• Stargate Carter Addon Pack
    4,521 replies, posted
[code] Rev. 299 Added Ability to Toggle Stargate Open and Close Effects (for server owners, in Stargate Settings menu) Added Ashen Defence Stool ReAdded X,Y,Z Targeting option to Asgard Transporter Added X,Y,Z Targeting to Asuran Satelliete [/code]
Is X, Y, Z targeting optional? ( I love using vectors :3 )
[QUOTE=Avent;37231923]Is X, Y, Z targeting optional? ( I love using vectors :3 )[/QUOTE] Yes. XYZ is just for people who are old school (like me).
[QUOTE=Ronon Dex;37231796][code] Rev. 299 Added Ability to Toggle Stargate Open and Close Effects (for server owners, in Stargate Settings menu) Added Ashen Defence Stool ReAdded X,Y,Z Targeting option to Asgard Transporter Added X,Y,Z Targeting to Asuran Satelliete [/code][/QUOTE] stool, yyyyyyyyyyyaaaaaaaaaaaaaayyyyyyyyyyyy, finally, thanks 1 more rev to rev 300
I want to make Rev. 300 as epic as possible. So what do you want to see in Rev. 300? Even if you think it can't / won't be done, it doesn't hurt to ask.
[QUOTE=Ronon Dex;37238827]I want to make Rev. 300 as epic as possible. So what do you want to see in Rev. 300? Even if you think it can't / won't be done, it doesn't hurt to ask.[/QUOTE] "Even if you think it can't / won't be done, it doesn't hurt to ask" Ok, "make stargates the correct size"
[QUOTE=Woogoo;37239055]"Even if you think it can't / won't be done, it doesn't hurt to ask" Ok, "make stargates the correct size"[/QUOTE] As much as I would love to do this, as one of my main gripes with the Stargate's is there size. I simply can't being as I'm not a modeller. If there is a modeller who can and wants to, please be my guest. But from a strictly code point of view, I would do it; there's just not the resources available.
[QUOTE=Ronon Dex;37239102]As much as I would love to do this, as one of my main gripes with the Stargate's is there size. I simply can't being as I'm not a modeller. If there is a modeller who can and wants to, please be my guest. But from a strictly code point of view, I would do it; there's just not the resources available.[/QUOTE] Maybe u can change to sg-1 and Atlantis gates to the original sounds when the open and close
[QUOTE=sdbrendan;37239155]Maybe u can change to sg-1 and Atlantis gates to the original sounds when the open and close[/QUOTE] i thought we went over this already....
[QUOTE=kibbols;37240186]i thought we went over this already....[/QUOTE] oh yeah srry forget my last post
I've made a small autorun lua script (toggleable via convar) that randomly names stargates that are newly spawned, doesn't name advanced duplicated gates. The gates get random address and designation based on their class example Address: YYYYYY Name: MYY-YYY for pegasus, PYY-YYY for milky way, UXXXXXX for universe, YYYYYY for supergate (tollan gate, and other gates that are seen in milky way get milky way designation) Y = any numerical or alphabetical character (doesn't repeat in address) X = any numerical character Can be found in my SVN [url]https://stargate-accessories.googlecode.com/svn/trunk/lua/autorun/Random_Gate_Names.lua[/url]
[QUOTE=sdbrendan;37239155]Maybe u can change to sg-1 and Atlantis gates to the original sounds when the open and close[/QUOTE] What?
Can I advertise here myself? Still, a bit related to CAP. [url]http://facepunch.com/showthread.php?t=1202244&p=37247103&viewfull=1#post37247103[/url]
[QUOTE=Ronon Dex;37247266]What?[/QUOTE] Ronon if you compare the sounds from the show and the game of the gate opening and closing you can hear the difference
You're still making no sense. The gates are supposed to have different sounds.
no no no ronon you dont get it the closing of the atlantis gate is different than the show. sg-1's gate for the open and close are not right
The sound fine to me. Stop whining.
Well, a modeled kawoosh would be nice, instead of particles. On the coding side of things.... Make the zat stun work, add 3 modes to Ronon's gun, allow players to open/close the staff weapon (with sound effects of course). Maybe remove most of the blast radius from the staff weapon and add smoke/fire effects on impact, as well as that staff hit sound from the show (when people get shot). Maybe throw in melee for the staff while your at it. I think somewhere it is mentioned that the crystal on the back end of the staff is supposed to help knock people out. Maybe there is a sarcophagus model you can get working? Oh and I saw that Quantum Mirror model *hint hint*. Oh oh oh, and being able to control a drone platform (or a few) with the ancient chair would be great, including a "drone view" from one of the drones you fired. If you do that, also add ZPM (Hardpoints?) on it like in the show to power it. I'm sure I will come up with more.
[QUOTE=Avernikas;37251492]Well, a modeled kawoosh would be nice, instead of particles. On the coding side of things.... Make the zat stun work, [B]It works fine[/B] add 3 modes to Ronon's gun, [B]Why?[/B] allow players to open/close the staff weapon (with sound effects of course) [B]Can't be done with current model[/B] . Maybe remove most of the blast radius from the staff weapon [B]Why?[/B] and add smoke/fire effects on impact, [B]There already is[/B] as well as that staff hit sound from the show (when people get shot). [B]Give me the sound.[/B] Maybe throw in melee for the staff while your at it. [B]No animations in current model[/B] I think somewhere it is mentioned that the crystal on the back end of the staff is supposed to help knock people out. Maybe there is a sarcophagus model you can get working? [B]There isn't[/B] Oh and I saw that Quantum Mirror model *hint hint*. [B]That works as an RT camera viewer[/B] Oh oh oh, and being able to control a drone platform (or a few) with the ancient chair would be great, including a "drone view" from one of the drones you fired. [B]Good idea in theory, hard to implement[/B] If you do that, also add ZPM (Hardpoints?) on it like in the show to power it. [B]What?[/B] I'm sure I will come up with more. [B]I'm sure you will[/B][/QUOTE]
The ancient chair can already control a drone platform, not sure about multiple, you need to touch them together and makes sure they both have power I think. As for my suggestions; The basic shield has a habit of resetting to size 80 and losing its keybind when duped. I appreciate that changing the shield size dynamically isn't really feasible, but could there be a wire input for the strength? I also wouldn't mind losing the blast effect on shields from energy_pulses if it meant I could fire from the inside. The Kino will always fall slowly in sb planets due to the way they calculate gravity. I'm not sure if there's a way around this. While the jumper's shield is up, any weaponry that doesn't hit the shield is useless. Could it be made that damage to the hull is taken from the shield instead of outright ignored? Having the Daedalus engine noise would be cool for sb ships and such, not sure if there are any sound people left here though.
[QUOTE=Link320;37251989]The ancient chair can already control a drone platform, not sure about multiple, you need to touch them together and makes sure they both have power I think. As for my suggestions; The basic shield has a habit of resetting to size 80 and losing its keybind when duped. [B]According to the code, this shouldn't happen[/B] I appreciate that changing the shield size dynamically isn't really feasible, but could there be a wire input for the strength? [B]Just added it now.[/B] I also wouldn't mind losing the blast effect on shields from energy_pulses if it meant I could fire from the inside. [B]Working on it now[/B] The Kino will always fall slowly in sb planets due to the way they calculate gravity. I'm not sure if there's a way around this. [B]Will look into it[/B] While the jumper's shield is up, any weaponry that doesn't hit the shield is useless. Could it be made that damage to the hull is taken from the shield instead of outright ignored? [B]The Jumper isn't supposed to take damage while the shield is up...[/B] Having the Daedalus engine noise would be cool for sb ships and such, not sure if there are any sound people left here though. [B]You answered your own question[/B][/QUOTE]
[QUOTE=Avernikas;37251492]Well, a modeled kawoosh would be nice, instead of particles.[/QUOTE] Iziraider already modeled it. But we would need your help. You would have to place something around 5000 bones and assign to each bone a vertex. Then, remove vertex animation, and do bone animation from scratch (oh, because now bones are separate, you need to move each bone separately, so if you would make at least 10 different positions, have fun with moving bones 50 000 times). Can you do it? :)
It could be done. But it would lag the fuck out of everyone.
some ideas, Bugs to fix: Aschen Defence System is buggy, make it work better (sometimes it forgets npcs, especially with multiple units attached to the same target finder) Idea for this - make a target finder auto-put into this one for the stool. So it can have active wire input, and it will turn on, no wire needed, and would have a seperate finder for each unit then. Also, if you do this, make some options like target play, target npc's, dont target friendly npc's,etc. Dakara Weapon doesn’t destroy leftover Sweps - havent checked recently Tollan disabler only disables you (not NPC's) - disable npc shooting P90 has a kull disruptor module on it, yet fires no kull disrupter - Finish the stun for it. Wraith/Prior Fix to metrocop so it can fire Stargate weapons. other npc are on metrocop, and alex couldnt find it, can someone please try, i mean, stargate npcs not able to fire stargate weapons, how silly is that. Out of Phase Shoot - when using the cloak device to put an object out of phase, you can still shoot it. Goa’uld Iris Horizontal Block - when the goald iris blocks, the effect is horizontal Railgun with Shield Core - railgun error when using at same time with shield core, will post here when i next get on gmod Asgard Beam weapon has Translucent Beam Make Solid - use beam from older rev, worked for me Wraith Health Regenarates over time - more realistic finish madmans priest staff just a few ideas, dont flame me, other people where suggesting and ronon seemed to accept some. Anyway, it would be nice to have a massive update for rev 300. i may think of more. i forgot: add back in janus and shield dore :)
Basicaly you said: turn ADS into TargetFInder and add fire capability. It has wire inputs not for a whim. Not mine staff, Tiny + Boba staff.
Why add 3 modes to ronons gun? Because...it has different modes in the show? Maybe it wasn't 3, but it at least had a stun and kill mode. I was thinking of having a stun, kill, and...explode stuff mode. In the show, the stun and kill modes had one difference, the kill mode sometimes set people on fire a bit. Its more like the current wraith stun in that there isnt much kinetic/explosive force behind it. Right now it sounds like a tank shell hitting something when the energy blast collides with anything. Then we also see Ronon taking out wraith darts in one shot, it suggests there are at least 3 modes, or atleast a way to "overcharge" it a bit. Much like the staff weapon, in one of the first episodes we see Tealc blowing a hole in a brick wall, the staff never did that much damage to a human. As for the zat, currently it [I]somtimes[/I] makes NPC's constantly reload. It does not work every time, I just tested it again. And it does not work on players, I think it makes them run a little slower.
[QUOTE=Avernikas;37253741]Why add 3 modes to ronons gun? Because...it has different modes in the show? Maybe it wasn't 3, but it at least had a stun and kill mode. I was thinking of having a stun, kill, and...explode stuff mode. In the show, the stun and kill modes had one difference, the kill mode sometimes set people on fire a bit. Its more like the current wraith stun in that there isnt much kinetic/explosive force behind it. Right now it sounds like a tank shell hitting something when the energy blast collides with anything. Then we also see Ronon taking out wraith darts in one shot, it suggests there are at least 3 modes, or atleast a way to "overcharge" it a bit. Much like the staff weapon, in one of the first episodes we see Tealc blowing a hole in a brick wall, the staff never did that much damage to a human. As for the zat, currently it [I]somtimes[/I] makes NPC's constantly reload. It does not work every time, I just tested it again. And it does not work on players, I think it makes them run a little slower.[/QUOTE] there are already 2 modes, that is enough. you can already kill a dart with a few shots from the gun @madman, yes, i was asking that, but it is easier, and it would be better, and cooler to have it like that. and, i dont care whos staff it is, just finished is nice : ) but yeah, ronon, what d you think of my list :)
[QUOTE=Avernikas;37251492]Well, a modeled kawoosh would be nice, instead of particles. On the coding side of things.... [/QUOTE] You have no idea how both funny and stupid that sounds...
[QUOTE=The Art of War;37254622]You have no idea how both funny and stupid that sounds...[/QUOTE] Just because he doesn't know, how source animations exactly works, doesn't make him dumb :)
[QUOTE=Madman07;37254918]Just because he doesn't know, how source animations exactly works, doesn't make him dumb :)[/QUOTE] I knew that coding is still involved, but it still needs a model doesn't it? Or maybe you guys are thinking of a different method... And is the reason why making 3D kawoosh so hard a gmod problem? I know that the sgmod uses a modeled one.
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