[QUOTE=Ronon Dex;37210164]Was the GPS welded to anything? And was model clipping toggled on or off?
[editline]13th August 2012[/editline]
Also does anyone have an Asgard Transporter E2 chat targeter? (I can't do E2)[/QUOTE]
Nope, GPS wasn't welded to anything and model clipping was on.
Well i've tried it, and the GPS goes through fine. Maybe some rare variable caused this to happen.
[QUOTE=Ronon Dex;37210478]Well i've tried it, and the GPS goes through fine. Maybe some rare variable caused this to happen.[/QUOTE]
Did you send it unwired or wired? I used the new "medium size" GPS model and i wired a sent XY and Z to GPS XY and Z and it won't sent the GPS trough the gate after that.
[QUOTE=cartman300;37211009]Did you send it unwired or wired? I used the new "medium size" GPS model and i wired a sent XY and Z to GPS XY and Z and it won't sent the GPS trough the gate after that.[/QUOTE]
Yes. Wired and UnWired. Can you recreate the problem?
Maybe the GPS didn't get pushed through properly, ended up being destroyed by the gate (like props are when put in the back of the gate), and the nuke beamed to the last available coordinates transmitted by the GPS? (i.e. AT your gate).
[QUOTE=Avent;37211445]Maybe the GPS didn't get pushed through properly, ended up being destroyed by the gate (like props are when put in the back of the gate), and the nuke beamed to the last available coordinates transmitted by the GPS? (i.e. AT your gate).[/QUOTE]
Nope, it just exited the other side of the gate. I just checked it now. When it touches the gate, the gate makes the "touch effect" and the GPS "hovers" inside the gate and it exits on the other side of the sending gate and gets gravity again and falls on the floor. Everything works fine except teleportation, it just doesn't get teleported for me.
[editline]13th August 2012[/editline]
Ah, i just checked it and TARDIS sent doesn't get teleported too. The TARDIS is from this SVN
[url]http://doctorwho.googlecode.com/svn/trunk/doctorwho/[/url]
I have wired the GPS to the TARDIS, that's why it doesn't get teleported. I will check now if it gets teleported when unwired.
[editline]13th August 2012[/editline]
I think i know what might be the problem. As i remember the teleportation of GPS worked fine. All i did is update wire.
[QUOTE=cartman300;37211717]Nope, it just exited the other side of the gate. I just checked it now. When it touches the gate, the gate makes the "touch effect" and the GPS "hovers" inside the gate and it exits on the other side of the sending gate and gets gravity again and falls on the floor. Everything works fine except teleportation, it just doesn't get teleported for me.
[editline]13th August 2012[/editline]
Ah, i just checked it and TARDIS sent doesn't get teleported too. The TARDIS is from this SVN
[url]http://doctorwho.googlecode.com/svn/trunk/doctorwho/[/url]
I have wired the GPS to the TARDIS, that's why it doesn't get teleported. I will check now if it gets teleported when unwired.
[editline]13th August 2012[/editline]
I think i know what might be the problem. As i remember the teleportation of GPS worked fine. All i did is update wire.[/QUOTE]
So it's your fault it's not working?
Also you should use my TARDIS ;)
[QUOTE=Ronon Dex;37214181]So it's your fault it's not working?
Also you should use my TARDIS ;)[/QUOTE]
you have a tardis addon ? :D
Yes: [url]http://doctor-who-advanced.googlecode.com/svn/trunk/[/url]
It includes a couple of other things too.
[QUOTE=Ronon Dex;37215195]Yes: [url]http://doctor-who-advanced.googlecode.com/svn/trunk/[/url]
It includes a couple of other things too.[/QUOTE]
Yes, but what i would love to see in gmod is a dalek. I saw a wip one on youtube, but it was never finished. Something that shoots a madjawa laser when near the dalek and has all the lightup featurs ect.
anyway, back on topic how about a toolgun for the aschen defence system, so that I can spawn it on walls without welding it to them all the time...?
[QUOTE=Ronon Dex;37210164]Was the GPS welded to anything? And was model clipping toggled on or off?
[editline]13th August 2012[/editline]
Also does anyone have an Asgard Transporter E2 chat targeter? (I can't do E2)[/QUOTE]
This should give you an idea of how to get it working. Someone else posted it a wile ago.
[code]
runOnChat(1)
if (chatClk(owner()))
{
S=owner():lastSaid():explode(" ")
if (S[1,string]=="tele")
{
hideChat(1)
if(findPlayerByName(S[2,string]))
{
Org=owner():pos()
Dest=findPlayerByName(S[2,string]):pos()+vec(50,0,30)
T["Origin",vector]=Org
T["Dest",vector]=Dest
timer("send",20)
}
else
{ hint("Player not found",3) }
}
elseif (S[1,string]=="bring")
{
hideChat(1)
if(findPlayerByName(S[2,string]))
{
Dest=owner():pos()+owner():forward()*80
#Dest=owner():aimPos()+vec(0,0,20)
Org=findPlayerByName(S[2,string]):pos()
T["Origin",vector]=Org
T["Dest",vector]=Dest
timer("send",20)
}
else
{ hint("Player not found",3) }
}
elseif (S[1,string]=="send")
{
hideChat(1)
if(findPlayerByName(S[2,string]) & findPlayerByName(S[3,string]))
{
Org=findPlayerByName(S[2,string]):pos()
Dest=findPlayerByName(S[3,string]):pos()+vec(50,0,30)
T["Origin",vector]=Org
T["Dest",vector]=Dest
timer("send",20)
}
else
{ hint("Player not found",3) }
}
elseif (S[1,string]=="home")
{
hideChat(1)
Org=owner():pos()
Dest=entity():isWeldedTo():pos()+entity():isWeldedTo():forward()*50
T["Origin",vector]=Org
T["Dest",vector]=Dest
timer("send",20)
}
elseif (S[1,string]=="store")
{
hideChat(1)
Org=owner():aimPos()
Dest=Storage
T["Origin",vector]=Org
T["Dest",vector]=Dest
T["Teleport Everything",number]=1
timer("send",20)
}
elseif (S[1,string]=="release")
{
hideChat(1)
Org=Storage
Dest=owner():aimPos()
T["Origin",vector]=Org
T["Dest",vector]=Dest
T["Teleport Everything",number]=1
timer("send",20)
}
[/code]
[QUOTE=Ronon Dex;37210164]Was the GPS welded to anything? And was model clipping toggled on or off?
[editline]13th August 2012[/editline]
Also does anyone have an Asgard Transporter E2 chat targeter? (I can't do E2)[/QUOTE]
e2 code here (you can add on to it if you want to):
[CODE]
@name Target
@inputs HUD:wirelink
@outputs OwnerPos:vector TargetPos:vector AimPos:vector
@outputs X Y Z
@persist E:entity B:entity
#Made by Omega041 (kibbols)
#you may edit this as you please, all i ask is that you don't claim that you made it even if
#you're the one who edited it
#wire Destination(vector) to TargetPos(vector)
#wire Origin(vector) to AimPos(vector)
runOnTick(1)
runOnChat(1)
E:setColor(255,255,255)
X=TargetPos:x()
Y=TargetPos:y()
Z=TargetPos:z()
OwnerPos=owner():pos()
TargetPos=E:pos()
B=owner()
AimPos=B:aimPos()
LastSaid=owner():lastSaid():explode(" ")
if(chatClk(owner())&LastSaid[1,string]==".")
{E=findPlayerByName(LastSaid[2,string])}
if(LastSaid[1,string]==".") {hideChat(1)}
if (~HUD & ->HUD) {HUD:egpHudToggle()}
if (E) {
Name = E:name() #Gets the name of your target finder's target
HUD:egpText(1,"Target" + Name,vec2(100,200))
HUD:egpSize(1,20)
HUD:egpText(1,"Target: " + E:name(),vec2(100,200))
HUD:egpSize(1,20)
}
[/CODE]
if you think it's messy, clean it up.
EXAMPLE FOR TARGET:i say ". ome" (without "") it targets Omega041 (me)
Thanks :)
[QUOTE=Ronon Dex;37215635]Thanks :)[/QUOTE]
who? i saw another code.
EDIT:
btw, i'm gonna try this dr who addon ([URL]http://doctor-who-advanced.googlecode.com/svn/trunk/[/URL]). i saw it has sonic screwdriver. that makes it so far better than the other dr who addon
[QUOTE=kibbols;37215653]you're welcome.
EDIT:
btw, i'm gonna try this dr who addon ([URL]http://doctor-who-advanced.googlecode.com/svn/trunk/[/URL]). i saw it has sonic screwdriver. that makes it so far better than the other dr who addon[/QUOTE]
It needs Sniper9's model pack as well.
[QUOTE=Ronon Dex;37215709]It needs Sniper9's model pack as well.[/QUOTE]
what's Sniper9's model pack?
[QUOTE=kibbols;37215734]what's Sniper9's model pack?[/QUOTE]
The original Doctor Who pack.
[QUOTE=Ronon Dex;37215744]The original Doctor Who pack.[/QUOTE]
oh, i have that.
[editline]13th August 2012[/editline]
cool addon ronon
@ronon. Nice Dr. Who addon. I just checked it and GPS teleportation works fine. Idk what was the problem.
btw Did you know that your sonic screwdriver can randomly dial stargate via DHD and close open stargates?
[QUOTE=kibbols;37215753]oh, i have that.
[editline]13th August 2012[/editline]
cool addon ronon[/QUOTE]
But the TARDIS doesn't make the sounds? Thats the best part :P
[QUOTE=cartman300;37218544]
btw Did you know that your sonic screwdriver can randomly dial stargate via DHD and close open stargates?[/QUOTE]
Yes. Yes I did. It's because the one setting just starts random wire inputs, hence dialling the gate.
[QUOTE=Ronon Dex;37215709]It needs Sniper9's model pack as well.[/QUOTE]
I searched for that pack and couldnt find the link, post link plz?
[editline]13th August 2012[/editline]
[QUOTE=Ronon Dex;37218655]Yes. Yes I did. It's because the one setting just starts random wire inputs, hence dialling the gate.[/QUOTE]
i tried that, it made the gat dial random symbols and broke it after a while, had to reset the gatespawner (by useing cleanup)
[QUOTE=Woogoo;37219300]I searched for that pack and couldnt find the link, post link plz?
[editline]13th August 2012[/editline]
i tried that, it made the gat dial random symbols and broke it after a while, had to reset the gatespawner (by useing cleanup)[/QUOTE]
[url]http://www.facepunch.com/showthread.php?t=763896[/url]
And the two addons weren't meant to co exist. Of course there is going to be bugs when both are used together.
Always thought it would be utterly epic if that 'magic box' concept my malis (not sure how their name is spelt) was integrated with a tardis system >:3
[editline]14th August 2012[/editline]
For those who don't know, the magic box appeared to work in a similar way that gravity hull works, but the inside didn't necessarily have to match the architectural structure of the outside.
It gave the effect of a small box with a huge room inside it.
Hey, is there a way to make the DHD abort dialing when pressing big red orb when the gate is dialing? For now it doesn't do anything when you press it.
[QUOTE=cartman300;37226261]Hey, is there a way to make the DHD abort dialing when pressing big red orb when the gate is dialing? For now it doesn't do anything when you press it.[/QUOTE]
Yeah, for me, it doesnt either, but I can only abort it by going to the stargate (not dhd) and pressing the x in the menu that comes up
Hi. I am doing this little addon (more usefull/useless small functionalities that are not in CAP, note, CAP is still required!) and today i have done this:
-DHDs now save last 10 dialed addresses and after all 10 places are filled up (yeah, i know in show there are 50) then the already saved addresses get overwritten randomly and there is a little more than 5% chance so the address gets corrupt and saves wrongly. I didn't make it 50 because i think it's a little too much, and the addresses get saved only when dialed by hand, with no menu or no manual dial.
The saved addresses can be accessed by E2 wirelink or entity. Example included.
svn for people that are interested ([url]https://stargate-accessories.googlecode.com/svn/trunk/[/url])
[QUOTE=cartman300;37227835]Hi. I am doing this little addon (more usefull/useless small functionalities that are not in CAP, note, CAP is still required!) and today i have done this:
-DHDs now save last 10 dialed addresses and after all 10 places are filled up (yeah, i know in show there are 50) then the already saved addresses get overwritten randomly and there is a little more than 5% chance so the address gets corrupt and saves wrongly. I didn't make it 50 because i think it's a little too much, and the addresses get saved only when dialed by hand, with no menu or no manual dial.
The saved addresses can be accessed by E2 wirelink or entity. Example included.
svn for people that are interested ([url]https://stargate-accessories.googlecode.com/svn/trunk/[/url])[/QUOTE]
For Carter the limit might be 10 or 50 or whatnot, for the might of the Ori there are no limits!
! Hallowed are the Ori !
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