Arma 3
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Stargate ARMA Beta
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Data Type: Mod
File Size
Posted
Updated
3.504 GB
Aug 4, 2017 @ 4:03pm
Jan 25, 2024 @ 4:03pm
207 Change Notes ( view )

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Stargate ARMA Beta

Description
Pre-Release Test of Stargate ARMA Workshop

This mod also bundles workshops of StarGate_Assets , SGA Gate System, and Stargate_waugh_Lord.

Chat with us on discord: https://discord.gg/tWzkwCg.


Shout out to my old friends/devs, from the old StargateAssault team including Major Pain; Poweruser; Matt SG-3; icewind.123. You will see a lot of their work combined with ours!

This mod also bundles workshops of StarGate_Assets , SGA Gate System, and Stargate_waugh_Lord.

Special thanks to Garry's Mod Carter's pack team!

Full credits can be found on our website wiki.

***Do not modify or redistribute with out permission***
97 Comments
Dash Rendar Apr 15 @ 3:16pm 
Hi! Loving this mod, excellent work! I have questions about some aspects of this mod on a dedicated server, specifically:
- In Eden Editor I'm able to drive vehicles through the wormhole, and have them appear on the other side. On the server anyone in the vehicles crash / die on what would be the exit sequence. MALPs work just fine, what do I need to do to fix this?
- Is the Goa'uld bombardment module syncable to a trigger? If so, can you point me in the right direction? I've tried trigger syncing, via Editor and script, waitUntil, and BIS_fnc_initModules_disableAutoActivation, and none work.
- Doors on the SGC, outside blast doors / elevator, are not opening. I have the asset enabled / loading from the mission.sqm, not InitServer.sqf, but I'm wondering if it's an Exile thing, or a mod conflict.
- Link to mods I'm running on the server: here .
Any help would be appreciated! Thanks!
Lufian Feb 14 @ 4:56am 
Very good to hear that this is still being worked on
Jack Oniell  [author] Jan 22 @ 12:38am 
@SantoriumOrigin forgive our slow progress. So little time now a days. Work continues at a slower pace. Icecool has made progress on new code that means hopefully fewer bugs in the gate system. Also we did have a server running with some of that capability. Its just allot of time and resources to manage.
Jack Oniell  [author] Jan 22 @ 12:36am 
@youngdragonin all mods are generally incompatible to some degree. Usually minor issues. For ACE ensure you disable secondary explosions caused from destroyed vehicles. (A known deathglider sound bug)
Jack Oniell  [author] Jan 22 @ 12:34am 
@Boobies this is already in the vanilla game. Just set it up in the editor, you can assign game masters or zueses to build stuff. You can even make it a player class with a bit of scripting. Or a tool like UGV or malp. =)
SantoriumOrigin Jan 5 @ 11:59pm 
could you do a coopertion with the Antistasi team? it would be AMAZING to lead an Tok'Ra Resistance or play as an Isolated Outpost of some kind... that would be a dream!
youngdragonin Dec 29, 2024 @ 5:13am 
does this automatically go with ace mod ?
Boobies Oct 11, 2024 @ 12:24am 
Would there be any kinda of base building like in the Epoch mod? That would be golden for establishing outposts
Cleo28 Sep 23, 2024 @ 10:30am 
That would be really great :) Thanks for the work
Modern Spartan Sep 22, 2024 @ 6:19pm 
Im still just hoping for that Wraith Dart with jet movement! 2 years and still hopin :D