[B]@Saza[/B] i'm not sure, but you can try copy file:
cap\lua\entities\event_horizon\modules\teleport.lua
to
before_cap_sg_groups\lua\entities\event_horizon\modules\teleport.lua (also create folder modules)
Maybe can help, but no one have this problem...
[QUOTE=AlexALX;35200798][B]@Saza[/B] i'm not sure, but you can try copy file:
cap\lua\entities\event_horizon\modules\teleport.lua
to
before_cap_sg_groups\lua\entities\event_horizon\modules\teleport.lua (also create folder modules)
Maybe can help, but no one have this problem...[/QUOTE]
-tested-
Did not work, error remains.
[code][addons\before_cap_sg_groups\lua\entities\event_horizon\modules\teleport.lua:196] attempt to call method 'GetTraceIgnoredEntities' (a nil value)[/code]
[QUOTE=CharlieX3;35199911][B]@Saza[/B] Make a screen of your addons folder and post link on it here ... There could be collision addon...or garry fu*ked up something :D but i dont have that problem then it must be something with addons ;)
[B]@all Czech and Slovak people[/B]
Preklad nieje hotovy a moze mat chyby...opraveny preklad bude teoreticky v dalsej verzii...
________
Translation of Slovak lang. is not complete and it could include some mistakes...Mistakes in translation will be repaired, theoreticaly, in next version of SG Groups ;)[/QUOTE]
I did try using the Modelclipping addon and that didn't work at all.
[img]http://puu.sh/ltjj[/img]
As I posted in the CAP thread as well, I'm going to clear out my addons folder (to a backup folder) and just have this and the CAP addons in there.
DELET NEUROPLANES ! NOW !
I didn't like them regardless. They're gone.
[editline]19th March 2012[/editline]
Okay, so having an empty addon folder and just using the Wire, SG-Groups, and SG-CAP have seemed to fix the problem.
Thanks for helping; it was a conflicting addon.
yeah neuroplanes is clonflict addon with CAP ;)
Ah. Thanks for letting me know (and giving me a reason to finally rid myself of them :v)
please give link for neuroplanes, i will try test few things, maybe can fix it... but not sure.
svn2.assembla.com/svn/NeuroPlanes/
Thanks, I had the same problem as Saza. But it's fixed now.
[B]@Saza[/B] ok, thanks. I fix it. So with next rev of my addon will come compatibility with neuroplanes addon.
Also next update will include improved on-button-press feature and different system of last chevron lock. Later will be more information.
[B]@CharlieX3 and remy561[/B]
Please translate this phrase to your languages and send translation via pm or steam)
[QUOTE]stargate_menu_34 = Enable GateSpawner[/QUOTE]
[B]@all[/B]
rev 206 almost finished, now all can test bugs on my server: [B]109.86.27.31:28015[/B], on server uploaded rev 206.
[B]Changes in rev 206 for now is:[/B]
* Improved "On-Button-Press-Chevron-Light-Up" feature, now sg1/infinity/movie gates have ring rotation and chevron 7 lock with it.
* Changed last chevron lock system (chev7), now it works like this:
- Now we have 2 different variants of fail-dial for last chevron lock: if we dialled incorrect address or address is correct, but gate is busy.
- Chev7 will always light-up when we dialled correct address (except in the case when not enough of energy), if gate busy - after chev7 lock, we will have dial-fail sequence.
- Chev7 will have lock-animation when we dialled incorrect address, but not light-up (so we can know now if gate busy or address incorrect).
- Now we can dial own gate (example - gate address is 123456 and we dialling "123456#"), in this case we will have busy dial-fail sequence.
- Center button on dhd will light up only if we dialled correct address (gate can be busy).
* Added new wire input "SGC Type" for sg1/infinity/movie stargates, when its 1, then we have ring rotation and chev7 lock on inbound, and different sounds in inbound and chev7 lock. This input can be saved with gatespawner.
* Added compatibility with neuroplanes addon.
* Added new convar "stargate_gatespawner_enabled", what allow disable gatespawner.
* Improved slovak translation.
* Fixed adv dupes of stargate lost wire port connections.
* Added new wire inputs and outputs for stargate iris computer. Now we can also send custom text answer to GDO from e2 chips.
* Now stargate language will be saved after gmod restart.
* Now some wire inputs will not work without energy (like ring rotate, dial address, activate chevron numbers etc).
* Added some secret thing.
* Fixed atlantis zpmhub wire inputs not working (cap bug).
* Added new wire input "Get Energy from Address" and wire output "Energy from Address" for all stargates, which gives the opportunity to get the required amount of energy from address what you set to input (-1 means gate have energy from dhd/blackhole or you when havn't life support addon).
Note: Output "Energy from Address" return amount of energy for open stargate, not for keep connection open, also can ouput distance to gate if added option "D" in input.
* New ReadMe style, now in html with navigation.
* Fixed destiny shuttle is immortal.
* Added unstable sound for stargate flicker.
* Added new sounds for chevron lock by dhd on stargate.
* Fixed nox hands health regeneration on right click.
* Added ring acc/dcc for sg1/infinity/movie stargates, but not for wire manual slow dial (there is very big technical problems).
* Fixed shield error spam in console.
* Fixed ashen defence convar for limit not working (and we have lua error).
* Fixed lua error in stargate virus.
* Now "Classic Mode" and "Chevron Light" wire inputs on movie stargate can be saved with gatespawner.
* Added two new e2 chips.
* Updated "stargate_chevron_sounds" e2 chip.
* Fixed very old bug from avon pack with mobile dhd wire outputs (if there is two or more gates - then outputs on mobile dhd will be overridden by every gates, LOL).
* Fixed gate overloader limits with adv dupe spawn, and instant destroying gate with asuran gate weapon.
* Fix for lua error in tollan weapon disabler.
* Fixed a lot of bugs and other small changes.
If you want see it in action, go to my server, server ip you had seen before. Rev 206 in open beta test right now.
[QUOTE=AlexALX;35229692][B]@CharlieX3 and remy561[/B]
Please translate this phrase to your languages and send translation via pm or steam)
[B]@all[/B]
rev 206 almost finished, now all can test bugs on my server: [B]109.86.27.31:28015[/B], on server uploaded rev 206.
[B]Changes in rev 206 for now is:[/B]
***Changelog***[/QUOTE]
WoW Fantastic !!
I love you !
I hope this will not die when gmod 13 will be out :(
[B]@all[/B] Sorry for so long delaying update 206, i just have preparing more and more things, so changelog always updating. But now update almost finished, testing and finding bugs on server, there still can be some small changes, but not much. So tomorrow, in the evening, or in Monday will be released rev 206.
ps yeah, this is a big update, never before had such so large update for my addon (maximum 16 lines in changelog on rev 159).
With the new energy wire outputs I can improve and release my special e2 utility chip.
[QUOTE=TheEyes;35292686]With the new energy wire outputs I can improve and release my special e2 utility chip.[/QUOTE]
Screens about what is ur chip ? or video would be cool :)
Long time ago i planned to put dialing screens in destiny console and ancient holo screens (real, wire interactive screens) but i was to lazy. Good that there are ppl that are still making stuff in E2 :)
[B]@all[/B] update is delayed for a few days, i need to do first a new video with changes, and then upload update. So wait, now I have some other cases.
[QUOTE=CharlieX3;35293225]Screens about what is ur chip ? or video would be cool :)[/QUOTE]
My chip is basically a diagnostics chip that can show vital info about the stargate. It also has some stuff for LS3 if you are making an off-world base.
[QUOTE=TheEyes;35304128]My chip is basically a diagnostics chip that can show vital info about the stargate. It also has some stuff for LS3 if you are making an off-world base.[/QUOTE]
That thing is already making one my friend and he is so close to finish ...
[B]Rev 206 ChangeLog Demonstration[/B]
[video=youtube;tyNPge_nlKk]http://www.youtube.com/watch?v=tyNPge_nlKk[/video]
Rev 206 come today after last bug tests on server.
[editline]27th March 2012[/editline]
[B]Rev 206 changes:[/B]
* Improved "On-Button-Press-Chevron-Light-Up" feature, now sg1/infinity/movie gates have ring rotation and chevron 7 lock with it.
* Changed last chevron lock system (chev7), now it works like this:
- Now we have 2 different variants of fail-dial for last chevron lock: if we dialled incorrect address or address is correct, but gate is busy.
- Chev7 will always light-up when we dialled correct address (except in the case when not enough of energy), if gate busy - after chev7 lock, we will have dial-fail sequence.
- Chev7 will have lock-animation when we dialled incorrect address, but not light-up (so we can know now if gate busy or address incorrect).
- Now we can dial own gate (example - gate address is 123456 and we dialling "123456#"), in this case we will have busy dial-fail sequence.
- Center button on dhd will light up only if we dialled correct address (gate can be busy).
* Added new wire input "SGC Type" for sg1/infinity/movie stargates, when its 1, then we have ring rotation and chev7 lock on inbound, and different sounds in inbound and chev7 lock. This input can be saved with gatespawner.
* Added compatibility with neuroplanes addon.
* Added new convar "stargate_gatespawner_enabled", what allow disable gatespawner.
* Improved slovak translation.
* Fixed adv dupes of stargate lost wire port connections.
* Added new wire inputs and outputs for stargate iris computer. Now we can also send custom text answer to GDO from e2 chips.
* Now stargate language will be saved after gmod restart.
* Now some wire inputs will not work without energy (like ring rotate, dial address, activate chevron numbers etc).
* Added some secret thing.
* Fixed atlantis zpmhub wire inputs not working (cap bug).
* Added new wire input "Get Energy from Address" and wire output "Energy from Address" for all stargates, which gives the opportunity to get the required amount of energy from address what you set to input (-1 means gate have energy from dhd/blackhole or you when havn't life support addon).
Note: Output "Energy from Address" return amount of energy for open stargate, not for keep connection open, also can ouput distance to gate if added option "D" in input.
* New ReadMe style, now in html with navigation.
* Fixed destiny shuttle is immortal.
* Added unstable sound for stargate flicker.
* Added new sounds for chevron lock by dhd on stargate.
* Fixed nox hands health regeneration on right click.
* Added ring acc/dcc for sg1/infinity/movie stargates, but not for wire manual slow dial (there is very big technical problems).
* Fixed shield error spam in console.
* Fixed ashen defence convar for limit not working (and we have lua error).
* Fixed lua error in stargate virus.
* Now "Classic Mode" and "Chevron Light" wire inputs on movie stargate can be saved with gatespawner.
* Added three new e2 chips.
* Updated "stargate_chevron_sounds" e2 chip.
* Fixed very old bug from avon pack with mobile dhd wire outputs (if there is two or more gates - then outputs on mobile dhd will be overridden by every gates, LOL).
* Fixed gate overloader limits with adv dupe spawn, and instant destroying gate with asuran gate weapon.
* Fix for lua error in tollan weapon disabler.
* Fixed a lot of bugs and other small changes.
[editline]27th March 2012[/editline]
[B]Rev 207 changes:[/B]
* Fixed update checker.
What is the "SGC Type" output?
[B]@toinou[/B] watch video and read description...
[QUOTE]Added new wire input "SGC Type" for sg1/infinity/movie stargates, when its 1, then we have ring rotation and chev7 lock on inbound, and different sounds in inbound and chev7 lock. This input can be saved with gatespawner.[/QUOTE]
Sorry I didn't see this. Thank you by the way :)
great job Alex I love it!!!
[B]Rev 208-209 changes:[/B]
* Some bug fixes.
SPECIFICS!
Watch video
[B]Rev 210 changes:[/B]
* Fixed dhd-on-button-press new chev sound not working on infinity gate (damn).
========
DAMN... Sorry for so fast and much updates....
Why do I have to watch a video to get a bugfix changelog?
[B]@TheEyes[/B]
The bugfixes is so small, and i just too lazy to write a description... But if you want know...
[QUOTE]Rev 208 changes:
* Fix for description in tab "Stargate - Group System", there is no anymore file "How to translate SG menus.txt", so its changed to "Readme.html".
* Fix for bug with on-button-press chevron sound on sg1 gate, when chevron is destroyed, we still hear chev sound by dialling from dhd.
* Fix for one lua error in orlin stargate, when we hae error in some cases on removing gate when its dialling.
* New bug come with this rev - no new chev sound with on-button-press feature for infinity gate.
Rev 209 changes:
* Removed "print("HEY")" from zpmhub code (forgot upload with rev 208).
Rev 210 changes:
* Fixed bug with chev sound on infinity gate (on-button-press feature).[/QUOTE]
And yea, i can upload all this thinks in one rev, but just have other cases and did mistakes... Sorry for that...
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