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Author Topic: Stargate Mod 1.4 problem  (Read 4994 times)

DKmat

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Stargate Mod 1.4 problem
« on: March 10, 2009, 05:59:28 pm »

Hi...I've small problem...If I tied to dial up the gate then OFP showed me an error: dhdcontrol not foud... :confused: Please give me some hint..Thanks  :wink:
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FrostMan

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Re: Stargate Mod 1.4 problem
« Reply #1 on: March 10, 2009, 09:09:50 pm »

AHHH, Just AGH... Can some one else take this please...
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ITER was originally an acronym for International Thermonuclear Experimental Reactor, but that title was dropped due to the negative popular connotation of "thermonuclear", especially when in conjunction with "experimental".

Poweruser

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Re: Stargate Mod 1.4 problem
« Reply #2 on: March 10, 2009, 10:16:53 pm »

Add this line of code into the 'description.ext' file of your mission, in a seperate line:
Code: [Select]
#include <dsf_sg_dhd\includes.h>If your mission doesn't have this file yet, create a empty text file and rename it.

Infos on this file: Bohemia Interactive Community Wiki -> description.ext

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FrostMan

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Re: Stargate Mod 1.4 problem
« Reply #3 on: March 10, 2009, 10:21:07 pm »

Thank you, is is one of the reasons the ArmA betas are taking so long... to fix these sorts of issue.
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ITER was originally an acronym for International Thermonuclear Experimental Reactor, but that title was dropped due to the negative popular connotation of "thermonuclear", especially when in conjunction with "experimental".

Mix-Martes86

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Re: Stargate Mod 1.4 problem
« Reply #4 on: March 11, 2009, 09:48:39 am »

Yeah... they'd also be fixed if people wasn't so lazy and took a minute to read the "readme" files, which, are named that way to attract attention on them since they are there to be read. And I don't think the gates readme is that hard to understand... I think. :rolleyes:
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Matt SG-3

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Re: Stargate Mod 1.4 problem
« Reply #5 on: March 11, 2009, 09:53:13 am »

lmao if i had a coin every time some one asked me this i would be sat in a very big house and have a nice car lol
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DKmat

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Re: Stargate Mod 1.4 problem
« Reply #6 on: March 11, 2009, 10:37:53 am »

Thanks guys...I toke a minute and I looked into the readme files but I didn't find it...oh..and sorry for my English..I'm so bad at it  :biggrin:
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Mix-Martes86

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Re: Stargate Mod 1.4 problem
« Reply #7 on: March 11, 2009, 12:42:54 pm »

lmao if i had a coin every time some one asked me this i would be sat in a very big house and have a nice car lol

Hell, you could even set a phone line, hahahaha.
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FrostMan

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Re: Stargate Mod 1.4 problem
« Reply #8 on: March 11, 2009, 01:07:57 pm »

Thanks guys...I toke a minute and I looked into the readme files but I didn't find it...oh..and sorry for my English..I'm so bad at it  :biggrin:

Don't worry about it DKmat, its a recurring issue. Theres probably some botched packages out there not containing the proper readme.
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ITER was originally an acronym for International Thermonuclear Experimental Reactor, but that title was dropped due to the negative popular connotation of "thermonuclear", especially when in conjunction with "experimental".

Matt SG-3

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Re: Stargate Mod 1.4 problem
« Reply #9 on: March 11, 2009, 05:00:05 pm »

when the midi mod comes out it will have all the raed me for every thing i and the rest of the team made including the ones that came with the releses of the 1.3/1.4 and bxbx with updates from me on the bxbx gates and hopfully 1.4 gates
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Beni100

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Re: Stargate Mod 1.4 problem
« Reply #10 on: March 22, 2009, 04:15:07 pm »

where can i download stargate 1.2?????
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Matt SG-3

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Re: Stargate Mod 1.4 problem
« Reply #11 on: March 22, 2009, 08:02:09 pm »

dont think you can any more as 1.4 is out sorry mate

why did you want it
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Beni100

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Re: Stargate Mod 1.4 problem
« Reply #12 on: March 25, 2009, 03:26:28 pm »

when i want to dial it show  ''''keyboard not found''''' and when i want dial it show ''''DHD controler not found''''
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The Priest

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Re: Stargate Mod 1.4 problem
« Reply #13 on: March 25, 2009, 07:07:59 pm »

go to the directory ........\Flashpoint\Users\Your Profile\missions\any mission
and put this line :             #include <dsf_sg_dhd\includes.h>             to description.EXT
if you dont have the description.ext there copy it from    StarGate Mod 1.2.Cain      you should have this in the mission directory
then in the mission editor the gates should be working but only in missions with the description.ext so when youll make a new mission in the editor and you want the gates there working you must copy the description.ext ......... got it ?? :biggrin: :biggrin:
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Beni100

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Re: Stargate Mod 1.4 problem
« Reply #14 on: March 25, 2009, 08:14:07 pm »

thanks  :laugh: :biggrin: :wink:
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The Stargate Modification is a scripted add-on for Operation Flashpoint, ArmA and ArmA II,
it has been unofficially created as a way for fans to explore the Stargate as it is portrayed in the shows.
This add-on is completely unofficial and though we have gone through great lengths to mimic functions as shown in the shows
it is down to our own interpretation and may not be true to what SCI FI Channel or Metro-Goldwyn-Mayer Studios Inc intended.

Stargate, Stargate SG-1, and other related names are Copyright Showtime Inc., SCI FI Channel and Metro-Goldwyn-Mayer Studios Inc.
Stargate, Stargate SG-1, Stargate Worlds and other related names are Trademarks of Metro-Goldwyn-Mayer Studios Inc.

All material on this website is for non-profit use and completely unofficial; please do not edit the contents of these files.