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Frostman

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Everything posted by Frostman

  1. Hello All, I'd like to start by giving you a few links: Stargate Addons SVN: https://armastargatemod.svn.sourceforge.net/svnroot/armastargatemod Stargate Assault Forums: http://www.stargateassault.net/forum/index.php Stargate Mods ModDB Page: http://www.moddb.com/mods/arma-stargate-mod Now down to buissness... this news post is to show the community that we understand there frustration over missed deadlines and lack of releases, with this in mind we've decided to change our approach and open the development process to the communuty. Above you'll find the web link for our SVN archive, it gives everyone access to the cutting edge code and includes instructions on how to get it working in ArmA II (not ArmA I atm); now I feel the need to remind everyone that we're currently in the middle of a full rewrite of the mods code which means the alpha currently has less functionality than it did two years ago, so keep that in mind if you feel the need to download and have a play. The following information are status updates and will change as time goes on. _________________________________________________________________ SVN Revision No: 47 SVN Revision Notes: First update with working transport code, works for projectiles and units though may still be buggy; I've also fixed a few DHD bugs. The next version of the Stargate's will probably need OA to work. _________________________________________________________________ Mod Screenshots:
  2. Frostman

    ArmA II Stargate Mod

    Umm... Yes, thats exactly my meaning.
  3. 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.
  4. 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.
  5. 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.
  6. 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)
  7. 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.
  8. 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.
  9. Frostman

    ArmA II Stargate Mod

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

    ArmA II Stargate Mod

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

    ArmA II Stargate Mod

    SVN Revision No 34 has been released, see first post for details.
  12. 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.
  13. Frostman

    ArmA II Stargate Mod

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

    ArmA II Stargate Mod

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

    ArmA II Stargate Mod

    SVN Revision No 33 has been released, see first post for details.
  16. 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.
  17. I need some help with a problem i'm facing. I have an unit which contains two coded functions (lets call them F1 and F2), F1 contains my units initiation code (F1 runs at map start for each unit), F2 contains my multi-player initialisation code (F2 runs at map start for a single unit only). Now using pseudo code this is how its meant to work. -- UNIT1 run F1 on map start F1: 1) Has F2 has been initialised? #Yes Continue F1... #No 2) Has another unit already started F2? #Yes Wait till F2 is initialised. #No Run F2... *When F2 has been run it sets a global boolean to make sure its not run again (else we wipe previously set parameters). The problem I've got is i can't find a reliable way of getting F1 to wait until F2 has been initialised, this is a problem because F2 sets up global arrays that F1 needs. I just need these functions to run in the right order over multiple units, so any help would be really appreciated.
  18. Frostman

    ArmA II Stargate Mod

    Icewindo's latest vid:
  19. Frostman

    ArmA II Stargate Mod

    Icewind has just released a new video of his work:
  20. Frostman

    ArmA II Stargate Mod

    Cheers for the support guys, I'll try to get you some in game vids with the Stargates asap.
  21. Frostman

    ArmA II Stargate Mod

    SVN Revision No 28 has been released, see first post for details.
  22. The actual dialing handler code needs tweaking, so not quite yet; though it only an hour or so's work to sort it out.
  23. Currently working on the ARMA II port of the Stargate mod. Here a quick ingame vid (nothing to special):
  24. Frostman

    Stargate Mod

    Were gearing up to release the new gates first with missions and the mp gameplay to follow later.
  25. Frostman

    Stargate Mod

    Were actually finalizing both the arma and arma 2 code as we speak. However we are introducing a new stargate model as the one porter from ofp hasn't weathered time well (model errors).
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