• Stargate Carter Addon Pack
    4,521 replies, posted
[QUOTE=kibbols;37524799]Orrila's suggestion was about the atlantis transporter and having a door. i'm not talking about the Door Tool. AGAIN locked door, so uninvited guests can't get through (of course the door would have anti-noclip), would be a good idea.[/QUOTE] LoL i am not talking about door tool too ... EPIC FAIL !!! ... I am talking about Transporter Doors ...
[QUOTE=CharlieX3;37524728]again ... noclip ... so just use anti noclip to doors and problem solved ... i think better will be to just remake wire lockdown of doors... so if its value 1 then doors cant be opened ... if its 0 then they are normal ...[/QUOTE] [QUOTE=CharlieX3;37524857]LoL i am not talking about door tool too ... EPIC FAIL !!! ... I am talking about Transporter Doors ...[/QUOTE] your previous post talks about wire lockdown on doors. that's the door tool ... EPIC FAIL !!! ...
[QUOTE=kibbols;37524894]your previous post talks about wire lockdown on doors. that's the door tool ... EPIC FAIL !!! ...[/QUOTE] again ... you dont know that i am talking about cap doors that will be (maybe) added to Transporter ... and there's bad LockDown function ... ULTRA FAIL ?? ;) ;) ;)
[QUOTE=CharlieX3;37524925]again ... you dont know that i am talking about cap doors that will be (maybe) added to Transporter ... and there's bad LockDown function ... ULTRA FAIL ??[/QUOTE] [QUOTE=CharlieX3;37524857]LoL i am not talking about door tool too ... EPIC FAIL !!! ... I am talking about Transporter Doors ...[/QUOTE] make up your mind, are you talking about CAP doors or Transporter doors?! last i saw CAP doors were too big for transporter, i'll check again. btw your posts say you aren't talking about one thing, but another says you are (look at top and bottom of this post) [QUOTE=CharlieX3;37524925]again ... you dont know that i am talking about cap doors that will be (maybe) added to Transporter ... and there's bad LockDown function ... ULTRA FAIL ??[/QUOTE] [QUOTE=CharlieX3;37524857]LoL i am not talking about door tool too ... EPIC FAIL !!! ... I am talking about Transporter Doors ...[/QUOTE]
[QUOTE=kibbols;37524963]make up your mind, are you talking about CAP doors or Transporter doors?! last i saw CAP doors were too big for transporter, i'll check again. btw your posts contradict each other (look at top and bottom of this post)[/QUOTE] Again you ... I think theres nobody who will make new model for Transporter Doors ... so some of CAP doors should be added into Transporter ... First doors in CAP Doors tool are a little bit bigger then Transporter place for doors but its not big difference so i think they will be added ... do you understand know about what i am talking the whole time ??
Hey, guys, been away for the afternoon. Look, I just thought it would be cooler to have someone trapped in a teleporter, than have it blocked altogether. + Didnt madman already have a transporter with doors? I think I said this before, but cant remember the answer. + If it doesnt have doors, the block idea is better then.
[QUOTE=CharlieX3;37525062]Again you ... I think theres nobody who will make new model for Transporter Doors ... so some of CAP doors should be added into Transporter ... First doors in CAP Doors tool are a little bit bigger then Transporter place for doors but its not big difference so i think they will be added ... do you understand know about what i am talking the whole time ??[/QUOTE] back to what this is actually about. Orrila's idea of locked doors needing a code is still a good idea. REASON: if the Transporter is set to private and somebody figures out its address, Anti-Noclip doors needing a code are in place so they can't get in and sabotage your hard work. If the Transporter is blocked, you can't transport back when you try to return.
It's all well and good talking about this but who's going to do it? I start college Wednesday meaning the amount of time I actually want to spend coding is going to decrease. Let alone the amount of work to be done before GMod 13. But the second thing is the doors in Madman's were separate models, and the Atlantis doors we have currently are too big for the transporter.
for now i've made a transporter system using the transporter, constant value (for the name of transporter), a Control panel (buttons to send to transporter), and an e2 (to send to the transporter with same name as button number) [URL="http://www.mediafire.com/?8bdz5sb0iwa3att"]Atlantis Transporter System[/URL]
[QUOTE=Ronon Dex;37525187]It's all well and good talking about this but who's going to do it? I start college Wednesday meaning the amount of time I actually want to spend coding is going to decrease. Let alone the amount of work to be done before GMod 13. But the second thing is the doors in Madman's were separate models, and the Atlantis doors we have currently are too big for the transporter.[/QUOTE] cartman sad that he will look on it so ... he will do it ... and then maybe you could look on it and fix the bugs that will appear O.o
Rev 313: Fixed: - Missing Texture's Ps: there still might be some fucked up so let me know if there are!
[QUOTE=VaSTinY;37519953]Oh okay, I was just thinking cap-gmod13 was a fixed version for Gmod 13, since the first time I tried CAP with Gmod13 a few months back it didn't work, glad to see it works decently now then. Going to give it a go without the cap-gmod13 folder. Thanks! Also, what is UWSVN? [editline]3rd September 2012[/editline] Alright I just played with just CAP and CAP_Resources without CAP-Gmod13 The Kawoosh still does not appear, and it still dissolves the Event Horizon as soon as it's supposed to appear. Again; the only other mod in the Addons folder I'm running along with CAP is Wiremod which also works fine for Garry's Mod 13. I will try disabling all my Workshop addons and see if it still works, maybe I should have thought those might also interfere with CAP a bit considering I have 53 of them. [/QUOTE] Try launch option -dxlevel 93 it fixed it for me. This will make it start in low res mode so add this too: -w 1920 (Note: that launch option is for 1080P screens, i can make a diffrent option for you if your screen isnt 1080p) [editline]Edit[/editline] Oops i see you alredy fixed it [editline]3rd September 2012[/editline] [QUOTE=kibbols;37525171]back to what this is actually about. Orrila's idea of locked doors needing a code is still a good idea. REASON: if the Transporter is set to private and somebody figures out its address, Anti-Noclip doors needing a code are in place so they can't get in and sabotage your hard work. If the Transporter is blocked, you can't transport back when you try to return.[/QUOTE] I have an e2 that only lets the teleporter work only if I press it (it finds my name)
[QUOTE=CharlieX3;37525253]cartman sad that he will look on it so ... he will do it ... and then maybe you could look on it and fix the bugs that will appear O.o[/QUOTE] Sorry, nope, there will be no bugs. It won't be out until it's but free. [editline]3rd September 2012[/editline] Here comes the developer power: It will be as i make it. Block function, (no private function), block bypass function (complicated to achieve and i won't tell you how to do it), door lock function, teleport function and the most important of all: sound.
[QUOTE=cartman300;37529099]Sorry, nope, there will be no bugs. It won't be out until it's but free. [editline]3rd September 2012[/editline] Here comes the developer power: It will be as i make it. Block function, (no private function), block bypass function (complicated to achieve and i won't tell you how to do it), door lock function, teleport function and the most important of all: sound.[/QUOTE] Private would be better. if it's blocked we can't transport to our own transporter. [editline]3rd September 2012[/editline] [QUOTE=Woogoo;37529044] I have an e2 that only lets the teleporter work only if I press it (it finds my name)[/QUOTE] i'll try adding this function.
[QUOTE=kibbols;37529868]Private would be better. if it's blocked we can't transport to our own transporter.[/QUOTE] You can't dial your own gate when it's blocked (except DHD), isn't it so? THAT'S THE POINT of blocked ones, so no one can transport to them. Every victory has it's losses.
All stargate servers are dieing ;_; [editline]3rd September 2012[/editline] [QUOTE=kibbols;37529868]Private would be better. if it's blocked we can't transport to our own transporter. [/QUOTE] [QUOTE=cartman300;37529920]You can't dial your own gate when it's blocked (except DHD), isn't it so? THAT'S THE POINT of blocked ones, so no one can transport to them. Every victory has it's losses.[/QUOTE] You can't see a private address on the list (at all), isn't it so? THAT'S THE POINT of private ones, so no one knows your gate/transporter even exists. In truth, both block and private would be useful. [editline]3rd September 2012[/editline] [QUOTE=kibbols;37529925]All stargate servers are dieing ;_; [editline]3rd September 2012[/editline] You can't see a private address on the list (at all), isn't it so? THAT'S THE POINT of private ones, so no one knows your gate/transporter even exists. In truth, both block and private would be useful.[/QUOTE] how is it dumb?
[QUOTE=kibbols;37529925]All stargate servers are dieing ;_; [editline]3rd September 2012[/editline] You can't see a private address on the list (at all), isn't it so? THAT'S THE POINT of private ones, so no one knows your gate/transporter even exists. In truth, both block and private would be useful. [editline]3rd September 2012[/editline] how is it dumb?[/QUOTE] Look, there are no private transporters in the show, that's why there will be no private transporters here.
[QUOTE=cartman300;37530013]Look, there are no private transporters in the show, that's why there will be no private transporters here.[/QUOTE] doesn't have to be exact. never saw the concept dhd in the show.
[QUOTE=kibbols;37530058]doesn't have to be exact. never saw the concept dhd in the show.[/QUOTE] Are you stupid or something? It's CONCEPT! There is no concept of transporters being private! [editline]4th September 2012[/editline] 2 Words; No. End of conversation.
[QUOTE=cartman300;37530073]Are you stupid or something? It's CONCEPT! There is no concept of transporters being private! [editline]4th September 2012[/editline] 1 Word; No. End of conversation.[/QUOTE] and the shuttle has an interior, but the addon's doesn't. [editline]3rd September 2012[/editline] the gates were bigger [editline]3rd September 2012[/editline] also, last i checked there was no zpm mk 3 either. [editline]3rd September 2012[/editline] not everything is exact in this addon [editline]3rd September 2012[/editline] what else? shield core worked in the show (not in the addon). mcd made ascension killer (not all the other stuff). [editline]3rd September 2012[/editline] the SGU EH didn't look like a crappy recording. [editline]3rd September 2012[/editline] Stargates didn't have a fast dial.
And the shuttle has an interior, but the addon's doesn't. - Model never completed. the gates were bigger - And? Not my problem. also, last i checked there was no zpm mk 3 either. - There wasn't ZPM Mk 62 either. not everything is exact in this addon - lol. what else? shield core worked in the show (not in the addon). - Shield core is so bad it doesn't even work in the show. mcd made ascension killer (not all the other stuff). - There's no ascension killer in cap, that's why it can't be made.
ring didn't spin when the gate was being dialed with a dhd
the SGU EH didn't look like a crappy recording. - WTF? Stargates didn't have a fast dial. - They do. [editline]4th September 2012[/editline] [QUOTE=kibbols;37530215]ring didn't spin when the gate was being dialed with a dhd[/QUOTE] It does there's an option to disable it.
REPORT of '/svnroot/carterspack/!svn/vcc/default': Could not read response body: An existing connection was forcibly closed by the remote host. ([url]http://carterspack.svn.sourceforge.net[/url]) This is what Turtoise SVN says.
Model never completed. - And? Not my problem. And? Not my problem.- I don't care There wasn't ZPM Mk 62 either. - there's a zpm mk 3 in this addon lol. Shield core is so bad it doesn't even work in the show. - if it didn't, how did destiny survive attacks? There's no ascension killer in cap, that's why it can't be made. - And? Not my problem.
[QUOTE=kend.bart;37530227]REPORT of '/svnroot/carterspack/!svn/vcc/default': Could not read response body: An existing connection was forcibly closed by the remote host. ([url]http://carterspack.svn.sourceforge.net[/url]) This is what Turtoise SVN says.[/QUOTE] Try again. @all Okay, once and for all! Google such stuff before you ask on forums about SVN!
It does there's an option to disable it. - it does, requires wiring to disable. They do. - the only episode i saw that had the auto fast dial was with the ancient obelisk. WTF? - yes, the sgu eh in this addon looks like crap
@kibbols Shut the fuck up.
[QUOTE=cartman300;37530250]Try again. @all Okay, once and for all! Google such stuff before you ask on forums about SVN![/QUOTE] Ok. Did it a BAZZILLION TIMES!!! Did not work.
[QUOTE=kend.bart;37530260]Ok. Did it a BAZZILLION TIMES!!! Did not work.[/QUOTE] Try again, but a bit later.
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