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Frostman

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About Frostman

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  1. Frostman

    ArmA II Stargate Mod

    Umm... Yes, thats exactly my meaning.
  2. Frostman

    ArmA II Stargate Mod

    Well code wise these new gates are entirely different, apart from sharing a few basic design concepts its fundamentally a different mod. Yes, this version is MP-compatible (excluding the latest SVN as I've introduced a bug which needs fixing), its easier to modify / distribute and has third party support (i.e. anyone can make their own version of the Stargate's by plugging into the DSF base code, say if you wanted to change a texture or sound). As for performance theirs a huge gain as I'm using a completely new technique to track ballistic and unit paths; their will also be a number of graphical improvements on the effect and models but I'll probably wait till after the initial release to introduce these as they will take a while to perfect.
  3. Frostman

    ArmA II Stargate Mod

    Hi all, Its taken two days non-stop coding but the transport code is now working. EbosJWD5QgI I've updated the SVN to the latest code but please don't start reporting bugs yet as I've still got to tweak code and add new functions.
  4. I think I can talk for the developers on the Stargate mod. Unlike mods like ACE, PR, etc the Stargate mod team isn't really a tight knit group, the developers are more freelance sharing a common goal. Eventually we will create a mod pack (probably when the ArmA II Stargate's are released) which will include a variety of units, vehicles, missions etc and when we do we'll make sure there all balanced out before hand.
  5. Frostman

    ArmA II Stargate Mod

    I present you with the following links: Released Units Released Ships Released Misc Released Weapons Released Maps Links and news should be on the first post in each topic. The only exception is the Stargate themselves which haven't been released but are available as SVN nightly builds (Link)
  6. Frostman

    ArmA II Stargate Mod

    Going well, I'm hoping to finish the transport scripts recode within a few days, then its just a case off adding all the little things.
  7. Frostman

    ArmA II Stargate Mod

    Hi all, Here's a new clip for you all, there's no Stargate action because I only really made it to test out HD capture on my new 470 GTX but it didn't make a bad view so I uploaded it anyway.
  8. Frostman

    ArmA II Stargate Mod

    SVN Revision No 40 has been released, see first post for details.
  9. Frostman

    ArmA II Stargate Mod

    SVN Revision No 35 has been released, see first post for details.
  10. Frostman

    ArmA II Stargate Mod

    SVN Revision No 34 has been released, see first post for details.
  11. Frostman

    ArmA II Stargate Mod

    I will endeavour to keep you updated to when one will be available, however I don't have a release date yet.
  12. Frostman

    ArmA II Stargate Mod

    Yeah, I didn't specifically choose to publish that video for that exact reason... honest. :rolleyes:
  13. Frostman

    ArmA II Stargate Mod

    Hi all, Got a new video for you. UT8vujaHmA0
  14. Frostman

    ArmA II Stargate Mod

    SVN Revision No 33 has been released, see first post for details.
  15. I agree that that should work but I'm still having issues, here's my exact code with the trouble areas highlighted in bold: *The addons being built within a mission atm so ignore any path errors you see F1: private["_stairs","_height","_dir","_gate","_home","_name","_address","_custom","_InitialArray","_thisgate"]; comment "Function Start"; _gate = _this select 0; _reverse = _this select 1; _height = _this select 2; _type = _this select 3; _dir = getdir _gate; comment "Initalize Functions"; if(isnil "RunOnce")then{RunOnce = TRUE;[] execVM "dsf_sg_basecode\fInitFunctions.sqf"}; if(local _gate)then{ comment "Set Default EventHorizion Texture"; _gate setobjecttexture [18,"\dsf_sg_gate\tex\eh\init1.paa"]; _gate setobjecttexture [18,""]; [b]comment "Initalize Arrays"; if(isnil "DSF_SG_Primary")then{DSF_SG_Primary = TRUE;[] execVM "dsf_sg_basecode\fInitArrays.sqf";}; waitUntil{!isnil "DSF_Initialised"};[/b] comment "Place Stairs"; _stairs = _type Createvehicle[(getpos _gate select 0),(getpos _gate select 1),(getpos _gate select 2)]; _stairs setpos [(getpos _stairs select 0),(getpos _stairs select 1),(getpos _stairs select 2)+(_height)]; if(_reverse)then{_stairs setdir (_dir-180)}else{_stairs setdir _dir}; comment "Create Stargate Variables"; _name = [_gate] call DSF_fCreateName; _custom = [_gate] call DSF_fAddressGlyphs; if(count _custom == 7)then{ _home = _custom select 6; _custom resize 6; _address = _custom; }else{ _address = [_gate] call DSF_fCreateAddress; _home = [_address] call DSF_fCreateHome; }; [_address,_home,_custom] exec "Debug1.sqs"; comment "Set Stargate Arrays"; DSF_SG_StargateArray = DSF_SG_StargateArray + [_gate]; DSF_SG_OriginArray = DSF_SG_OriginArray + [_home]; DSF_SG_AddressArray = DSF_SG_AddressArray + [_address]; DSF_SG_NameArray = DSF_SG_NameArray + [_name]; DSF_SG_ScriptArray = DSF_SG_ScriptArray + [""]; DSF_SG_ActivityArray = DSF_SG_ActivityArray + [[]]; DSF_SG_BufferArray = DSF_SG_BufferArray + [[[]]]; DSF_SG_IncomingArray = DSF_SG_IncomingArray + [[]]; DSF_SG_DHDOutgoingArray = DSF_SG_DHDOutgoingArray + [[]]; DSF_SG_GateOutgoingArray = DSF_SG_GateOutgoingArray + [[]]; DSF_SG_FocusArray = DSF_SG_FocusArray + [""]; DSF_SG_WormholeArray = DSF_SG_WormholeArray + [[]]; DSF_SG_DialingGroups = DSF_SG_DialingGroups + [[]]; comment "Send Stargate Arrays"; publicVariable "DSF_SG_StargateArray"; publicVariable "DSF_SG_OriginArray"; publicVariable "DSF_SG_AddressArray"; publicVariable "DSF_SG_NameArray"; publicVariable "DSF_SG_ScriptArray"; publicVariable "DSF_SG_ActivityArray"; publicVariable "DSF_SG_BufferArray"; publicVariable "DSF_SG_IncomingArray"; publicVariable "DSF_SG_DHDOutgoingArray"; publicVariable "DSF_SG_GateOutgoingArray"; publicVariable "DSF_SG_DialingPorts"; publicVariable "DSF_SG_DialingGroups"; publicVariable "DSF_Initialised"; }else{ comment "Client Wait"; waitUntil{!isnil "DSF_Initialised"}; }; comment "Get Stargate Index"; _thisgate = -1; while{_thisgate == -1}do{ _thisgate = [_gate,DSF_SG_StargateArray] call DSF_fGetIndex; }; comment "Launch Dialing Handler"; [_thisgate] spawn DSF_fLocalHandler; exit F2: _InitialArray = [1,2,3,4,5,6,7,8,9,10,11,12,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37]; DSF_Address_Cypher = []; while {count _InitialArray > 0}do{_i = _InitialArray select floor(random (count _InitialArray)); DSF_Address_Cypher = DSF_Address_Cypher + [_i]; _InitialArray = _InitialArray - [_i];}; DSF_SG_StargateArray = []; DSF_SG_OriginArray = []; DSF_SG_AddressArray = []; DSF_SG_NameArray = []; DSF_SG_ScriptArray = []; DSF_SG_ActivityArray = []; DSF_SG_BufferArray = []; DSF_SG_IncomingArray = []; DSF_SG_DHDOutgoingArray = []; DSF_SG_GateOutgoingArray = []; DSF_SG_FocusArray = []; DSF_SG_WormholeArray = []; DSF_SG_DHDActivity = []; DSF_SG_DialingGroups = []; [b]DSF_Initialised = TRUE[/b]; Honestly it seemed to be working until I tried running it along side the ACE2 Mod, now the timing screws up.
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