• Stargate Carter Addon Pack
    4,521 replies, posted
  • [QUOTE=Saza;35751345]That would make life so much better in GMod 13 rather than the current system. Also, just a thought, the Sarcophagus would make a good entity or vehicle (healing or not)[/QUOTE] Just change model and range of the Telchak healing device?
  • Avatar of Madman07
  • [QUOTE=The Art of War;35755248]Just change model and range of the Telchak healing device?[/QUOTE] + remove insanity overheal, make it as vehicle (enterable).
  • Avatar of AlexALX
  • [B]Rev 248 changes:[/B] [B]Updated:[/B] - Some translation updates. [B][Expression2 lib][/B] - Fixed stargateAddressList error with Galaxy System enabled. - Added new functions: stargateRingAddress, stargateRingSetAddress, stargateRingDial, stargateRingDialClosest. [B]Fixed:[/B] - Some bugs with rings (and now only numbers in address!). [editline]29th April 2012[/editline] [B]Rev 249 changes:[/B] [B]Updated:[/B] - Improved german translation. [B] Fixed:[/B] - Some bugs with rings and rings menu (for kino/hand device). ==== Lol, and i'm again upload two updates in few minutes... [editline]29th April 2012[/editline] [B]Rev 250: Updated:[/B] - Some translations. [B]Fixed:[/B] - Ring "address already exists" message not working if sg-mod installed. ps no comment... :suicide: but now this is last update today, because i must go)
  • Nice news look at there. [URL="https://www.facebook.com/officialstargatesg1/posts/351336644923673"]https://www.facebook.com/officialstargatesg1/posts/351336644923673[/URL] I hope for a new serie !!
  • Avatar of kibbols
  • [QUOTE=GeekDeer;35758350]Nice news look at there. [URL="https://www.facebook.com/officialstargatesg1/posts/351336644923673"]https://www.facebook.com/officialstargatesg1/posts/351336644923673[/URL] I hope for a new serie !![/QUOTE] i hope its true, i get bored without stargate
  • Hi ! Another question by me ... It's about the CFD device ! I can activate this with link on "inbound" stargate but HOW to unlock this ... code always change and haven't weapon for use code or other device ...
  • [QUOTE=joffreydu15;35760831]Hi ! Another question by me ... It's about the CFD device ! I can activate this with link on "inbound" stargate but HOW to unlock this ... code always change and haven't weapon for use code or other device ...[/QUOTE] You can't broke the code ;) or??
  • I dont understand your question x) That I want to say it is that I do not know how to have some means of entered a code and how to indicate him (a static code)
  • i sad U CANT BROKE THE CODE ! ITS NOT LIKE IRIS ... LoL .... and my only question was for CAP "or i just dont know something ??"
  • Avatar of AlexALX
  • [B]Rev 251 changes: Updated:[/B] - Improved czech translation (99% translated). - Now convar "stargate_protect_spawner" is 1 by default (prevent destroy chevrons in mp by noobs). - Added gm_mobenix_v3_final gatespawner (for Group System, thanks to Lantian). [B][Expression2 lib][/B] - Added function stargateAsgardTeleport. [B]Fixed:[/B] - Some small bugs.
  • [QUOTE=AlexALX;35768080][B]Rev 251 changes: Updated:[/B] - Improved czech translation (99% translated). - Now convar "stargate_protect_spawner" is 1 by default (prevent destroy chevrons in mp by noobs). - Added gm_mobenix_v3_final gatespawner (for Group System, thanks to Lantian). [B][Expression2 lib][/B] - Added function stargateAsgardTeleport. [B]Fixed:[/B] - Some small bugs.[/QUOTE] Thanks for all the work you're putting into CAP, AlexALX!!!! It's great to see new revisions coming out :smile: Same thanks goes to all the other Devs as well!!! :wink: CAP has become a feat of epic proportion!
  • Avatar of Woogoo
  • [QUOTE=AlexALX;35768080][B]Rev 251 changes: - Now convar "stargate_protect_spawner" is 1 by default (prevent destroy chevrons in mp by noobs). [/QUOTE] needs to be for the DHD too, noobs distroy those all the time and also people building neer the gate and they blow up... killing the dhd
  • Avatar of kernalk
  • [QUOTE=AlexALX;35768080][B]Rev 251 changes: Updated:[/B] - Now convar "stargate_protect_spawner" is 1 by default (prevent destroy chevrons in mp by noobs). [I]Glad to hear it! Was getting fed up with this. Glad also to see that gates finally respawn with the correct settings[/I] [B][Expression2 lib][/B] - Added function stargateAsgardTeleport. [I]This intrigues me. I look forward to playing with this[/I][/QUOTE] Something I came across yesterday: there's a convar to allow gatespawned gates to require energy to dial out-of-group, but at least in Environments they can't be linked to hubs etc. Is there any way this can be adjusted?
  • Avatar of AlexALX
  • [QUOTE=kernalk;35769225]Something I came across yesterday: there's a convar to allow gatespawned gates to require energy to dial out-of-group, but at least in Environments they can't be linked to hubs etc. Is there any way this can be adjusted?[/QUOTE]In Environments you should connect zpm hub with resource node, and only after connect stargate to resource node. This is limit of Environments and author said there is no way do this for now. But i thing i fixed that problem with linking gatespawner gates with nodes in rev 251 (small fixed - there is also this bug). So re-check it.
  • somebody can fix effects gate_nuke effect or any other kaboom effect ?? because its not destroying props :( something like autodestruction doesnt exist with eg. Naquadah bomb .....
  • Avatar of AlexALX
  • [b]Rev 252 changes: Updated:[/b] - Improved slovak translation. [b]Fixed:[/b] - Mouse-Clicking on button not working on dhd's.
  • What version of GMOD does this require? Will it work with GMOD 11? Also, does this require wiremod?
  • Avatar of Boba Fett
  • [QUOTE=i_pk_pjers_i;35774597]What version of GMOD does this require? Will it work with GMOD 11?[/QUOTE] It works with gmod I think its called gmod10 or 11 or even 12 idk the count really doesn't matter its just called gmod just see that it does not work with gmod9 and pirated gmod's...
  • Avatar of Woogoo
  • [QUOTE=Boba Fett;35774622]It works with gmod I think its called gmod10 or 11 or even 12 idk the count really doesn't matter its just called gmod just see that it does not work with gmod9 and pirated gmod's...[/QUOTE] well gmod 13 is next... so gmod 12?
  • [QUOTE=Woogoo;35777335]well gmod 13 is next... so gmod 12?[/QUOTE] nope...Garry skipped one number ... actual version is 11 .... [QUOTE=i_pk_pjers_i;35774597]What version of GMOD does this require? Will it work with GMOD 11? Also, does this require wiremod?[/QUOTE] Hello PIRATE ! I hate PIRATES !
  • [QUOTE=CharlieX3;35780294]nope...Garry skipped one number ... actual version is 11 .... [/QUOTE] Actually, I believe the majority-fan-base of GMod has referred to it as version '12' since it was released for Mac. (Either that or the L4D2 engine thingy)
  • [QUOTE=Avent;35781142]Actually, I believe the majority-fan-base of GMod has referred to it as version '12' since it was released for Mac. (Either that or the L4D2 engine thingy)[/QUOTE] Actually, I think it's still being called GMod 10 officially..
  • Avatar of Link320
  • The [URL="http://www.constructivenews.net/?p=554"]Garrysmod history[/URL] refers to the current version as 10, but this is getting off-topic... Is the Sarcophagus going to be a reality soon, if at all, because if it is then I'll hold off on completing my map until I can put that in.
  • [QUOTE=Link320;35784589]The [URL="http://www.constructivenews.net/?p=554"]Garrysmod history[/URL] refers to the current version as 10, but this is getting off-topic... Is the Sarcophagus going to be a reality soon, if at all, because if it is then I'll hold off on completing my map until I can put that in.[/QUOTE] ehm...Garry’s Mod 10 (29th November 2006)...so old Sarcophagus what ??
  • Avatar of remy561
  • [QUOTE=CharlieX3;35786348]ehm...Garry’s Mod 10 (29th November 2006)...so old Sarcophagus what ??[/QUOTE] Garry's Mod 10 = release Garry's Mod 11 = Orangebox source engine -> Portal, Team Fortress 2 and Episode 2 into GMod. Garry's Mod 12 = Mac release. Thought this was the right order.
  • [QUOTE=Link320;35784589]The [URL="http://www.constructivenews.net/?p=554"]Garrysmod history[/URL] refers to the current version as 10, but this is getting off-topic... Is the Sarcophagus going to be a reality soon, if at all, because if it is then I'll hold off on completing my map until I can put that in.[/QUOTE] I don't think they were actually going to be making it, they were suggesting you do it yourself. At the moment, the CAP team are busy with their lives/fixing bugs/improving aesthetics/preparing for 13/making multi-lingual support, so if you want a new feature, you're going to have to either wait or make it yourself and request they add your creation to the pack. [QUOTE=CharlieX3;35786348]ehm...Garry’s Mod 10 (29th November 2006)...so old Sarcophagus what ??[/QUOTE] Read through the thread, then ask the questions. [QUOTE=remy561;35786451]Garry's Mod 10 = release Garry's Mod 11 = Orangebox source engine -> Portal, Team Fortress 2 and Episode 2 into GMod. Garry's Mod 12 = Mac release. Thought this was the right order.[/QUOTE] ^This is what I was referring to, saw it somewhere on Garry's site or likewise.
  • [QUOTE=cameljock;35792548]Any hope for compatibility with the Environments addon?[/QUOTE] [url]http://sg-carterpack.com/index.php/topic,113.msg1255.html#msg1255[/url]
  • Avatar of AgentExeider
  • I read at the top of the post that you don't need Avon's Stargate mod anymore? Why is that, did he quit updating it? or are you just including it now? -AE