Dingmatt 0 Posted February 10, 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. If using the DSF Productions gate your line should read [this,g1,g2] exec "\SG_DHD\sqs\relay.sqf" for multiplayer compatabilty purposes. We'll be releasing version 1.2 of our gate soon, i'd recommend waiting for that as it is a more advanced gate and more mission friendly. Share this post Link to post Share on other sites
Dingmatt 0 Posted February 10, 2006 DarkPhantom @ Feb. 10 2006,03:12)]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 The problem is the main gate array is reset within these mods, causing the gates to display errors and become useless. This problem has been fixed in v1.2, soon to be released. Share this post Link to post Share on other sites
Landorin 0 Posted February 10, 2006 Thanks a lot, Dingmatt, I wasn't aware of that. Anyways, I just completed my movie of my upcoming SG missions using Operation Flashpoint with the Stargate Mod (and DSFProductions' gate), I felt they needed some kind of introduction as well as my way of saying thank you to those who made this mod possible for OFP: http://home.arcor.de/Landorin/sg7.avi (9.9 MB, DivX required) By the way, I'd be willing to change the movie slightly for an extra movie just for the Stargate Mod (might make it even more popular possibly), maybe by using different text for the Stargate Mod ads as well as introducing its developers (instead of an SG team). But that's up to the authors. You can send me a PM if interested. In any case, let me know how much you like it or not like it, guys, I'm open for feedback. Oh, and stay tuned for the upcoming missions. Share this post Link to post Share on other sites
biggerdave 56 Posted February 10, 2006 That's a very nice video Landorin, I'm really looking forward to your Mission Share this post Link to post Share on other sites
Landorin 0 Posted February 10, 2006 Speaking of missions, does anyone know of some good addons which include some ancient stuff? Even ruins would be nice (but with no pictures or texts on it). I searched ofp.info and noticed there are hardly any object addons available that fit into some older/ancient or future culture which would be useful for Stargate missions. Share this post Link to post Share on other sites
Bearclaw 0 Posted February 11, 2006 Speaking of missions, does anyone know of some good addons which include some ancient stuff? Even ruins would be nice (but with no pictures or texts on it).I searched ofp.info and noticed there are hardly any object addons available that fit into some older/ancient or future culture which would be useful for Stargate missions. If you haven't checked out Lukemax's Stargate island which he released a few days ago I suggest you do In the required addons you will find some addons which I think fits perfectly into a Stargate based missions. Great video, loved the intro, which reminds me have to watch the new episode of SG1 Share this post Link to post Share on other sites
prodetar2 0 Posted February 11, 2006 Â Â Â Â Â very well indeed keep up that work Share this post Link to post Share on other sites
Landorin 0 Posted February 11, 2006 If you haven't checked out Lukemax's Stargate island which he released a few days ago I suggest you do In the required addons you will find some addons which I think fits perfectly into a Stargate based missions.Great video, loved the intro, which reminds me have to watch the new episode of SG1 I haven't checked that out yet, thanks. However, the download link (http://www.ofeat-forum.de/release/AEF_Phoenix_Island.rar) doesn't work (error 404). Share this post Link to post Share on other sites
Dingmatt 0 Posted February 11, 2006 Speaking of missions, does anyone know of some good addons which include some ancient stuff? Even ruins would be nice (but with no pictures or texts on it).I searched ofp.info and noticed there are hardly any object addons available that fit into some older/ancient or future culture which would be useful for Stargate missions. Were including so in the 1.2 release, were using them to show gate addresses but i'll include clean ones as well. Here's a tech video of our progress on version 1.2 of the gate, its almost complete and should be released shortly. Tech Video Download (15mb) DSF Productions Website Share this post Link to post Share on other sites
Big Dawg KS 6 Posted February 11, 2006 I got bored so... BD M2 SG - v2.5 (Click for Larger) Quote[/b] ]CHANGES - V2.5:--------------- Added recoil and bolt animations to both weapons, changed the armor values, modified the LODs slightly, and moved the gunnerview to look down the sights. BD_M2SG.rar [54.9 kb] (www.rapidshare.de) Share this post Link to post Share on other sites
colonel well 0 Posted February 11, 2006 when SGC addon will be realese soon I hope ! Share this post Link to post Share on other sites
Landorin 0 Posted February 11, 2006 Quote[/b] ]Here's a tech video of our progress on version 1.2 of the gate, its almost complete and should be released shortly. Tech Video Download (15mb) DSF Productions Website Thanks. The video looks very promising. However, the download was awfully slow (around 6.7 kb/s). Would you mind if someone mirrored the file (I might)? edit: mirror: http://landorin.cybton.com/tech5.avi By the way, I tried to fly the F302 and either it's just me or that thing is really realy hard to fly (you steer just slightly to left/right and it rolls almost fully around). :/ But I'm not sure whether this is the right place to ask that or was the F302 addon developed by the same authors? Speaking of that, is DSFProductions in need of beta testers for the Stargate Mod? I'd volunteer. That's the best I could do to support this project (besides making movies ). About the Stargate island by Lukemax: I think I got the wrong one (Phoenix Island). I searched the entire thread here but can't find a link, can anyone provide one? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted February 11, 2006 Ok, here's another update... Readme: Quote[/b] ]BD SG Team Group Names v2.0 - by Big Dawg KSChanges: Added new names (listed below). Instalation: Put BD_SGTeams.pbo in an addons folder. Instructions: This adds some stargate group names to OFP that you can assign to groups in the editor using the following line: In a unit's init field - Â this SetGroupID ["Name1","Name2"] ----------------------------------------------------------- Name1 is anything from this list: Editor Name: SG SGC Tokra Jaffa Goauld Jack Samantha Tealc Daniel Captain Major Colonel General Oniell Carter Jackson Stargate Serpent Horus *Added v2.0: SG_ Asgard Cameron Jacob Bratac Ryac Lord Ori Prior DeathGlider Glider Hatak Alkesh CargoShip Prometheus Daedalus Doctor Airman Seargent Lieutenant Lt_Colonel Mitchell Serpent_Guard Horus_Guard ------------------------------------------------------------ Name2 is anything from this list: Editor Name: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 ONiell Carter Jackson Hammond Guard Command *Added v2.0: Mitchell Landry Reynolds Kawalski Ferretti Davis Mayborne Siler Ra Apophis Baal Anubis Yu Camulus Osiris Sokar Nirti Heruur Cronos Hathor ------------------------------------------------------------ That concludes the list, I plan on making another file soon with more names. Please report to me any problems or if any of these names are not working. Email/MSN messenger - bigdawgkskaos@hotmail.com or contact me on the Official BI Forums, I go by the name KyleSarnik. *I had to remove the "Ingame Appearence" column because the forum wouldn't keep the format right, but all of the proper punctuation will appear ingame (check the readme.txt file for them). BD_SGTeams.rar [2.80 kb] Like it says in the readme, I will make more files with more names, so here's your chance to post suggestions or requests. Share this post Link to post Share on other sites
colonel well 0 Posted February 11, 2006 who can make jumper addon whith this : wing are to big to go in the gate ... Share this post Link to post Share on other sites
Dingmatt 0 Posted February 12, 2006 Thanks. The video looks very promising. However, the download was awfully slow (around 6.7 kb/s). Would you mind if someone mirrored the file (I might)? Please! It should help take the load off and make it all better for everyone. Share this post Link to post Share on other sites
Landorin 0 Posted February 12, 2006 Ok, the video is now mirrored: http://landorin.cybton.com/tech5.avi I got around 590 kb/s on this one, that should do I hope. Share this post Link to post Share on other sites
boo-dro 0 Posted February 12, 2006 "[this,g1,g2] exec "\SG_DHD\sqs\startAI.sqf"" "If using the DSF Productions gate your line should read [this,g1,g2] exec "\SG_DHD\sqs\relay.sqf" for multiplayer compatabilty purposes." I've notice alot of peopling using script commands, like above. I also looked at the missions included with the stargate mod archive on the Opflash mission editor. I have no idea what they mean though, or how to use them, or how to input them, etc. Yeah, I'm a noob Is there any really good website to learn? Cuz I'd really like to Thanks to any replies! Share this post Link to post Share on other sites
Thunnder Bunny 0 Posted February 12, 2006 who can make jumper addon with this : [ig]http://img137.imageshack.us/img137/918/jumper1tl.jpg[/img] [ig]http://img137.imageshack.us/img137/6093/jumper23gy.jpg[/img] wing are to big to go in the gate ... I've found the little armed 007 jet works pretty good for gate travel. I wish the aircraft was more stable with a stick ,but it still works. Just be warned that you lose control for about a second or 2 on the other side of the gate. But a jumper would be nice Share this post Link to post Share on other sites
colonel well 0 Posted February 12, 2006 http://forums.bistudio.com/oldsmileys/huh.gif' alt='huh.gif'> Share this post Link to post Share on other sites
colonel well 0 Posted February 12, 2006 who can make jumper addon with this : [ig]http://img137.imageshack.us/img137/918/jumper1tl.jpg[/img] [ig]http://img137.imageshack.us/img137/6093/jumper23gy.jpg[/img] wing are to big to go in the gate ... I've found the little armed 007 jet works pretty good for gate travel. I wish the aircraft was more stable with a stick ,but it still works. Just be warned that you lose control for about a second or 2 on the other side of the gate. [im]http://ofp.neco.cz/unofaddons/screenshots/007resistancik.jpg[/img] But a jumper would be nice i test this amediatly ! , thank Share this post Link to post Share on other sites
Landorin 0 Posted February 12, 2006 "[this,g1,g2] exec "\SG_DHD\sqs\startAI.sqf"""If using the DSF Productions gate your line should read [this,g1,g2] exec "\SG_DHD\sqs\relay.sqf" for multiplayer compatabilty purposes." I've notice alot of peopling using script commands, like above. I also looked at the missions included with the stargate mod archive on the Opflash mission editor. I have no idea what they mean though, or how to use them, or how to input them, etc. Yeah, I'm a noob Is there any really good website to learn? Cuz I'd really like to Thanks to any replies! Well, what exactly do you want to know? Do you want the gate to dial by itself or do you want to use a radio command to start the dial process? Anyways, if you put this line into a script or into an init line of a unit (even the gate itself) it will start dialing by itself in the moment that line is executed. You just need to name the gates in the editor (i.e. type g1 into the name field of the gate and g2 into the name field of the other gate) and use the line in the quotes. In case you still don't understand, let me translate the line: [this,g1,g2] exec "\SG_DHD\sqs\relay.sqf" [this unit (or name variable), name variable of gate 1, name variable of gate 2] exec (this will make the unit execute a script) "name of script" (relay.sqf is within the Stargate Mod file and will start the dial process so you don't need to create this file). So let's say I have 3 units placed in the mission editor: 2 gates and a soldier. The soldier will be named John, gate 1 will be Gate1 and the 2nd gate will be named Gate2. Then the line would be: [John,Gate1,Gate2] exec "\SG_DHD\sqs\relay.sqf" Now the unit John will execute the script (if he got that line in his init field) and gate1 will start dialing and establish a wormhole with gate2. That line, as mentioned earlier, can also be used in a trigger or script. Basically in anything that can execute scripts. As a general note about many people using scripts: I used to use a lot of triggers for my missions until I noticed how easy scripting can be (at least when it comes to executing commands by a script, there is also more advanced stuff possible with scripting) and I'd really recommend to script as much as possible so your map isn't full of triggers (in which you will get lost sooner or later). Share this post Link to post Share on other sites
boo-dro 0 Posted February 12, 2006 Anyways, if you put this line into a script or into an init line of a unit (even the gate itself) it will start dialing by itself in the moment that line is executed. You just need to name the gates in the editor (i.e. type g1 into the name field of the gate and g2 into the name field of the other gate) and use the line in the quotes. What's the init line? How do I name a unit? If I double click, the only fields are its side (east, west, civilian, etc), the category (air, armor, support) and then the unit itself (DHD, soldier, spetznats, etc.) Like I said, I've never even tried this before, so I have little idea what I'm doing Share this post Link to post Share on other sites
prodetar2 0 Posted February 12, 2006 click the "advanced" tab rightupper corner and if u already did that make a unit thenmake it whatever unit you want it to be you should also see rank wich is ussualy private under that u see unit clas(wich unit it is spetznatz soldier etc) under that you should see the tab "in formation" wich is changeable to in cargo none and flying (flying is for planes only) and under that you should see name. ucan type any name u want there like s1 for soldier or whatever hope to have informed u enough if unclear tell me Share this post Link to post Share on other sites