[QUOTE=blackaction;22344232]can you make an damage control
like in the f302 if 50 % damage the asgard weapon dont work
if 80 % damage no weapon[/QUOTE]
Code is ready, but i had to disable it for now.
Ppl, read my posts. It works without RD, at least it should.
[QUOTE=CardGameNut;22346135]It's not really so much "in" as "on."
There's no interior to explore (not [I]yet[/I], anyway), so you need to use the ship's dorsal (bottom) Ring Transporter to get literally ON the ship. Then you head for the bridge and "use" on the bridge to fly.
still cool, even with no interior. If we got an interior, though... :) :) :)[/QUOTE]
I already say it -.- I think he just want to fly ;)
Would be cool if everyone were 1/70 of the normal player size + weapons and a map made just for that then we could have Daedalus that fit nicely within the map if it were resized.
Just my thought. :)
[QUOTE=ayre10;22347426]Would be cool if everyone were 1/70 of the normal player size + weapons and a map made just for that then we could have Daedalus that fit nicely within the map if it were resized.
Just my thought. :)[/QUOTE]
It's possible, but consider the lag.
Like aVoN said it would be made big lag. Also consider that u can scale only that what u see. Collision model left unscalable.
[QUOTE=Madman07;22346262]Code is ready, but i had to disable it for now.
Ppl, read my posts. It works without RD, at least it should.[/QUOTE]
Oh, good. I suppose it's good that CAF has a button to turn off RD/other CAF addons.
yeAH
Madman can you make with iziraiders model MINI F302 thast fly to the ship
liek drones
Ask Iziraider for that. But it's pointless.
Hm, f302s flying back to the ship? Thats just like in nexus [url]http://www.moddb.com/mods/stargate-mod-war-begins[/url]
ok let me clear this up for some people:
Ship works fine without RD3
Ship works fine with base RD3
Ship [B]does not work[/B] if you have RD3 [B]and[/B] the fix applied that [U]allows you to use RD3 with zpms[/U].
It is one line of code, thats all that was changed, and I posted a link earlier in this thread, is there no way to get around that, as atm, no disrespect madman, but use of zpms in my other contraptions is more important that the ship (though I would love to be able to use both at once!)
[QUOTE=Cackles4EVA;22353371]ok let me clear this up for some people:
Ship works fine without RD3
Ship works fine with base RD3
Ship [B]does not work[/B] if you have RD3 [B]and[/B] the fix applied that [U]allows you to use RD3 with zpms[/U].
It is one line of code, thats all that was changed, and I posted a link earlier in this thread, is there no way to get around that, as atm, no disrespect madman, but use of zpms in my other contraptions is more important that the ship (though I would love to be able to use both at once!)[/QUOTE]
Use rd2 if you want both.
Found a bug. whenever I exit the control of the ship, it throws this error
[code]
addons\bc-304\lua\entities\daedalus\init.lua:368: attempt to call method 'KeyDown' (a nil value)
[/code]
well,... i could use the ship without much problems up until now
the only thing which is a bit difficult, that on e.g. a hard turn left/right with the mouse, the ship sometimes just remains on a straight trajectory...
hmm,... i wonder who made the hud for the ship *cough*
Wow, I only saw this[quote]Daedalus model was created by vaisseaux and originally was used in SG-MOD[/quote] and decided not to download, because that model sucked. Then I finally, today, read further.[quote]got collision model[/quote]This is why you should read with great accuracy, I suppose. I'm going to download it now.
Please rate me bad reading :saddowns:
Ok guys, i will try to make it work with that RD3, give me some time.
RFG1024, i know, thanks.
fdinasty, it was Boba Fett :) Anyway, ship will turn only if u press Forward, backward or Turbo. Or use Left/Right.
Kude, shit happens ;p
[QUOTE=ayre10;22354325]Use rd2 if you want both.[/QUOTE]
downgrade resource distribution? I think not, think of all the stuff that won't work because it relies on the newer RD3?
[QUOTE=Madman07;22365466]
Ok guys, i will try to make it work with that RD3, give me some time.[/QUOTE]
Thanks
[QUOTE=Madman07;22365466]fdinasty, it was Boba Fett :)[/QUOTE]
[B]incase[/B] [B]credits[/B] on the first page [B]won't change, [/B]i should overhear/read that answer...
you sure do remember, that the [B]hud[/B] was [U][B]originally made by me[/B][/U] do you?!
i [B]just[/B] [B]gave permission[/B] that bobafett could do [B]some editing[/B]...not that someone else could claim them as their work ò_ó
-------
am getting quite curious how the ship will turn out to play around with, once the new model is implimented :)
EDIT:
edit is printed in [B]bold letters[/B] above...
i'm sorry for being an ass on that one,
and i normally don't get that agitated about such things,
but that particular case keeps bothering me ò_o
BUG: exploding ZPM MK 2 or naquada bomb
Zero_Point_Module_Mk2 undone
addons\bc-304\lua\entities\daedalus\init.lua:368: attempt to call method 'KeyDown' (a nil value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
blackaction2008 suicided!
...ons\gcombat08\lua\autorun\server\sv_combatdamage.lua:16: attempt to index local 'ent' (a number value)
but look cool some parts of the weapons are damaged
[editline]01:24PM[/editline]
and after dakara weapon
(a nil value)
dakara_wave: destroying Vehicle [84][prop_vehicle_prisoner_pod]
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt to call method 'TriggerInput' (a nil value)
addons\bc-304\lua\entities\daedalus\init.lua:377: attempt
First errors - not my fault, its gcombat. Second, did u removed some weapon? I will made safefail for that.
no the exlposion removed parts from the weapon
how do u explode the zpm mk 2
[QUOTE=iamcll;22368866]how do u explode the zpm mk 2[/QUOTE]
use wire to overload it
[QUOTE=Iziraider;22368883]use wire to overload it[/QUOTE]
thax
the ship weapon destroy a little bit but no hull dmage
than i used an nquadabomb
and now the schip has lots of damage becaue i welded the bom on the ship
the energy ???
is this only for shild ??
the weapons dosent change the energy hud
lol this thread seems to have faded into irrelevance, bump for RD3 fix, and implementation of lovely features like hyperdrive rockets and shields!!
Sheild works fine. If I remember correctly I think madman said he has a hyperdrive for the bc304 or anything but is not going to release ( No idea if he will ). Also with the hyperdrive it will only be server - server transport since Gmod maps are way too small for things on this scale.
No models for rocket launchers so I don't think he will be putting that feature on.
[QUOTE=Madman07;22296569]asgard beaming system, asgard shield (not working) and hyperdrive (not working).[/QUOTE]
shield works fine?
RD3 fix is definitely a must have though
and I don't know, but I'm pretty sure instant server to server transport without load time, with some custom animation rather than the default loading, and somehow spawning airborne in the ship, not just spawning on foot in default position.
Also, there are loads of rocket tube models, and quite a few rocket models already are there not?
[QUOTE=Cackles4EVA;22436687]and I don't know, but I'm pretty sure instant server to server transport without load time, with some custom animation rather than the default loading, and somehow spawning airborne in the ship, not just spawning on foot in default position.[/QUOTE]
Do continue, I want to read what you were going to say about those :colbert:
[QUOTE=Cackles4EVA;22436687]
and I don't know, but I'm pretty sure instant server to server transport without load time, with some custom animation rather than the default loading?[/QUOTE]
Is that even possible? I saw on a different thread someone suggest a Stargate system that can go to a different server, but it was pointed out that this was pretty much impossible.
[editline]12:20PM[/editline]
Page King'd :sax:
Sorry, you need to Log In to post a reply to this thread.