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Author Topic: Stargate 1.3 help & support thread  (Read 32085 times)

Emo

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Re:Stargate 1.3 help & support thread
« Reply #105 on: May 16, 2006, 12:09:50 pm »

ok then in that case i need a program to run it what program do i use?
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Walmis

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Re:Stargate 1.3 help & support thread
« Reply #106 on: May 16, 2006, 12:45:48 pm »

winrar
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Emo

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Re:Stargate 1.3 help & support thread
« Reply #107 on: May 17, 2006, 07:32:21 am »

ok thx i have it working now but it leads to more problems see when it wont let me edit the #include <dsf_sg_dhd\includes.h> and im sick of using random gates as i have to place a couple of random tablets so i know wot the adresses are. any help would be greatful
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Emo

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Re:Stargate 1.3 help & support thread
« Reply #108 on: May 17, 2006, 10:17:46 am »

yes it is me again and guess what i have another little problem ..... yes another one but to the point i downloaded the "Stargate MOD RC4 patch" i put added it to the file that ur supposed to and now in the editor theres not the 1.2 anymore but the 1.3 woo with many kool features like orbital stargate and sutch and soforth .....BUT thay dont work and the ones that do well thay have mo coulour just white any reasons?
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Walmis

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Re:Stargate 1.3 help & support thread
« Reply #109 on: May 17, 2006, 12:24:46 pm »

you must patch the 1.3 gate, not the 1.2... forget the 1.2..
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Emo

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Re:Stargate 1.3 help & support thread
« Reply #110 on: May 28, 2006, 06:27:31 pm »

hay i tryed downloading the Stargate Planets map but the textures are messed up nw the only thing i can think off is that the pi_tex Texture Pack is missing but i just cant fund it any links o and yea when is the ghd gunna be arround???
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Emo

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Re:Stargate 1.3 help & support thread
« Reply #111 on: May 28, 2006, 06:57:29 pm »

ok im abit puddled about the editiong bit do i need a program to edtit the files like turning the jurnal to true and so forth any help would be appreciated
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Major Pain

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Re:Stargate 1.3 help & support thread
« Reply #112 on: May 31, 2006, 06:14:43 am »

First off love your Mod!  Great stuff!!;) I am putting together a sample mission using several different gates.  My first question is how do I add a second initialization sqs for example  [this,500] exec "\DSF_SG_DHD\sqs\Orbital.sqs" plus this one [this,"Beta Site",[1,5,29,24,17,30],6,true,?€¯0 setfog 0?€¯] exec "\DSF_SG_DHD\sqs\CreateIdentity.sqs"
 .  I'm really new to editing opf so forgive me if it's  a stupid question.  Also I'm not understanding how to set up GDO's, is it in the dialing computer or the units or the gate just not sure how to set it up.
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A Serpent guard, a Horus guard, and a Setesh guard meet on a neutral planet. It is a tense moment. The Serpent guard's eyes glow. The Horus guard's beak glistens. The Setesh guard's nose drips...

The Wraith

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Re:Stargate 1.3 help & support thread
« Reply #113 on: July 18, 2006, 04:22:08 pm »

you take
[this,500] exec "DSF_SG_DHDsqsOrbital.sqs"
and
[this,"Beta Site",[1,5,29,24,17,30],6,true,?€¯0 setfog 0?€¯] exec "DSF_SG_DHDsqsCreateIdentity.sqs"

and put them Both in the gates int BUT...
you Seperate them using ;

example
[this,500] exec "DSF_SG_DHDsqsOrbital.sqs";[this,"Beta Site",[1,5,29,24,17,30],6,true,?€¯0 setfog 0?€¯] exec "DSF_SG_DHDsqsCreateIdentity.sqs"

for the GDO, you enter 1 of the lines into the gate (remember the ; to seperate commands)
and you put one into the Unit (who will use the gdo)

open this up in the editor and have a look ;)

http://www.wraith517.pwp.blueyonder.co.uk/The_Wraith_STARGATE_Demo.Intro.zip
that covers the GDO and also covers automated dialing
hope it helps

ps
hope you guys are all well :woohoo:
bk to work i go :blush:   lol
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LeRat

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Re:Stargate 1.3 help & support thread
« Reply #114 on: July 19, 2006, 11:03:33 pm »

Hi all,

Firstly, i've to say that the mod's awesome. Really, the textures are great and you've did a great job too on the scripting side. Thx, really enjoying it!

Secondly, i've two questions for all Stargate scripting guru out there.

1-Did it possible to make a gate appear in the notebook right in the middle of the mission even if it's not there at the start ? If yes, how ?

2-And, how i can make all group units to follow me to the next gate ? Right now, i'm only able to go alone from a gate to the other one, the rest of the squad always stay at the first gate :blink:

-LeRat
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Major Pain

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Re:Stargate 1.3 help & support thread
« Reply #115 on: July 19, 2006, 11:55:16 pm »

the only gates I've had problems with your team not following you through is the Orbital gate.  They will fallow you up there but not back down again.:huh:
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A Serpent guard, a Horus guard, and a Setesh guard meet on a neutral planet. It is a tense moment. The Serpent guard's eyes glow. The Horus guard's beak glistens. The Setesh guard's nose drips...

D@V?£

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Re:Stargate 1.3 help & support thread
« Reply #116 on: July 20, 2006, 08:00:51 am »

You have to select your group and then click on the gate, so you can order some units through while making others stay on the current world ;)
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FrostMan

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Re:Stargate 1.3 help & support thread
« Reply #117 on: July 20, 2006, 09:12:22 am »

1. you'd have to write a script placing the undesired gate into the hiddengate array then remove it when you want it dialable.

For Example, to remove a gate:

hiddengates = hiddengates + "#name of stargate#"

If its in a multiplayer mission don't forget to add the line

PublicVariable "hiddengates"

To add the gate to the address book:

hiddengates = hiddengates - "#name of stargate#"

again not forgetting

PublicVariable "hiddengates"

Post edited by: FrostMan, at: 2006/07/20 12:13
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Ominus

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Re:Stargate 1.3 help & support thread
« Reply #118 on: July 20, 2006, 07:02:12 pm »

A superb mod indeed! all the things you can do with stargates, i've been playing around a bit with them today, placing a gate half in the sea and then going through with a BMP B) so awsome!! or placing it in the sky and going through with planes/helicopters, so much possibilities for missions and i love the manual dialing, makes it genuine :cheer:

i do have a question though, how could you place a gate farther away from it's DHD so that i could place the gate higher or farther in the sea, is it possible? and if it is how can i do it??
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LeRat

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Re:Stargate 1.3 help & support thread
« Reply #119 on: July 20, 2006, 08:01:40 pm »

Thx D@v, first time it didn't worked so i moved the gate outside the hangar and it worked, now my teammate follow me to the next gate. We can proceed with the world invasion :evil:

Quote
1. you'd have to write a script placing the undesired gate into the hiddengate array then remove it when you want it dialable.



To add the gate to the address book:


hiddengates = hiddengates - "#name of stargate#"

I've tried that but it always gave me a error message.
Something like this: Error -: type string, expected number,array

Any idea what im doing wrong ?

Edit: I almost forgot to say that the address appear in the notebook but i always have the error message at the same time.

-LeRat

Post edited by: LeRat, at: 2006/07/20 23:17
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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.
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