QUOTE] Ask on the wiremod.com forums :)
[QUOTE=Madman07;37033438][IMG]http://i49.tinypic.com/kbrcqx.jpg[/IMG][/QUOTE] Hmm I see, yea as i thought no support edges so wouldn't be able to make any smoothing if it was turbo smoothed and just a big tip for future SUBD project is that if you've got stuff engraved in the model than you better could use "Floating Geometry" this will be better than cutting it out in the model! Other than that I do think it was a good start though the whole concept of HP for baking purpose seemed to have been lost. Either way thanks for your effort though I do appreciate it that you wanted to make this!
Which mods will I need to power the gates and other such things?
[QUOTE=THEMASTER;37047538]Which mods will I need to power the gates and other such things?[/QUOTE] LS3/RD3, and don't forget Wiremod so that CAP as a whole will function.
[QUOTE=Avent;37046014]Ask on the wiremod.com forums :)[/QUOTE] there's smarter people here
This from the latest post on [url]http://garrysmod.com/[/url] (GARRY'S MOD BETA - UPDATE 26) [QUOTE] Fixed files from addons sometimes not loading[/QUOTE] He wouldn't be referring to legacy addons, or would he? >.>
[QUOTE=Avent;37063308]This from the latest post on [url]http://garrysmod.com/[/url] (GARRY'S MOD BETA - UPDATE 26) He wouldn't be referring to legacy addons, or would he? >.>[/QUOTE]No, legacy system have same bugs... And his update broke cap, atleast client-side files... It can't add all files to lua cache now and send to client, because garry removed .dua and it says "client table is full" while loading, and not adding much client-side files. So right now it just broken and can't be fixed.
[QUOTE=AlexALX;37064326]No, legacy system have same bugs... And his update broke cap, atleast client-side files... It can't add all files to lua cache now and send to client, because garry removed .dua and it says "client table is full" while loading, and not adding much client-side files. So right now it just broken and can't be fixed.[/QUOTE] I am no coder (yet) but from what you've said, cant you just add in the .dua with cap so that it works???
[QUOTE=orrila;37064404]I am no coder (yet) but from what you've said, cant you just add in the .dua with cap so that it works???[/QUOTE] I think he means support for .dua files, rather than a library of .dua files :)
[QUOTE=AlexALX;37064326]No, legacy system have same bugs... And his update broke cap, atleast client-side files... It can't add all files to lua cache now and send to client, because garry removed .dua and it says "client table is full" while loading, and not adding much client-side files. So right now it just broken and can't be fixed.[/QUOTE] Okay, this is long overdue, and I bet most of us would have agreed... [B]Shut the fuck up.[/B] Everything's not gonna suddenly explode as soon as gmod 13 hits. Some bugs maybe, but if you were to suck it up and actually think of ways to fix it/work around it, it MIGHT JUST WORK.
[QUOTE=TheEyes;37064790]Okay, this is long overdue, and I bet most of us would have agreed... [B]Shut the fuck up.[/B] Everything's not gonna suddenly explode as soon as gmod 13 hits. Some bugs maybe, but if you were to suck it up and actually think of ways to fix it/work around it, it MIGHT JUST WORK.[/QUOTE]It was offense? I'm said only that - garry right now just broke sending client-side files if addon have many client-side files, and right now this can fix only garry with next gmod beta update, at least i hope he will fix it, because if not, then good bye big addons like cap, sbep etc, becasue it just can't load so much client-side files. But for me also wire mod not working with same problem, so probably this is just a bug what garry will fix... And don't tell me shut up. NEVER.
[B]Everybody[/B] who love stargate please go here ;) ;) [url]http://sg-carterpack.com/index.php/topic,238.msg2850.html#new[/url]
When i set a gate horizontal and one parallel and when i dial the horizontal one and jump in the parallel, i don't go out normally but somewhat strange. And now because i explained it extremely shitty, here is a drawing. [img]http://filebeam.com/202a287a7fa99594833a8f762e1a1e8a.jpg[/img]
[QUOTE=cartman300;37077287]When i set a gate horizontal and one parallel and when i dial the horizontal one and jump in the parallel, i don't go out normally but somewhat strange. And now because i explained it extremely shitty, here is a drawing. [img]http://filebeam.com/202a287a7fa99594833a8f762e1a1e8a.jpg[/img][/QUOTE] epic drawing xD xD xD but its true. [B]PS:[/B] LoL, i was two weeks away from PC and i forgot that this is english forum xD and my first sentence was written in slovak lang. :D :D FAAAAAAAIL...
what are the CFD's values? i'm trying to make an e2 that makes the cfd work like an iris. turn on when inbound, off when inactive
[QUOTE=cartman300;37077287]When i set a gate horizontal and one parallel and when i dial the horizontal one and jump in the parallel, i don't go out normally but somewhat strange. And now because i explained it extremely shitty, here is a drawing. [img]http://filebeam.com/202a287a7fa99594833a8f762e1a1e8a.jpg[/img][/QUOTE] The word you are looking for is perpendicular, not parallel.
is there a way to let an orlin gate allow inbound? (without editing the coding for it)
[QUOTE=kibbols;37085321]is there a way to let an orlin gate allow inbound? (without editing the coding for it)[/QUOTE] Unless you can dial an Orlin gate from another Orlin gate; no.
[QUOTE=kibbols;37083923]what are the CFD's values? i'm trying to make an e2 that makes the cfd work like an iris. turn on when inbound, off when inactive[/QUOTE] Why use e2. If you want to do this, wire active on cfd to inbound on the stargate. Meaning i will only be active when a wormhole is inbound. Just an idea though, I dont know to much e2, only this would make more sense (for me), hope it helps you.
[QUOTE=orrila;37087871]Why use e2. If you want to do this, wire active on cfd to inbound on the stargate. Meaning i will only be active when a wormhole is inbound. Just an idea though, I dont know to much e2, only this would make more sense (for me), hope it helps you.[/QUOTE] Under normal circumstances, assuming they don't want to plug a control system into it (think GDO), you're completely correct. However, I think their primary reason to write the e2 is because they're attempting to learn how to code e2, rather than to produce an alternative iris.
[QUOTE=Avent;37086491]Unless you can dial an Orlin gate from another Orlin gate; no.[/QUOTE] You can if you make the connection jump from a normal gate.
[QUOTE=Iziraider;37088742]You can if you make the connection jump from a normal gate.[/QUOTE] No you can't, orlin gate never can have inbound connection...
[QUOTE=AlexALX;37088916]No you can't, orlin gate never can have inbound connection...[/QUOTE] Well last time I tried it was about 2-3 months ago and then it worked, so idk if you fixed it in the meantime.
[QUOTE=Iziraider;37089165]Well last time I tried it was about 2-3 months ago and then it worked, so idk if you fixed it in the meantime.[/QUOTE]probably you could did this in old cap before it merged with group system, because i have fixed this bug very long time ago...
[QUOTE=orrila;37087871]Why use e2. If you want to do this, wire active on cfd to inbound on the stargate. Meaning i will only be active when a wormhole is inbound. Just an idea though, I dont know to much e2, only this would make more sense (for me), hope it helps you.[/QUOTE] that's what i did at first, but then it won't turn off until i go to it and turn it off. i almost got my e2 to work. although, for some reason it doesn't work more than once here's the code: @name CFD Iris @inputs Inbound Active HUD1:wirelink @outputs Activate UnlockCode @persist runOnTick(1) runOnChat(1) if (Inbound==1 && Active==0) { Activate = 1 } if (Inbound==0 && Active==1) { UnlockCode == 1 } if (Inbound==0 && Active==0) { UnlockCode == 0 } if (Active==1) { HUD1:egpText(1,"ON",vec2(100,400)) HUD1:egpSize(1,25) } else { HUD1:egpText(1,"Off",vec2(100,400)) HUD1:egpSize(1,20) } LastSaid2=owner():lastSaid():explode("") if(chatClk(owner())&LastSaid2[1,string]=="/") {UnlockCode == 1 Active==0} if(LastSaid2[1,string]=="/") {hideChat(1)} Why does it only work once?
[QUOTE=kibbols;37091101]that's what i did at first, but then it won't turn off until i go to it and turn it off. i almost got my e2 to work. although, for some reason it doesn't work more than once here's the code: @name CFD Iris @inputs Inbound Active HUD1:wirelink @outputs Activate UnlockCode @persist runOnTick(1) runOnChat(1) if (Inbound==1 && Active==0) { Activate = 1 } if (Inbound==0 && Active==1) { UnlockCode == 1 } if (Inbound==0 && Active==0) { UnlockCode == 0 } if (Active==1) { HUD1:egpText(1,"ON",vec2(100,400)) HUD1:egpSize(1,25) } else { HUD1:egpText(1,"Off",vec2(100,400)) HUD1:egpSize(1,20) } LastSaid2=owner():lastSaid():explode("") if(chatClk(owner())&LastSaid2[1,string]=="/") {UnlockCode == 1 Active==0} if(LastSaid2[1,string]=="/") {hideChat(1)} Why does it only work once?[/QUOTE]maybe because: [QUOTE]runOnTick(1) runOnChat(1) [/QUOTE] Try "interval(100)" instead. But i'm not sure. Ah and "Unlockcode" should be code, not just "1", cfd have random code for unlock, so you should have one static code, and when it will matched, then cfd will turn off.
[QUOTE=AlexALX;37092294]maybe because: Try "interval(100)" instead. But i'm not sure. Ah and "Unlockcode" should be code, not just "1", cfd have random code for unlock, so you should have one static code, and when it will matched, then cfd will turn off.[/QUOTE] i can get it to work, the problem is that it works only once after that one time, it won't turn on anymore when gate is inbound
[QUOTE=kibbols;37092843]i can get it to work, the problem is that it works only once after that one time, it won't turn on anymore when gate is inbound[/QUOTE] Add a reset code that will trigger when the gate is not active. Works every time!
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