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Author Topic: Stargate 1.3 help & support thread  (Read 31987 times)

BooDro

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Re:Stargate 1.3 help & support thread
« Reply #90 on: April 29, 2006, 04:04:46 pm »

Gast wrote:
Quote
Walmis wrote:
Quote
So when you pass the gate, for one player gate shuts down, for other not?

yes
Quote
And it happens all the time or occasionally?

All the time


It only happens ocasionally for me, if I/we dial the gate too frequently in a short span of time
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Walmis

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Re:Stargate 1.3 help & support thread
« Reply #91 on: April 29, 2006, 04:12:56 pm »

http://www.ofp-sgc.com/Cutoff.sqs

unpbo your stargate mod, put this to sqs folder, and repbo.

dont forget to tell me wheter it works

Post edited by: Walmis, at: 2006/04/29 19:13
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HadrianSE

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Re:Stargate 1.3 help & support thread
« Reply #92 on: April 29, 2006, 08:03:08 pm »

Love the mod, except one thing.

The bloody address pad is a royal pain to try and read. Are the symbols in the pad (seemingly written by a drunk 2 year old) oriented in relation to the clickable image of the DHD, or the way they appear when you click them?


Would it be to much to ask for a very clearly printed address in the notepad?
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Walmis

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Re:Stargate 1.3 help & support thread
« Reply #93 on: April 29, 2006, 08:13:07 pm »

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HadrianSE

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Re:Stargate 1.3 help & support thread
« Reply #94 on: April 29, 2006, 08:51:39 pm »

Ok, I loaded the SGworlds v2 mission, and some of the address's skribblings in the notepad dont look like the symbols on the DHD.

Also, a few of the address's have the same glyph in the address as the glyph for the planet your on, an example is libra. Several of the P_X address's have Libra in them, Im assuming you cant dial those planets when your on one with Libra as its glyph?
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The Wraith

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Re:Stargate 1.3 help & support thread
« Reply #95 on: April 29, 2006, 10:30:01 pm »

for some reason, the addresses in Stargate Planets work, but thier all jumbled up, so dialing home can be weird :blush:

have a look at the gates INT lines on this
http://www.wraith517.pwp.blueyonder.co.uk/The_Wraith_STARGATE_Demo.Intro.zip

that sorts the gdo to but you can see how the gates are addressed diffrent in mine, thier seams to be 2 ways to script a gate
(but only 1 way will get it to manual dial back from a dhd)

something seamd to change code style between 1.2 and 1.3, adding a designated point of origion, to the actual gate, from ]6]] to something else
(make sure your using the 1.3 readme file for main code structure)
and not the 1.2

although older readmes are handy, a lot needs re-aranging to work from them
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Walmis

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Re:Stargate 1.3 help & support thread
« Reply #96 on: April 30, 2006, 06:37:23 am »

Quote
Also, a few of the address's have the same glyph in the address as the glyph for the planet your on, an example is libra. Several of the P_X address's have Libra in them, Im assuming you cant dial those planets when your on one with Libra as its glyph?


actually it's a bug in the show. What happens if your point of origin is in the destination address? Thats why the symbol sometimes behaves this way

Post edited by: Walmis, at: 2006/04/30 09:37
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matt sg3

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Re:Stargate 1.3 help & support thread
« Reply #97 on: May 04, 2006, 07:54:52 pm »

hi can any one help me to get jaffa to come though the gate tried all but im crap at filling in int lines:silly:
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D@V?£

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Re:Stargate 1.3 help & support thread
« Reply #98 on: May 05, 2006, 03:50:41 pm »

First use [code:1][Gateobject,"Distination(name, not object)"] exec "\DSF_SG_DHD\sqs\AI.sqs"[/code:1] This will automatically open a gate between two locations, then use [code:1][(group this),Gateobject] exec "\DSF_SG_DHD\sqs\togate.sqs"[/code:1] at a waypoint for the Jaffa group (don't forget to add a delay to allow the gate to dial ;) ) and I'd recommend adding a delay at the first waypoint on the other side of the gate (so that there is time for the whole group to move through)

The important thing is to remeber that you must use the destinations name (e.g. "Earth") instead of the name of the gate ;)
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The Wraith

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Re:Stargate 1.3 help & support thread
« Reply #99 on: May 05, 2006, 08:09:59 pm »

instead of a timer, just use a Condition on the waypoint or trigger (in dsfopen)
were its got activation and deactivation (above that says true)
you use that dsf inopen command instead of true,
and they wont move to gate unless its Open (not dialing)

timing on ofp is realy lousy and changes every single time you press preview (due to cpu and graphics lag)
the times never the same twice :blush:
its fps is the same to, its a pain in the ass :blink:

the 6 bxbx missions for 1.0, i think its mission 3
that shows how a group comes through the gate
just change the SG_gate in thier sqs to dsf_gate
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Major Smoker

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Re:Stargate 1.3 help & support thread
« Reply #100 on: May 14, 2006, 12:53:59 pm »

Hello

I think I have Post a topic in a wrong Form sorry^^
I think I post my question again...
I have some problems with the scripts.

The adrres in the stargate computer and the addres in the small book are not the same. And i have some problems to read the signs in the book because on the dhd the signes are...a little bit different.

Can I make a Gate with a own sign code? In the Documentation.doc is a script but I can't us it...there are some errors in the game. How I can make a own address???

I'am from Germany and my english is not so good but I think you understand my problems.

The addon is really cool but I have some strange problems and that is going on my nerves...
I can't understand the script. I only can go from the base to other gates but not back
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Emo

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Re:Stargate 1.3 help & support thread
« Reply #101 on: May 14, 2006, 11:32:55 pm »

hay where can i find the readme file it talks about so i know what to do?
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Walmis

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Re:Stargate 1.3 help & support thread
« Reply #102 on: May 15, 2006, 10:38:06 am »

documentation.doc in the archive
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Emo

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Re:Stargate 1.3 help & support thread
« Reply #103 on: May 16, 2006, 09:47:59 am »

what archive i dont get it ive got some ov the patches working but not others the POB files work and the RAR files dont what could the problem be? sorry im new to moding games
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Walmis

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Re:Stargate 1.3 help & support thread
« Reply #104 on: May 16, 2006, 11:01:33 am »

Stargatemod1.3_rc1.rar
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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.