Hi guys.
Just wondering, as you are doing all this work on Gmod 13, will it muck up gmod 10 CAP.
Great work alex and i love the tabs madman is putting in.
Ideas:
Ships, like puddle jumper, first person view.
The control chair in sg Cap Ents-ships make as a viehcle so it can be used to touch to weapons to control them.
Thanks
Orrila
To AlexALX : I found a bug ( I Think ) , when I enable "Turn On Right Light" and when I dial any adress the lights stay off atfer the gate close or stop dialling.
I dont remember if in the show the lights is re-activated after the atlantis gate close ?
Hi all !
I have problems when I install or Update the Carter addons pack ( rev 247 )
Need help please ! My server can't be update ^^
Edit: My Turtoise SVN is french ...
You need to do a svn cleanup basically.
I noticed this quite often.
Perhaps, the gate gives priority to turning of all symbols after shutting down, rather than external buttons which tell it to turn on the lights again.
My solution.
In this particular case, the "SR-Latch" and "Delay-Timer" are being reset, if one of the three possible cases is given by the "OR" chip...which means that the ring lights turn off.
When the gate shuts down, or stops dialing...the "Delay-Timer" starts counting 2.5 seconds and after that sets the "SR-Latch" to 1, which then again turns on the ring lights.
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You just have to click update again i think...
Because normally SVN tells you when you have to clean up
Update again doesn't work ^^
but I test cleanup ;) ( now no error but so long too start, just the first line actually ... )
EDIT: Thanks ! That work ! :)
Please do some research before making requests. Press 1 when controlling a Jumper/F302/Cargoship to change views.
Whoops, didn't know about them, sorry.
Control chair viehcle would stil be good though eh.
Just change model and range of the Telchak healing device?
+ remove insanity overheal, make it as vehicle (enterable).
Rev 248 changes:
Updated:
- Some translation updates.
[Expression2 lib]
- Fixed stargateAddressList error with Galaxy System enabled.
- Added new functions: stargateRingAddress, stargateRingSetAddress, stargateRingDial, stargateRingDialClosest.
Fixed:
- Some bugs with rings (and now only numbers in address!).
Edited:
Rev 249 changes:
Updated:
- Improved german translation.
Fixed:
- Some bugs with rings and rings menu (for kino/hand device).
====
Lol, and i'm again upload two updates in few minutes...
Edited:
Rev 250:
Updated:
- Some translations.
Fixed:
- Ring "address already exists" message not working if sg-mod installed.
ps no comment...but now this is last update today, because i must go)
Nice news look at there.
https://www.facebook.com/officialsta...51336644923673
I hope for a new serie !!
i hope its true, i get bored without stargate
Hi !
Another question by me ...
It's about the CFD device !
I can activate this with link on "inbound" stargate but HOW to unlock this ... code always change and haven't weapon for use code or other device ...
You can't broke the code ;) or??
I dont understand your question x)
That I want to say it is that I do not know how to have some means of entered a code and how to indicate him (a static code)
i sad U CANT BROKE THE CODE ! ITS NOT LIKE IRIS ... LoL .... and my only question was for CAP "or i just dont know something ??"
Rev 251 changes:
Updated:
- Improved czech translation (99% translated).
- Now convar "stargate_protect_spawner" is 1 by default (prevent destroy chevrons in mp by noobs).
- Added gm_mobenix_v3_final gatespawner (for Group System, thanks to Lantian).
[Expression2 lib]
- Added function stargateAsgardTeleport.
Fixed:
- Some small bugs.
Thanks for all the work you're putting into CAP, AlexALX!!!!
It's great to see new revisions coming out
Same thanks goes to all the other Devs as well!!!
CAP has become a feat of epic proportion!
needs to be for the DHD too, noobs distroy those all the time
and also people building neer the gate and they blow up... killing the dhd
Something I came across yesterday: there's a convar to allow gatespawned gates to require energy to dial out-of-group, but at least in Environments they can't be linked to hubs etc. Is there any way this can be adjusted?
In Environments you should connect zpm hub with resource node, and only after connect stargate to resource node. This is limit of Environments and author said there is no way do this for now. But i thing i fixed that problem with linking gatespawner gates with nodes in rev 251 (small fixed - there is also this bug). So re-check it.
somebody can fix effects gate_nuke effect or any other kaboom effect ?? because its not destroying props :( something like autodestruction doesnt exist with eg. Naquadah bomb .....
Rev 252 changes:
Updated:
- Improved slovak translation.
Fixed:
- Mouse-Clicking on button not working on dhd's.
What version of GMOD does this require? Will it work with GMOD 11? Also, does this require wiremod?
It works with gmod I think its called gmod10 or 11 or even 12 idk the count really doesn't matter its just called gmod just see that it does not work with gmod9 and pirated gmod's...
well gmod 13 is next... so gmod 12?
nope...Garry skipped one number ... actual version is 11 ....
Hello PIRATE ! I hate PIRATES !
Actually, I believe the majority-fan-base of GMod has referred to it as version '12' since it was released for Mac. (Either that or the L4D2 engine thingy)
Actually, I think it's still being called GMod 10 officially..
you are wrong Art because actual is gmod 11 ;)
The Garrysmod history refers to the current version as 10, but this is getting off-topic...
Is the Sarcophagus going to be a reality soon, if at all, because if it is then I'll hold off on completing my map until I can put that in.
ehm...Garry’s Mod 10 (29th November 2006)...so old
Sarcophagus what ??
Garry's Mod 10 = release
Garry's Mod 11 = Orangebox source engine -> Portal, Team Fortress 2 and Episode 2 into GMod.
Garry's Mod 12 = Mac release.
Thought this was the right order.
I don't think they were actually going to be making it, they were suggesting you do it yourself.
At the moment, the CAP team are busy with their lives/fixing bugs/improving aesthetics/preparing for 13/making multi-lingual support, so if you want a new feature, you're going to have to either wait or make it yourself and request they add your creation to the pack.
Read through the thread, then ask the questions.
^This is what I was referring to, saw it somewhere on Garry's site or likewise.
Any hope for compatibility with the Environments addon?
I read at the top of the post that you don't need Avon's Stargate mod anymore?
Why is that, did he quit updating it? or are you just including it now?
-AE