[QUOTE=Headshot01]Awesome!!! :)
Is there a way to make it admin only?
Thanks! :)
Kind Regards,
Headshot[/QUOTE]
While we're on the topic, are there usually settings in the configs of most addons that you can switch to make things admin only? There are a few things I know I'd like to make that way (people abusing certain laggy objects). If so, what should I look for and how do I change it.
Just wondering.
Just look in the lua files and you'll find two settings: Spawnable and "admin.spawnable(i think)" if spawnable is set to 1 set it to 0 then it should be admin only.
[QUOTE=Headshot01]Awesome!!! :)
Is there a way to make it admin only?
Thanks! :)
Kind Regards,
Headshot[/QUOTE]
In lua/entities/ring_base and in lua/entities/ring_panel there's a file called shared.lua.
Open them and look at the two last lines:
[code]
ENT.Spawnable = true
ENT.AdminSpawnable = true
[/code]
Change it to:
[code]
ENT.Spawnable = false
ENT.AdminSpawnable = true
[/code]
This means only the admins can create them.
This also goes for other scripted entities.
Edit:
Also goes for Scripted Weapons, but then it's not the two last lines though. Although they say the same so they are pretty easy to find.
[QUOTE=Feldor]In lua/entities/ring_base and in lua/entities/ring_panel there's a file called shared.lua.
Open them and look at the two last lines:
[code]
ENT.Spawnable = true
ENT.AdminSpawnable = true
[/code]
Change it to:
[code]
ENT.Spawnable = false
ENT.AdminSpawnable = true
[/code]
This means only the admins can create them.
This also goes for other scripted entities.[/QUOTE]
Yay! Thank you!
One problem I've noticed is that you can't hear the destination rings if you teleport long distances.
I know this is becuase you weren't there when the sound started, but is there any workaround perhaps for it? Like maybe playing the sound in two halves?
And if you're adding keyvalues for hammer, could you also add some outputs? Like OnRingActivate etc, so we can integrate them into maps better.
I would make a proper retracting cover for them if we had outputs.
[QUOTE=chris0132]One problem I've noticed is that you can't hear the destination rings if you teleport long distances.
I know this is becuase you weren't there when the sound started, but is there any workaround perhaps for it? Like maybe playing the sound in two halves?
And if you're adding keyvalues for hammer, could you also add some outputs? Like OnRingActivate etc, so we can integrate them into maps better.
I would make a proper retracting cover for them if we had outputs.[/QUOTE]
Good idea actually, that could be really great to use as transporter in my maps, would be awesome with outputs, if just aVoN finishes up beta gate too I gonna start messing with sents in hammer again ^.=.^
Then you could also make ships that can ring down to surface and stuff
[QUOTE=chris0132]One problem I've noticed is that you can't hear the destination rings if you teleport long distances.
I know this is becuase you weren't there when the sound started, but is there any workaround perhaps for it? Like maybe playing the sound in two halves?
And if you're adding keyvalues for hammer, could you also add some outputs? Like OnRingActivate etc, so we can integrate them into maps better.
I would make a proper retracting cover for them if we had outputs.[/QUOTE]
I do not believe outputs are possible. The sound thing is weird because it works for me in single player, and I'm emitting the sound after the teleportation is done, must be lag or some other shit - I shall have a look further when I am in the mood.
Requires Energy? IMO it makes stargates useless if it doesn't.
[QUOTE=PuddlePirate]Requires Energy? IMO it makes stargates useless if it doesn't.[/QUOTE]
No, it doesn't take energy.
[QUOTE=Catdaemon]I do not believe outputs are possible. The sound thing is weird because it works for me in single player, and I'm emitting the sound after the teleportation is done, must be lag or some other shit - I shall have a look further when I am in the mood.[/QUOTE]
Actually I was using it in SP, I don't play MP.
I don't know if it's only cross-visleaf or whatever but it's there.
Perhaps you could play the sound directly onto clients rather than in the world with a calculated volume based on distance? That would solve it.
[b]Edit:[/b]
[QUOTE=PuddlePirate]Requires Energy? IMO it makes stargates useless if it doesn't.[/QUOTE]
Until you find a version of gmod that can span galaxies that state of affairs will continue.
[QUOTE=PuddlePirate]Requires Energy? IMO it makes stargates useless if it doesn't.[/QUOTE]
It wouldn't even be realistic if it did. There's an episode where they ring in and out of a totally dead ship, suggesting they have their own internal power source.
[QUOTE=chris0132]Actually I was using it in SP, I don't play MP.
I don't know if it's only cross-visleaf or whatever but it's there.
Perhaps you could play the sound directly onto clients rather than in the world with a calculated volume based on distance? That would solve it.
[/QUOTE]
I could do.. but that'd involve user messages and stuff which is still getting a bit silly for just playing a sound.
Err.. I actually was asking if you could add support for uses energy. I know it suggests internal power, but could you at least add a setting to enable/disable LS energy consumption?
That's a good idea - but then you are depending on another mod.
But in SGA they use a ZPM to power the chair and in SG1 they use crystal's to power the ring's?
Yeah what about a new power source. Crystals! Like zpm's but with smaller energy, and maybe regeneration?
Crystals are computers/chips/memory or something, not a power source.
[QUOTE=Catdaemon]Crystals are computers/chips/memory or something, not a power source.[/QUOTE]
They have power crystals too. In a episode they use a ori staff crystal to power Merlins cloak.
[QUOTE=shadow_thee]They have power crystals too. In a episode they use a ori staff crystal to power Merlins cloak.[/QUOTE]
It was like the jaffa staff weapon i believe and it contained some liquid mineral perhaps.
[QUOTE=Trekkie0]It was like the jaffa staff weapon i believe and it contained some liquid mineral perhaps.[/QUOTE]
No. The liquid in jaffa staff is refined weapons grade naquadah. It is a crystal in ori staff, and they sait it too.
I don't remember anything about the ori staff weapon, but most of the 'power crystals' in the show don't actually generate power, they just regulate it.
Which is why in a Tel'tak when they re-route power they always move crystals around.
But crystal's would be cool!
Yeah they wuld! And maby light up like the zpm's?
[url=http://www.garrysmod.org/downloads/?a=view&id=22335][img]http://www.garrysmod.org/img/?t=dll&id=22335[/img][/url]
- Added hammer keyvalue "pair" - set it to the targetname of a desired ring base.
- Added hammer keyvalue "name" - set the name of a transporter
- Added ent.NotTeleportable check for external entities
- Added checks against parented entities (won't be teleported as they should be moving with their parents anyway)
- Made rings keep to their positions when deployed, so on moving ships they'll work properly.
Not tested the hammer stuff but I can only assume it will work. If it does not I will look into it further.
[QUOTE=Catdaemon]I could do.. but that'd involve user messages and stuff which is still getting a bit silly for just playing a sound.[/QUOTE]
Fair dinkum.
There is a bug in the current version which causes the rings not to be able to range find anymore, I'm not sure if I can fix this so I might roll back so they no longer track.
[QUOTE=alter0n]Can someone tell the guy who made the hand ribbon device, that the function to call the rings isn't working properlly?[/QUOTE]
can someone send me the link to the hand ribbon device? and you can activate the rings by hitting mouse button one with the ribbion device?
Umm you just need the SVN for Avon and Cats stargate packs....
now ... what was that again ??
SVN:[url]http://stargatepack.googlecode.com/svn/trunk/[/url]
I Think ...
[QUOTE=meeces2911]Umm you just need the SVN for Avon and Cats stargate packs....
now ... what was that again ??
SVN:[url]http://stargatepack.googlecode.com/svn/trunk/[/url]
I Think ...[/QUOTE]
the stargate pack has the ribbon device? sorry im a noob lol yea i know bash the nooby lol
Nice work catdaemon! By the way I'll get back with melonbrew soon :P.
and one more thing, whenever a ring transporter activates i get this error message
entities/stargate_base/cl_init.lua:45: attempt to index field 'Color' (a nil value)
Are the transporters part of the Stargate SVN?, if so, do you think it conflicts with your file seeing as there are two >.<
I'll go try to fix now, if i can't fix I'll come back
When I spawn the base, it is a saw blade, and the push pad thing is a warning sign of some type. Also, I do not have a Wire tool...
[QUOTE=RazorBlade17]Are the transporters part of the Stargate SVN?, if so, do you think it conflicts with your file seeing as there are two >.<[/QUOTE]
They are in the SVN, yes. They also may "conflict" with his version, but as the SVN generally holds his latest version there shouldn't be a problem.
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