biggerdave 56 Posted March 21, 2006 Anyone Got any Ideas for planets you wanna see in a new Stargate World map?1.0 which was released is just a crap/basic versian i made, this one be in the works for longtime, I have orignal looking planets but updated and quite a few other Alien Looking worlds i guess to call them So any Misson maker got any ideas, shoot Thx Lukemax You could go for a world covered entirely by a massive plant (I've got some other ideas, but I'm saving them for my own Stargate worlds map ) Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 21, 2006 Anyone Got any Ideas for planets you wanna see in a new Stargate World map?1.0 which was released is just a crap/basic versian i made, this one be in the works for longtime, I have orignal looking planets but updated and quite a few other Alien Looking worlds i guess to call them  So any Misson maker got any ideas, shoot Thx Lukemax You could go for a world covered entirely by a massive plant  (I've got some other ideas, but I'm saving them for my own Stargate worlds map  ) Say, a planet constructed entirely out of pasta? Mmm... meatballs... *drool* Laying a gate on its side is impossible, and just won't work. It's out of the question. As for orbital gates, don't even bother using the orbital script, simply use a real gate object. Now you have more control over the gate and can put it wherever the hell you want without the script's messing it up. Then just add your gate to the network: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dsf_gates = dsf_gates + [_gate] Origin = Origin + [_home] Gateaddresses = Gateaddresses + [_address] GateName = GateName + [_name] Where _gate is the name of the gate, _home is a number (1-38), _address is an array of six numbers (0-38), and _name is any string (anything you want as long as it's in quotes). I mean, why have OFP execute all of that code for the CREATEGATE.sqf, only for it to be undone by more scripts, when you can make your own gate with 4 lines of code (not including spawning the gate). Share this post Link to post Share on other sites
ATC Rogue 0 Posted March 21, 2006 I'm using version 1.1 of the stargates and I was wondering as you've put the init line for the 1.2 version, would it be very similar to do for version 1.1 except for the DSF_SG_DHD bit would be SG_DHD.eg - [this,"Earth"] exec "\SG_DHD\sqs\NamedGate.sqs" Would that be correct?? ok I've tried the init line I mentioned but it tells me there's no script with that name there....what should I be putting instead? Share this post Link to post Share on other sites
boo-dro 0 Posted March 21, 2006 I'm using version 1.1 of the stargates and I was wondering as you've put the init line for the 1.2 version, would it be very similar to do for version 1.1 except for the DSF_SG_DHD bit would be SG_DHD.eg - [this,"Earth"] exec "\SG_DHD\sqs\NamedGate.sqs" Would that be correct?? ok I've tried the init line I mentioned but it tells me there's no script with that name there....what should I be putting instead? if you read the readme for BXBX's gate, you'd see the line [this,earth] exec "\sg_dhd\sqs\createidentity.sqf" Share this post Link to post Share on other sites
johnwilso007 0 Posted March 21, 2006 who was looking for help on how to write the briefings cos ive worked out how to do it if they still want help? Share this post Link to post Share on other sites
ATC Rogue 0 Posted March 22, 2006 Cheers Boo-Dro..I'm trying to get to grips with it and appreciate the help. I'm damn sure I read the readme several times and didn't find anything along what you suggested. Share this post Link to post Share on other sites
boo-dro 0 Posted March 22, 2006 well, i cant find the english version of the site...BUT http://bxbx.atrey.vdsoft.org/manual.php Share this post Link to post Share on other sites
boo-dro 0 Posted March 22, 2006 An IRC channel has been born... irc.theartic.net (yeah, its supposed to be spelled wrong) channel #stargate go, and be happy Share this post Link to post Share on other sites
TheWraith 0 Posted March 22, 2006 ye it seams the little language button on the page is no longer clickable  : / the English instructions are here http://bxbx.atrey.vdsoft.org/manualen.php also how come on its side would'nt work ? ive flown up and seen the orbital gate in the sky so i dont see why it cant be rotated on its side i just dont remember how to string it, i can set hight and rotate in ofp but aint tried both with 1 object before besides towing inflight lol Share this post Link to post Share on other sites
lukemax 0 Posted March 22, 2006 If it was rotated the stargate wouldnt work Stargate worlds 2 nearly ready Now looking for a few BETA testers Current addons needed: AGS City AGS Industrial Baracken E-Mail me, im looking for around 9 Luke.steel@btinternet.com Just need to tie up a few bugs before the picures go out Share this post Link to post Share on other sites
Deepsmeg 0 Posted March 22, 2006 Nope. I made NamedGate for the 1.2 release. Share this post Link to post Share on other sites
Landorin 0 Posted March 23, 2006 Ideas for the next version of the Stargate island? Yeah: less addons required (the Stargate mod won't need HKs be standing around, possibly there are more objects that can be cut out; a mission designer can still add that stuff himself in a mission if he wants to but the island addon should require MUCH less addons imho). In case the 3 addons listed on this page are the only ones that are required by the new version then all I can say is "well done". Second: there's a gate (number PCX-4 or so I think in the old SG mod system) with a very green environment and many many trees around it. While that looks really good, it lagged my PC down to 1 FPS or so and it took me forever to get out of there again (Athlon 2800+ with 1.5 GB RAM and ATI Radeon 9600 Pro, not state of the art but fast enough for OFP usually). As a mission designer I could never plan a mission taking place there since it's too slow for most today's computers (except the brand new ones maybe). In case your beta testing includes wanted feedback (not just about bugs) then count me in. Share this post Link to post Share on other sites
CRIONYK 0 Posted March 23, 2006 Quote[/b] ]it lagged my PC down to 1 FPS or so and it took me forever to get out of there again (Athlon 2800+ with 1.5 GB RAM and ATI Radeon 9600 Pro, arg mine is so bad for this Share this post Link to post Share on other sites
boo-dro 0 Posted March 23, 2006 Ideas for the next version of the Stargate island?Yeah: less addons required (the Stargate mod won't need HKs be standing around, possibly there are more objects that can be cut out; a mission designer can still add that stuff himself in a mission if he wants to but the island addon should require MUCH less addons imho). In case the 3 addons listed on this page are the only ones that are required by the new version then all I can say is "well done". Second: there's a gate (number PCX-4 or so I think in the old SG mod system) with a very green environment and many many trees around it. While that looks really good, it lagged my PC down to 1 FPS or so and it took me forever to get out of there again (Athlon 2800+ with 1.5 GB RAM and ATI Radeon 9600 Pro, not state of the art but fast enough for OFP usually). As a mission designer I could never plan a mission taking place there since it's too slow for most today's computers (except the brand new ones maybe). In case your beta testing includes wanted feedback (not just about bugs) then count me in. if you ever find yourself on that island again, just look at the ground as much as possible. looking at the ground stops the lag Share this post Link to post Share on other sites
lukemax 0 Posted March 23, 2006 Well you be glad to know that the problem has been fixed Share this post Link to post Share on other sites
LordHorusNL 0 Posted March 23, 2006 Here is the updated version of te deathgliders, i changed the pilots to the new jaffa ones. Temporary Download Link wil only be available a short time, because i'm changing providers. Share this post Link to post Share on other sites
lukemax 0 Posted March 23, 2006 Pretty dam sweet : )! Share this post Link to post Share on other sites
lukemax 0 Posted March 23, 2006 Stargate Worlds will NOT be released untill Rc5 of the stargate MOD is out, due to bugs the stargate worlds map will not work properly and that map will be renderred useless, However the map might be released Befre 10th of april after that o start work at sea so i wont be able to do anymore work on it so it will be released along side all my other Addons. Share this post Link to post Share on other sites
johnwilso007 0 Posted March 23, 2006 this is just a general stargate question but were cronus Jaffa snake heads or did they not show their helmets? Share this post Link to post Share on other sites
johnwilso007 0 Posted March 24, 2006 hi guys how do i put what is the name of it MP5 intar if i am to give it to a civillian?because it says that it cannot find the weapon. or if i was to put it in a Ammo crate? Share this post Link to post Share on other sites
TheWraith 0 Posted March 24, 2006 create an SQS in the mission folder (with notepad), like  Intar.sqs in that put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit addWeapon "SGC_MP5Int" _unit selectWeapon "SGC_MP5Int" in the Units INT put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "Intar.sqs" that'll exicute the script Or in a trigger or waypoint put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[name of civilian here] exec "Intar.sqs" or instead of a ussing scripts,  in the units INT place <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this AddMagazine "SGC_mp5Intmag"; this addWeapon "SGC_MP5Int"; this AddMagazine "SGC_mp5Intmag"; this AddMagazine "SGC_mp5Intmag"; this AddMagazine "SGC_mp5Intmag"; this AddMagazine "SGC_mp5Intmag"; this selectWeapon "SGC_MP5Int" always remember (add a magazine 1st) then weapon, or the gun needs reloading when mission starts (to add magazine or weapon to car, truck, crate) its this addMagazineCargo "SGC_MP5Int" and addWeaponCargo as its cargo, not carried (shopuld read the com ref, its a must) ps audio FX addon is at 99% completion for v4 (and weapon script is complete   ) just need some Ashen dialog but the audio quality on my ashen ep's sucks  anyone got any flags, faces, sounds or anything they want adding before i compile v4,  pm me  Share this post Link to post Share on other sites
CRIONYK 0 Posted March 24, 2006 Quote[/b] ]create an SQS in the mission folder (with notepad),like  Intar.sqs in that put Code Sample  _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit AddMagazine "SGC_mp5Intmag" _unit addWeapon "SGC_MP5Int" _unit selectWeapon "SGC_MP5Int" in the Units INT put Code Sample  [this] exec "Intar.sqs" that'll exicute the script Or in a trigger or waypoint put Code Sample  [name of civilian here] exec "Intar.sqs" or instead of a ussing scripts,  in the units INT place Code Sample  this AddMagazine "SGC_mp5Intmag"; this addWeapon "SGC_MP5Int"; this AddMagazine "SGC_mp5Intmag"; this AddMagazine "SGC_mp5Intmag"; this AddMagazine "SGC_mp5Intmag"; this AddMagazine "SGC_mp5Intmag"; this selectWeapon "SGC_MP5Int" always remember (add a magazine 1st) then weapon, or the gun needs reloading when mission starts (to add magazine or weapon to car, truck, crate) its this addMagazineCargo "SGC_MP5Int"  and addWeaponCargo as its cargo, not carried (shopuld read the com ref, its a must) ps audio FX addon is at 99% completion for v4 (and weapon script is complete   ) just need some Ashen dialog but the audio quality on my ashen ep's sucks  anyone got any flags, faces, sounds or anything they want adding before i compile v4,  pm me  you have to add this in init field game logic: Quote[/b] ]"{_x exec "\staffweapon\init.sqs"} foreach units this" if you don't add it, hittted units will no run sleep script Share this post Link to post Share on other sites
Deepsmeg 0 Posted March 24, 2006 Stargate Worlds will NOT be released untill Rc5 of the stargate MOD is out. Don't hold your breath. Share this post Link to post Share on other sites
TheWraith 0 Posted March 25, 2006 "{_x exec "\staffweapon\init.sqs"} foreach units this" ^^^ is that something new just for the entar ? or need bah.. i'l have to send ye the weapons script (@ CRIONYK) before i release the fx addon i thought the civ's and basicly none sg/jaffa units just needed the int from the Sg_soldier readme i hate being a noob Share this post Link to post Share on other sites