ArmA Stargate Mod Forums

  • February 08, 2012, 06:58:19 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

Check out the FAQ

Pages: 1 [2]   Go Down

Author Topic: Stargate Mod 1.4 problem  (Read 4990 times)

FrostMan

  • DSF Productions
  • Administrator
  • *****
  • Ascension Level: 64
  • Offline Offline
  • Posts: 605
  • There's brilliant and then there's me
    • View Profile
Re: Stargate Mod 1.4 problem
« Reply #15 on: March 26, 2009, 02:29:01 pm »

Thank you Priest, thankfully this step is removed from the ArmA gates.
Logged
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".

The Priest

  • Newbie
  • *
  • Ascension Level: 0
  • Offline Offline
  • Posts: 32
    • View Profile
Re: Stargate Mod 1.4 problem
« Reply #16 on: March 28, 2009, 08:51:42 pm »

well i dont knon if its a problem but i cant get to space in the map whitch was in the newest beta pack
Logged

Matt SG-3

  • Developer
  • ***
  • Ascension Level: 9
  • Offline Offline
  • Posts: 171
  • The StarGate Mod rules
    • View Profile
    • stargate sg-3
Re: Stargate Mod 1.4 problem
« Reply #17 on: March 31, 2009, 08:47:36 am »

the map i far from finnished i will add the space scripts soon
Logged
Mission Maker And SG-X Mod

The Priest

  • Newbie
  • *
  • Ascension Level: 0
  • Offline Offline
  • Posts: 32
    • View Profile
Re: Stargate Mod 1.4 problem
« Reply #18 on: March 31, 2009, 04:17:07 pm »

OK .... and can you give me a date when will be the pack released ..... becouse i cant waait to have a BC-304 in OFP :biggrin: :biggrin:
Logged

WebName05

  • Newbie
  • *
  • Ascension Level: -15
  • Offline Offline
  • Posts: 46
    • View Profile
    • deviantART
Re: Stargate Mod 1.4 problem
« Reply #19 on: August 03, 2009, 07:48:36 am »

You can´t. It´s too big and OFP has some limitations.
Logged

The Priest

  • Newbie
  • *
  • Ascension Level: 0
  • Offline Offline
  • Posts: 32
    • View Profile
Re: Stargate Mod 1.4 problem
« Reply #20 on: August 03, 2009, 10:00:00 am »

limitations yes but only if its a flyable objeck :D ..... static objockts has limits too i thing but they can bee biger .....
in the space mod for example there are big static motherships :D

Logged

Matt SG-3

  • Developer
  • ***
  • Ascension Level: 9
  • Offline Offline
  • Posts: 171
  • The StarGate Mod rules
    • View Profile
    • stargate sg-3
Re: Stargate Mod 1.4 problem
« Reply #21 on: August 04, 2009, 10:14:23 am »

the 304 will be in the beta of the sg-3 mod out i two weeks with the beta of atlantis
thanks from mattsg-3
Logged
Mission Maker And SG-X Mod

The Priest

  • Newbie
  • *
  • Ascension Level: 0
  • Offline Offline
  • Posts: 32
    • View Profile
Re: Stargate Mod 1.4 problem
« Reply #22 on: August 04, 2009, 06:33:01 pm »

and it will  be static and big or flyable n small ?? :D

two weeks you say .... im waiting ..... im still waiting ... :cool:
Logged

Matt SG-3

  • Developer
  • ***
  • Ascension Level: 9
  • Offline Offline
  • Posts: 171
  • The StarGate Mod rules
    • View Profile
    • stargate sg-3
Re: Stargate Mod 1.4 problem
« Reply #23 on: August 05, 2009, 09:46:04 am »

and it will  be static and big or flyable n small ?? :D

two weeks you say .... im waiting ..... im still waiting ... :cool:

hi its a static 3 foor building at the moment

as for the waiting i takes ages to make models and script them and as i have made it from nothing i think all the time i spend on makes it better for the player to play in

if you wanna see how hard it is try it your self mate   
Logged
Mission Maker And SG-X Mod

The Priest

  • Newbie
  • *
  • Ascension Level: 0
  • Offline Offline
  • Posts: 32
    • View Profile
Re: Stargate Mod 1.4 problem
« Reply #24 on: August 05, 2009, 11:50:25 am »

3 floor building .... wooooow :D
n sorry i mean no offence i know u work hard n i never could do such things like this :D

n about that scripts ... well i tried and i had to reinstall the windows :D

btw i do some modelling ... in google skechup or sketchup or something ...  i made an BC-305 from nothing as u sad :D



http://img140.imageshack.us/gal.php?g=bc305.png
« Last Edit: August 09, 2009, 09:05:06 am by The Priest »
Logged

emperor117

  • Newbie
  • *
  • Ascension Level: -1
  • Offline Offline
  • Posts: 4
    • View Profile
Re: Stargate Mod 1.4 problem
« Reply #25 on: August 31, 2009, 12:30:26 am »

any update on when release
Logged

Mix-Martes86

  • Developer
  • ***
  • Ascension Level: 26
  • Offline Offline
  • Posts: 1009
  • 24th Flotilla
    • View Profile
    • The WPL's 24th Flotilla
Re: Stargate Mod 1.4 problem
« Reply #26 on: August 31, 2009, 12:40:28 pm »

No.
Logged
Officer of International Relationships - 24th Flotilla, WPL
WPL Public Relations and Staff Member
Pages: 1 [2]   Go Up
 

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.