I have problems when I drive a vehicle through the gate, it becomes completely fuck up and get nocollision and fall right into the ground and disappear
[QUOTE=rikis15;27477192]I have problems when I drive a vehicle through the gate, it becomes completely fuck up and get nocollision and fall right into the ground and disappear[/QUOTE]
I get that too.
Also, does any body elses nocollide with props randomly stop working every now and then?
It's very buggy so expect problems.
and also tha gate seams to be nocollide to :(
just whan´t to help ;)
are there any servers with this up atm?
I can probably fix a server with it but it could probably take some time I post here when I'm done
:)
I can fix a dedicated running on my computer but i can't promise to have it up at all time. Just tell me if you want me to start it.
hi
i wasnt online the last few weeks/months
but now i will continue with this project!
i will try to make it more stable and fix those collision things
also i will add a travel animation ( toggleable with convar )
greez
Hi. Actually cap god the ronondex modelclipping already.
oh .. and does it got those features ?
It works nice, it have model clipping and physic clipping. Although it has some bugs, which Ronon won't fix and I have no idea how to fix them.
[b]deathmaker!!!!!!!!!![/b] Please add this:
[QUOTE=AlexALX;27101768]Please add change from CAP rev 136:
Add before this:
[code] else
util.Effect("stargate_kawoosh",fx,true,true);[/code]
add this:
[code] elseif(self.Entity:GetParent():GetClass()=="stargate_movie")then
local fx2 = EffectData();
fx2:SetEntity(e);
util.Effect("stargate_kawoosh",fx,true,true);
timer.Simple(1.6,function()
local fx = EffectData()
fx:SetEntity(e);
util.Effect("stargate_kawoosh_movie",fx,true,true);
end);
-- This will kill people
local pos = self.Entity:GetPos();
local normal = self.Entity:GetForward();
local radius = self.Entity:BoundingRadius()*(1/2);
self:Dissolve(pos+radius*normal,radius);
self:Dissolve(pos+3*radius*normal,radius);
self:Dissolve(pos+5*radius*normal,radius);[/code]
And don't forget this.
Thanks.[/QUOTE]
And add support for Stargate with Group System addon (add for all stargates class check _group prefix). Just look [url]http://www.facepunch.com/threads/1052626[/url]
Example:
[code]self.Entity:GetParent():GetClass()=="stargate_movie"[/code]
add
[code]||self.Entity:GetParent():GetClass()=="stargate_group_movie"[/code]
and for all class check.
And add this:
In ENT.ClippingSkip:
[code] "ramp_2",
"sgu_ramp",
"sgc_ramp",
"future_ramp",
"goauld_ramp",[/code]
In IgnoreSGEntities:
[code] "ramp_2",
"sgu_ramp",
"sgc_ramp",
"future_ramp",
"goauld_ramp",[/code]
In IgnoreSGModels:
[code] "models/boba_fett/ramps/ramp7.mdl",
"models/boba_fett/ramps/ramp8.mdl",
"models/boba_fett/ramps/ramp9.mdl",
"models/boba_fett/ramps/ramp10.mdl",
"models/boba_fett/ramps/ramp11.mdl",
"models/zsdaniel/ramp/ramp.mdl",
"models/madman07/ori_ramp/ori_ramp.mdl",[/code]
And what i say before.
Oh yeah and add one think please - do variable "self.IsModelClippingAddon" in your event_horizon code. To be able to check your addon installed on the server or not.
I think he won't do this any more
Hey just a question. Could you make it so that when you first have a prop touch the event horizon, could you, along with the repeated ripple, make an one time only extending rippl? So that when the prop first touches the EH the first ripple will grow larger and disappear? I'm not saying make it grow but could you make it so it goes from small (or whatever is prop appropriate) to next size, then next, and so on?
[QUOTE=Neesk;27734743]I think he won't do this any more[/QUOTE]
i will ;)
[QUOTE=Jeo]Hey just a question. Could you make it so that when you first have a prop touch the event horizon, could you, along with the repeated ripple, make an one time only extending rippl? So that when the prop first touches the EH the first ripple will grow larger and disappear? I'm not saying make it grow but could you make it so it goes from small (or whatever is prop appropriate) to next size, then next, and so on? [/QUOTE]
so its like you drop something into water ?!
[QUOTE=Deathmaker;27870060]i will ;)
so its like you drop something into water ?![/QUOTE]
do i need the stargate or dose it come with the addon
yes u need avons stargate pack and I recommend cap mod
cap mod link for svn name folder cap -->[url]https://carterspack.svn.sourceforge.net/svnroot/carterspack/cap[/url]
and her name folder cap_resources :[url]https://carterspack.svn.sourceforge.net/svnroot/carterspack/cap_resources[/url]
[QUOTE=Deathmaker;27870060]i will ;)
so its like you drop something into water ?![/QUOTE]
kinda ya.
I tried connected to a world where a known black hole exists, guess what. I experienced no flukes in the law of everything.
for some reason when i send something through the gate, it clips fine, but i can still see the rest of whatever is being sent through even though it shouldn't be visible
i have a video of the bug here:
[url]http://www.youtube.com/watch?v=p8CdfaCa6Is&feature=channel_video_title[/url]
Hello there.I installed that mod,and when i put something trough the gate,it appears on the other side of the same gate.I don't know what to do.
[QUOTE=BAD_BUGz;31146191]i have a video of the bug here:
[url]http://www.youtube.com/watch?v=p8CdfaCa6Is&feature=channel_video_title[/url][/QUOTE]
Your video is not working...
[QUOTE=GeekDeer;41413579]Your video is not working...[/QUOTE]
[IMG]http://puu.sh/3AKw1/52eea6af05.png[/IMG]
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