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Author Topic: SGMOD Little Helper - AKA gates for dummies  (Read 7989 times)
Luke Nadewalker
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« on: July 18, 2008, 02:14:21 PM »

Many people failed to make gates work....

so i employed OLDMAN (author of the much loved NLH) to help me solve this problem.....

Follow this standard setup to make a simple A to B gate system work flawlessly.......


place 2 gates
each gate then needs : 7 chevrons, horizon, plume, and horizon bucket

then place a wormhole making sure to raise it if neccesary so the terrain doesnt poke thro

centered in the wormhole place a waypoint 20M up from the ground (wormhole detection marker)

centered in the wormhole place a teleport object 290M up from the ground (wormhole top teleport object)

well within the bucket of the "TO" gate, place a second teleport object, rotating arrow to face the horizon  (destination teleport object)

within the bucket of the "FROM" gate, place a waypoint with radius of 3 (this is gate travel detection)

finally place a dhd near the "FROM" gate or a chair in the computer room of the SGC (this is your dialer trigger)




when all this is done, enter the SSN numbers into the correct boxes in SGMOD LITTLE HELPER
MOST IMPORTANT: CHECK YOUR NUMBERS THOROUGHLY .............. MOST IMPORTANT: CHECK YOUR NUMBERS THOROUGHLY ..............
NOW IVE TOLD YOU ... if you get the right numbers in the right boxes it WILL work

then click generate code and copy the code into your wac file.......

WARNING : DO NOT ALTER THIS CODE UNLESS YOU KNOW WHAT YOU ARE DOING... DO NOT USE VARIABLES USED IN THE GENERATED CODE , ANYWHERE ELSE IN YOUR SCRIPT

Download HERE
« Last Edit: May 31, 2009, 11:46:38 AM by SGM Luke Nadewalker » Logged
Eagle_Eye
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« Reply #1 on: July 18, 2008, 08:01:33 PM »

This is from the post at DFReload..

Cheers..

___________________________________________________________________________

Includes Star Gate Little Helper, and a demo mission for the MED.



Mission has fully working Stargate. You can copy these items into your own map, but, when you do so, each item will be given new ssn's, you will need to generate new code for it to work.

All items for each part of the gate should already be height locked, but you need to check..

It takes about 10 seconds for the gate to hide it's pieces at the beginning of the mission, so, never start your player in view of the gate.

The sound markers are still heard during the hide process, make sure your start markers are about 50 metres from the gate when the game starts, or, they may hear the gate hiding its pieces.

You can download from Here

This code Generates a one way portal only, you can't return using the gate you left from, but it does reset for other player to use..

Put the wormhole in some far out corner of your map, where nobody will see it, make sure it doesn't touch the terrain

EE
« Last Edit: July 19, 2008, 08:36:55 PM by Eagle_Eye » Logged

OldMan.
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« Reply #2 on: July 19, 2008, 05:07:10 AM »

Info to all Nile and NLH user !

NLH8 got a Space-Gate-Wizard (on SG-Map's).
so its very simple to create an sure - working SpaceGate Script.

simple pick the name from that box, next and so on.
the box show up only the special needful items from your map you need in the moment, so no searching and typing.
- automaticly code creating
- automaticly group creating

if you wish, you also can insert all needful Items (as ready unit), with one click in your map (TAB Block). Template include.
all you have to do is to move it to the right spot.

Space-Gate-Wizard now also in the NLH8 DEMO(9) available.
Important you have to use a sg-mod map, otherwise you can't load the (Block) template and you can't open the wizard (wac-editor)










edit: follow this link for a video on how to do this
http://www.sgmod.dfreload.com/sgm/index.php?option=com_smf&Itemid=47&topic=303.0
« Last Edit: April 22, 2011, 07:42:49 PM by Luke Nadewalker » Logged

Luke Nadewalker
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« Reply #3 on: July 19, 2008, 04:29:16 PM »

UPDATED

V1.2.02
« Last Edit: July 19, 2008, 04:31:31 PM by SGM Luke Nadewalker » Logged
Jobiwan
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« Reply #4 on: August 08, 2008, 10:08:06 AM »

What am I doing wrong?Huh   Undecided

I've used SGLH, I've triple checked the numbers, I've even done it over from the start.  The 'gate closes in #' countdown seems to start when I go through the gate (I thought it normally starts when you reach the destination gate?).  When I reach the destination, there's about 12 seconds left on the countdown, but when it reaches zero nothing happens.  Then about 10 secs later the gate closes and all the items are hidden again.

I've not modified the wac that SGLH produces in any way.

Any ideas?

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Tacoma
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« Reply #5 on: August 08, 2008, 11:36:35 AM »

That?s the way it?s suppose to work. The time starts at the point the gate is opened. You then have a certain amount of time to get in the gate before it closes. If you didn?t go through the gate and you stayed at it?s source, you would see that gate close at the end of the timer.

So you ask ?why does the destination close at the same time?? The answer to that is because of two reasons. The first, and most obvious, is because if you jumped into the gate at the last possible second you would have to go through the wormhole. It takes about 8 seconds to fall through this and materialize at the destination gate. It would look funny to have somebody come out of the destination side when the gate is closed, so the destination gate stays open longer to accommodate this. The second reason is because there is a sound effect that relates to each gate closing and you can?t have sound effects come from two locations at the same time, so separating the time for each animation and sound effects works better.
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Jobiwan
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« Reply #6 on: August 08, 2008, 01:58:26 PM »

Cool, thanks for the explanation, it's been driving me nuts.

Back to the mapping.  Grin
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Mr.Bobert
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« Reply #7 on: August 25, 2008, 03:50:41 AM »

is there a way to make the wormhole stay open longer?



EDIT: and could u possibly make a rings platform helper? 
« Last Edit: August 25, 2008, 03:54:28 AM by Mr.Bobert » Logged

Luke Nadewalker
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« Reply #8 on: August 25, 2008, 07:32:48 AM »


EDIT: and could u possibly make a rings platform helper? 

why? the code you need is already on this website! (mappers bible)
« Last Edit: May 31, 2009, 11:48:45 AM by SGM Luke Nadewalker » Logged
We Are BORG !!!
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« Reply #9 on: January 09, 2010, 04:37:16 AM »

Gotta question about the "Trial Mission" above.

I downloaded it & it works... However the wac file doesnt have normal ssn numbers in it. So how does it work?
« Last Edit: January 09, 2010, 04:57:39 AM by We Are BORG !!! » Logged

We Are BORG !!!
Luke Nadewalker
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« Reply #10 on: January 09, 2010, 05:23:45 AM »

because its a MED map (.bms file)
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devilmedic
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« Reply #11 on: April 22, 2011, 10:22:14 AM »

I have mad a map the gate actives bu when i enter the protal i get a system dump? any one know y?
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Luke Nadewalker
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« Reply #12 on: April 22, 2011, 07:33:04 PM »

assuming you dont have any other MAJOR problems elsewhere in your wac file:

your numbers are wrong, or you used the wrong objects.

use the items checklist tab to assist you
« Last Edit: April 22, 2011, 07:41:27 PM by Luke Nadewalker » Logged
devilmedic
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« Reply #13 on: April 23, 2011, 09:45:58 AM »

oo thx  i used the wrong teleport object. use the  marker silly me thx luke


devilmedic
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devilmedic
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« Reply #14 on: April 25, 2011, 11:08:56 AM »

well i got the gates working but when the timer hits 21 it starts skipping down and i have no time to get to the gate from the sgc-gateroom control room part of the building. any way to fix that?
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