colonel well 0 Posted February 1, 2006 it's the best mod for ofp ! stargate sg-1 mod ! Share this post Link to post Share on other sites
walmis 0 Posted February 2, 2006 Here's a little something you'll see in the next release Picture Picture Picture Picture Enjoy Share this post Link to post Share on other sites
Big Dawg KS 6 Posted February 2, 2006 I hope it doesn't cause any setobjecttexture conflicts, but it looks great. I assume you've taken official responsability for the entire addon now, rather than just pitching in like the rest of us. Share this post Link to post Share on other sites
Dingmatt 0 Posted February 3, 2006 Actually, were just adding to the origanl mod, its coop between DSF Productions and walmis, were combining our mods into one pack. Walmis has his very high quality GDO and new DHD, We at DSF Productions are at work updating the gates and making the multiplayer compatible. On that note here is a little taster of V1.2: Â Â Movie File Download Here (1.3mb) Goto DSF Productions for more info Share this post Link to post Share on other sites
Sroty 0 Posted February 3, 2006 http://bxbx.atrey.vdsoft.org/those guys are doing it (I think) Yes, they do. This is list of addons, which they are making now: UAV,MALP,new version DHD,Stargate their version of MP gate Area52(26.,27.,28. level) X301,X303, some weapons and MP5 intar , 3 new basements for gate, pyramid on Abydos Share this post Link to post Share on other sites
Icer_Jag 0 Posted February 4, 2006 Ah, here's a few good ideas... perhaps the Resistance team should be the Tok'ra ...and add the Tollans to that..... *Drools over Ion Cannon*... Share this post Link to post Share on other sites
prodetar2 0 Posted February 5, 2006 how is the SGC doing? when will it be done? i realy wanna know so i can count the days Share this post Link to post Share on other sites
Eidron 0 Posted February 6, 2006 Love the mod! , although: My soldiers are somewhat suicidal...I lead through the gate then some decide to turn round and walk back through and die...hmmm. Plus its prob been mentioned but the zat doesnt work properly when the subject is lying down. EDIT: Also A change of texture on the rebel jaffa would be cool. But some in ordinary non-armour jaffa clothes. Cant tell who is rebel and who are normal jaffa . Share this post Link to post Share on other sites
Dingmatt 0 Posted February 6, 2006 Don't worry all these bugs have been fixed in v1.2 which will be out very soon. Share this post Link to post Share on other sites
prodetar2 0 Posted February 7, 2006 i do have another question the zat gun doesnt work on other troops troops like normal east officers or soldiers it doesnt work on civilians either will that be fixt to? Share this post Link to post Share on other sites
Dingmatt 0 Posted February 7, 2006 i do have another question the zat gun doesnt work on other troops troops like normal east officers or soldiers it doesnt work on civilians either will that be fixt to? we didn't create the zat guns i'm afraid and don't have permission to change there code. Do you have the latest version of the SG soilders? goto the link on the first page of this forum for updates on them. Share this post Link to post Share on other sites
V-MAN 0 Posted February 7, 2006 Hey guys this mod is awsome I love it! So far I've not encountered any problems either with the soldiers or the gates. I've had one problem with the F-302 though, when I put .pbo file in addons folder upon starting OFP:R I lose sound . I've had this happen with other mods before as well but with those I would just remove the mod but I like the F-302 and wanna use it. Does anyone have any suggestions? Share this post Link to post Share on other sites
lukemax 0 Posted February 7, 2006 Yeah that somtime happens, not just because of the addon, other things! Share this post Link to post Share on other sites
LordHorusNL 0 Posted February 7, 2006 I gotta say i always thought that stargate in OFP could not be done well but you guys pulled it of, the gate is super and shooting down deathglider in the F302 is great One thing i think the F302 needs is more lockable rockets for AA, i converted the X301 addon by honda to a deathglider for the AI and shooting them down is great fun but a little hard when only having 4 rockets Looking forward to the next release BTW any plans for a Teltak? Share this post Link to post Share on other sites
biggerdave 56 Posted February 7, 2006 Out of interest, are there any plans to create a replacement for the cloudlets on the gate with some nice textures like in John's new pack? I think it would be nice Share this post Link to post Share on other sites
Connors 0 Posted February 7, 2006 it would be nice if you could shoot some sort of chemical, biological or nukeular missile through it. Share this post Link to post Share on other sites
V-MAN 0 Posted February 7, 2006 Yeah that somtime happens, not just because of the addon, other things! such as? Share this post Link to post Share on other sites
Deepsmeg 0 Posted February 8, 2006 We're working on making our nuclear, biological & chemical weaponry work through the gate! Watch this space! Share this post Link to post Share on other sites
Landorin 0 Posted February 9, 2006 Hi all, After all these many years I came across this thread and I'm glad the Stargate Mod for OFP finally comes to a playable phase. According to this thread, there aren't any missions available yet? So I figured I create a single player mission (MP later on too probably) and that's where the problems start: I want another AI unit to start the dial process (from the SGC table) by trigger. What is the line I need to put into the trigger to make the AI do that? Share this post Link to post Share on other sites
Deepsmeg 0 Posted February 9, 2006 It depends whose gate you're using! Share this post Link to post Share on other sites
Landorin 0 Posted February 9, 2006 Oh I see, well I need several events: 1) AI dials from SGC gate (ironstairs) to a rockstairs gate. 2) AI dials from rockstairs gate to SGC gate. 3) AI dials from rockstairs gate to rockstairs gate. What would the lines for each case be? Share this post Link to post Share on other sites
Deepsmeg 0 Posted February 9, 2006 The dialling script doesn't matter which type of gate you're going from or to. What does make a difference is whose version of the gate you use: The original BX gate uses startAI.sqf, IIRC. Ours uses relay.sqs, and I haven't a clue what Walmis' gate uses but I think it's the same as the original. If you got the original, look in the example missions. I think 3 and 4 have remote activation in them. Share this post Link to post Share on other sites
Landorin 0 Posted February 9, 2006 Ah, I'm sorry, I misunderstood your last but one posting. I'm using the Stargate Mod version from DSFProductions. Anyways, I did as you said and looked into the example missions from the standard mod and realized what I did wrong. For anyone else having problems getting this to work: Instead replacing gatein/gateout with P3-X1 etc. I had to give each gate a name variable and replace gatein/gateout with these. So I named one Gate g1 and the second gate g2. So the line has to be: [this,g1,g2] exec "\SG_DHD\sqs\startAI.sqf" Thanks for the help. Share this post Link to post Share on other sites
-OGN-DarkPhantom 0 Posted February 10, 2006 Just for anyone thats interested... The Stargate doesn't like ECP addon or CTI mods as for some reason conflicts with the scripts....unless DSFProductions. uses these Items your on your own Share this post Link to post Share on other sites