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Dingmatt

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Everything posted by Dingmatt

  1. Dingmatt

    Animation RTM

    Does anyone know how to load a rtm animation created in oxygen 2 into a models config; then how to use in in game? I'm completely in the dark over this but need to figure it out to continue work. Cheers
  2. We have completed our 1.2 version of our beloved scud pack, all the code has been rewritten making this version a cleaner lag free addon. As well as a number of tweaks we have incorperated new eye candy for most of the scuds, here's a few screenshots of the nuke in action, theres the full techvideo available for download Here (19mb) --A nice quiet base-- --The countryside---
  3. Dingmatt

    DSF Stargate Mod

    Going between maps in single player is easy however in multiplayer a large map will be used. We're currently experimenting with different seperation methods. Heres a greater overview of the DHD to tide you by:
  4. Hi all, Didn't want to resurrect our year old thread so I thought this was the best option. Just reassuring the community the mods not dead, were just doing some major recoding. Heres a dialing vid for the latest beta. http://uk.youtube.com/watch?v=1VqIpOMiM-A
  5. Dingmatt

    DSF Stargate Mod

    Its called the DHD and its a major pain in the ass lol. We've got a few beta units out but works been halted on them till we've sorted all the new gate code. We'll eventually release a total conversion but swapping out old ofp code will probably continue untill the release of ArmA II.
  6. The gates are slowly improving... having trouble finding the time to work on them though.
  7. DSF Productions is pleased to announce the continuation of or 'StarGate:Challenged Empries' Total Conversion, now for ArmA and ArmA II The TC will be focused mainly on Multiplayer Gameplay and on large campaign scale battles between rival forces competing for territory, with the join in progress functionality its possible for games to span from hours to days. Gameplay will be very loosely based on CTI, it will incorperate resource and intellegence gathering as well as planet / space combat and a degree of experiance base skills. We've yet to truely decide what were going to incoperate as it possibilities are endless but we've decided to release 'Episodes' for ArmA which will introduce players to the various game concepts and planets they'll encounter in the SG:CE. The 'Episodes' will be multiplayer missions used to build up the SG:CE Story Arc and each will focus on one area of gameplay the player will need when playing the finshed TC. Episode 1: Hidden Danger - TBC This episode is currently under production, it will focus on a emergency situation offworld. A SG team cut off from the SGC with the fate of Earth soley on there shoulders. Any ideas are welcome, be it missions or addons; pretty much we'd like to hear your thoughts.
  8. Dingmatt

    StarGate : Challenged Empires

    Hello everyone, Were starting to modify Warefare to act as CE's base (theres no point reinventing the wheel). Heres a short clip:
  9. Dingmatt

    Movement Code

    Hi all, This goes out to the BI developers but if anyone else knows the answer than please do tell. I've managed to locate most of the AI movement code in the 'Advanced_UpdateSquad.sqs' file but is there movement code present in any other files (i mean 'attack enemy base' and 'patrol' type code)? Cheers all,
  10. Dingmatt

    Welcome to the ArmA Warfare forum

    Very nice, Warfares now been chosen to be the basis of the Stargate: Challenged Empires Gametype. You've saved me so much coding, cheers...
  11. Dingmatt

    StarGate : Challenged Empires

    Hello all, Heres the Winners (no particular order): <ul> [*]SMERSH [*]LORNE [*]MNICH.MAISTER [*]SCARFACE_FI [*]MEGAR I'll arrange special access to the forums for them, congratulations guys. Also a well done to all who entered, don't be disheartened; there will be more opportunities to aquire beta testing status later.
  12. Dingmatt

    StarGate : Challenged Empires

    Hello all, I've seen some good entries so far and its coming up to a very close finish. Remember the winners will get exclusive access to the StarGate RC1 addons, they can choose to help us beta test them or just have a play; its up to them. There guaranteed to have at least two weeks head start before the general release and will recieve continous updates over this time. As a sweetener i've decided to give them permanent beta tester status, meaning they'll have the chance to test evey addon DSF productions is involved in over the life of the mod. The compatition ends tonight midnight (00:00 GMT, 18:00 CST), so get your arses in gear and post those pics.
  13. Dingmatt

    cheyenne moutain complex

    Well hate to tell you but you have no power, you never have and never will. But untill a release theres no point in arguing anyway, what problem are you having with the geo lod anyway?
  14. Dingmatt

    cheyenne moutain complex

    Colonel Well are you like 5 or something? I've never seen so many broken sentences in one post. Feel free to convert over bxbx's gates if he's given you permission to; as for the DSF ones, don't be surprised if they don't work with your complex.
  15. Dingmatt

    cheyenne moutain complex

    oh that chesnut, i'll go with non-profit fanfiction and i believe any addon that depends on the use of another; automatically using it. Should need permission if not already given in its readme, the stargate mods disclaimer has protected its work for over 3 years now... Colonel wells addon would use the gates and not be restricted by the disclaimer, if he did something stupid to bring MGM down on him; we'd be pulled into it as well. I don't think thats fair. ------------------------------- I like the complex but keep the gates a seperate placement.
  16. Dingmatt

    cheyenne moutain complex

    Oh look, colonel well's holding his breath again. Wonder if he'll stamp his feet next? Oh, the StarGate in the complex doesn't belong to colonel well and he'll need my permission if he wants to spawn it with the complex (i'm sure that correct). I can dial between maps in single player but not multi for obvious reasons.
  17. Dingmatt

    StarGate : Challenged Empires

    Hi all, The next version of the gates is ready for beta testing, so i've decided to open up a competition. Heres the rules, its a screenshot competition: * You can enter as many images as you like and the screenshots have to be stargate related. * The top 5 users will recieve the StarGate RC1 addon for testing (including StarGates, Rings, SG Units and SG UI). * Once one entry has been chosen all others from the user will be disregarded. * Sign your entries somehow (watermark, signature, etc) The images must be posted on the stargateassault.net gallery which can be found here (you will be required to join the forums before you can upload). Heres a few links to help you: StarGate Ships Alpha Release StarGates Mission Makers Release StarGate Units Alpha Release StarGate Pyramid Release Feel free to link to the images throught this forum but do remember to watch your image file size. Best of luck ** Edit ** Oh, i forgot; deadlines the 12th May.
  18. Dingmatt

    P90 ready to download

    lol, were all working on P90's. I'm happy the DSF one is an original addon.
  19. Ok, i know this will sound stupid but when the bars grayed out its usually to do with directx being corrupt or improprely installed. Try reinstalling it from the microsoft site, probably won't work but on the other hand may fix everything.
  20. Dingmatt

    P90 ready to download

    Was that your weapon pack then CRIONYK? or a 3rd party?
  21. Dingmatt

    cheyenne moutain complex

    You'd have to mould the existing mountain range around the model but it the best idea, only problem is the complex would be limited to just that map.
  22. Dingmatt

    cheyenne moutain complex

    This is good news, see all you need is patience. Your welcome back to the stargate forums but remember this for next time.
  23. Dingmatt

    StarGate : Challenged Empires

    Thanks for the donation, i'll put it to good use. ------------------------- I've been working on a new way of creating custom address' without the use of injected scripting. Meaning custom address' without having to type anything in the init box or converting glyphs to numbers etc. Heres a blog/clip showing off the new function, don't take the mick i was tired.
  24. Dingmatt

    cheyenne moutain complex

    Just to make this clear, the underground complex (SGC) well is including with his mountain is stolen content from the SG Mod; may any host site please remove any version of this addon which includes it. Same goes with the P90. Cheers everyone, sorry a internal dispute has spilled over to these forums.
  25. Dingmatt

    P90 weapon addon

    I'm afraid it doesn't work like that well, if he left or not without this permission its stealing; just cos you've retextured it doesn't make it yours.
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