Dingmatt
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Everything posted by Dingmatt
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i'm adding a 'safety cut off' line into the code to stop this from happening, it will close down the gate if open for 2 long without anyone entering. (may add a detection line as well so if a player is close to the event horizion it will force the gate to stay open? need feedback on this! As for this bug, i've been trying to recreate it but they always work for me, try sending me the mission and i'll have a go. This seems to be the major bug but its just a number overrun, i'll have it fixed in the next release. Does it effect the travel or just popup? Dingmatt
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Ok, well firstly thx for the bug reports, with the details you've all given me i'll be able to track down the problem. I already have a good idea of what it is and should have a new version out by tommorrow so keep your finger crossed. If any one else experiances any of these problems or any other then please share them, as detailed a discription as you can make as it will make it easy for me to correct them. Better Yet, send me over the mission your having a problem with. Dingmatt
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think i know the cause of this, i'll run out a new version shortly.
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ah, debugging code you gotta love it. I'll remove the line, thx.
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Thats possible with v1.1 of the DFS gate. This is how: To close the iris remotely: 1) add a trigger to start at the beginnig of the mission using this init: " IRIS = (1,2,3,4?); publicvariable "IRIS";IRISG = 0;publicvariable "IRISG";IRISC = 1;publicvariable "IRISC" " 2) replace the (1,2,3,4?) with a number of your choice, for example if i have 4 gates then i can use 0,1,2,3. You'll have to use trial and error to find our which of your gates is which number. 3) repete for each desired gate. " IRIS = (1,2,3,4?); publicvariable "IRIS";IRISG = 0;publicvariable "IRISG";IRISC = 1;publicvariable "IRISC" " To remotly open the iris: 1) On a trigger of your choosing, e.g. all jaffa dead, add the following init: " IRIS = (1,2,3,4?); publicvariable "IRIS";IRISG = 1;publicvariable "IRISG";IRISC = 1;publicvariable "IRISC" " 2) Again change the (1,2,3,4?). 3) Repete for gate and your done. Sorry for the long code, though its possible as shown above its not ment to be a normal gate function. Dingmatt
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A Updated version of the StarGate Mod is ready... with walmis help we have removed some bugs and enabled the one way kill script. Also contains new sounds for the gate donated by walmis. Download Here SG_MOD
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there are better so on they go, just found another bug. my one way code is not killing at the mo. just fixed it, will post a new version soon.
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cheers walmis, i knew a few bugs would slip through my fingers. I'll fix the last, i have a good idea of whats causing it.
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I'll work on these, won't be long. Textures look great btw
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The gates will work in MP straight from the editor, no need to add any extra code. However if you would like the gate to start dialing on its own (at the start of a mission?) then you can double click on the gate and add the line: "[this,gatein,gateout,1]exec "\SG_DHD\sqs\relay.sqf" replace the getein and gateout with the names of the relevent gates and your away. In the orignal this code was: "[this,gatein,gateout]exec "\SG_DHD\sqs\startai.sqf" I was just making people aware of the changes. Dingmatt aka FrostMan (DSFProductions)
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Stargate edited modification by DSFProductions www.DSFProductions.co.uk Well heres a little something for everyone waiting for version 1.2. This version uses code from walmis' updates: Â -New sounds: Â Â -Added "gate shutdown" sound (walmis code) Â Â -New "chevron locked" sound (walmis code) Â Â -Added "Dialing failed" sound, it can be heard when gate cannot open a wormhole. (walmis code) Â Â -Added "gate stop" sound, it can be heard when gate is stopped in mid-dial. (walmis code) Â Â -New "gate open" sound. Sound really cool (walmis code) Â Â -New "DHD" sounds. Can be heard when dhd buttons are pressed. (walmis code) Â -Misc modifications: Â Â -DHD now dials as it should (Unlike the slow dialing computer) (walmis code) Many thx to walmis, he has added alot to this mod, we had developed the same changes but he implamented them better. New DSFProductions Updates: - Added Iris open and close sounds - Added Iris splat sound - Wrong direction of travel or entering gates from behind is now fatal - The plasma (Splash) is fatal - MP Ability This version of the gates is multiplayer compatible, i have stress tested them but there are bound to be a few bugs. If you find one and would like it fixed please post a note on our sites forums about it. Note: Using the Startai function of the gate in multiplayer requires changing your initilisation line to [this,gatein,gateout,1]exec "\SG_DHD\sqs\relay.sqf", sorry about this change i'll make it compatible with the orignal at a later date. Download It here SG_MOD.rar
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Looking good, can't wait to battle these fellas.
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That is a sweet job. Got to ask if DSF can use it in our nxt release of scud script and/or CTI-TA? FrostMan DSF Productions
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Well so far i have added a detection script to detect what is in its cargo hold and add it to its load (rather than just using 'vech player' ). I've added a script for AI take offs, Recoded the para script to remove sometimes occuring tank bug. My plans for this unit is merly for scripted airlift and bombing runs, i have no need for it to be controled by human means though can help with fixing bugs in this area. FrostMan
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Gentlemen, after looking at the scripting within the mod. I'm sorry to tell you but it will never work multiplayer. All is scripting is based around "player", player does not work for multi cos it translates to "host". If any other client wanted to use the plane it would kick up alot of errors about "_bailer" and most likely "player". I have been working on the code to make it multi proof, just give me some time because i'm working on a bigger project at the moment. I currently have a multiplayer airdrop mod avalible for this addon but its all scripted as in 'load tank into plane, it asks you to click map for droppoint, then it takes off and releases its cargo there' if this is any use to you then let me know. If not then wait for my update (have to run it past the addons creators). FrostMan (aka dingmatt) DSF Productions
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I have been working on a heavy bomber scripts myself and have faced many of these problems in my own code... but managed to fix them. With vits premission i'll import these scripts into the Antonov-124, hopefully fixing any problems it currently has. FrostMan
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We at DSF Productions have been working hard on the CTI-TA code for the past few months now and are please to now release its first public Beta (fully supported). The game is no where near finished, it has a few bugs and does not contain even a fraction of planned updates but it is playable and in our eyes ready for its beta. The main feature of CTI-TA is the ability to capture facilities; ones which will give you team the edge to win a battle or maybe even the war. Team upgrades for capturing various facilities include: Bonus Income, Quicker Build Times, Reduction of unit costs, Upgraded Armour, Upgraded Speed, Increased Base Defence, More Workers, Biological, Chemical and Nuclear Scuds, Scud Rearming, And more... Most of these facilities are present in this release but a select few have been hidden until we can work out there kinks. New units and base defence are also available. Known Bugs: ----------- 1) Nuclear Scuds destroy towns, as in up root there flag. This isn't a problem but it causes the town to become strictly dead (also kicks out a type error but that’s due to the resistance trying to spawn, you can play through it). 2) Facilities are not labelled, at the moment its trial and error for you I’m afraid folks, we have not added the eye candy yet. The Basics: Factories reduce your units build cost. Refineries increases new units speed. Production Plants decrease you build time. Steel Works increases new units armour. Power Plant (only one) Enables access to the scud factory. Oil Increases your Income. There are more than one of each type of facility and more than one under your control will add to your advantage. Watch out thought the resistance want them as much as you do. Special Note: ------------ We have modified our scuds for this release, there not perfect but you'll get the basic idea. Next Build (beta 2) list: --------------------- This is what were going to add before beta 2 becomes available. Auto Flak cannons, Docks and ship building facilities, Scud rearming facility, Rework the island, Add new facilities. Please help us out by reporting any bugs or wish lists. Download at DSF Productions We hope you all enjoy. FrostMan DSF Productions
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CTI-Tactical Advantage BETA 1 Released!
Dingmatt replied to Dingmatt's topic in ADDONS & MODS: COMPLETE
Thx for the report. seems the version i used to fix the mission problem still had debug enabled, thats what all the spawn code was. (i'll fix that) As for the mfcti error, i'll track that down. The citys will be named and built up for the nxt release, though were not even sure if were happy sticking with this island? Any thoughts on the matter or feedback about the game concept would be greatly appriciated. FrostMan -
CTI-Tactical Advantage BETA 1 Released!
Dingmatt replied to Dingmatt's topic in ADDONS & MODS: COMPLETE
DSF_RUSOPFOR is our scud pack and is avalible on our download page, sorry for the confusion. FrostMan -
CTI-Tactical Advantage BETA 1 Released!
Dingmatt replied to Dingmatt's topic in ADDONS & MODS: COMPLETE
Thank you for the feedback, The missions been fixed now so if you re-download from our site you should be ok. FrostMan -
CTI-Tactical Advantage BETA 1 Released!
Dingmatt replied to Dingmatt's topic in ADDONS & MODS: COMPLETE
There are a few addons needed but they can be downloaded from our site. DSF Downloads The standard cti AI has not been changed but remains untested... It should work in TA but i don't think it will buy any of the new units yet. FrostMan -
We have been making huge strides in the development of CTI-TA and are almost ready to release our first fully supported beta. Though this version may not have all of the improvements, upgrades and concepts that later releases will include it does give us a firm bases for our continuing work. The main feature of CTI-TA is the ability to capture facilities; ones which will give you team the edge to win a battle or maybe even the war. Team upgrades for capturing various facilities include: Bonus Income, Quicker Build Times, Reduction of unit costs, Upgraded Armour, Upgraded Speed, Increased Base Defence, More Workers, Biological, Chemical and Nuclear Scuds, Scud Rearming, And more... Watch this space for upcoming news. --------------------------------------------------------- We are now open for any ideas that the community may have as includes to CTI-TA, any idea or wish lists are welcome and we'll try to reply to each personally. FrostMan DSF Productions
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Beta 1 Released
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Thx for your intrest, Beta 1 Should be ready for the weekend. FrostMan
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The required addons list is being kept to a minimum, with smaller addons being incorperated into the main pbo to save downloading time (with developers credits of course). The main pbo is 600kb at present and the seperate required addons list is now only three 5-7 mb long files but they will be trimmed to only include the addons required to play. Its likely most people already have all the required addons because they are very common ones. Also CTI-TA has been completely seperated from MFCTI, allowing a user to use both addons without any conficts (also making MFCTI not a required addon). As for AA, we have included more missile based AA defense and heavy AA guns (with auto flak defense being programed as we speak). Hope this answer your questions. FrostMan