Startrek: Elete Force2

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tltrude
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Startrek: Elete Force2

Post by tltrude »

If any mappers have the game "Startrek: Elete Force2", please contact me by e-mail!

I am converting an EF2 map (from the GDK editor download) to Mohaa. There is a func_explodeobject in that map that works somewhat in Mohaa. But I need a file (.cpp) from the code folder of the real game to get it working completely. Once it is working, any mohaa mapper will be able to use it to set up quick exploders!

The map is turning out great!

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Zip
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Post by Zip »

Cool, looks great tom :) Good luck with it
Zip :?
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m0g
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Post by m0g »

you still need the file?
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tltrude
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Yes

Post by tltrude »

Yes
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Post by m0g »

Im not sure to look for :?
There's an explosion.cpp that has some info about; func_explodeobject.... It's late now so im off to bed, but i'll post the cpp-file tomorrow when i wake up ;)
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Post by jv_map »

You could simply make your own cpp file :wink:
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cpp

Post by tltrude »

I did make my own cpp file. But, I don't know what the little check boxes they have checked do because there are no lables on them. The func_explodobject uses the fx/fx_explosion.tik, which was never finish for Mohaa. It also uses three metal debris tiks that are not in the game:

models/obj_debris_metal1.tik
models/obj_debris_metal2.tik
models/obj_debris_metal3.tik

I made them using other metal tikis, but I can't get the debris to fly out from the object--it appears and fades away slowly. So, if You can send those 4 tikis too, M0g, it will work even better.

Thanks M0g, I'll be waiting.
Tom Trude,

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Post by m0g »

aaaah, sorry for keeping you all day :oops:
well here it is, tell me if there's anything else you need or if there's something missing:

http://m0g.mine.nu/tltrude/

You mentioned the fx/fx_explosion.tik (3), only found three regarding to the debris_metal... there plenty others aswell!
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tltrude
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Wow

Post by tltrude »

Wow, that cpp file answered questions I had been working on for weeks! Here is what it says func_explodeobject can do:

************************************

Spawns different kinds of debris when triggered. Triggers any targets.
Size of brush determines where explosions and debris will be spawned.

************************************

The tik files you posted were not the ones it uses. Here is a list, but I would still have to convert them to use textures that are in Mohaa.


fx_explosion.tik // this one I would really like to see

fx/fx_debris_metal1.tik
fx/fx_debris_metal2.tik
fx/fx_debris_metal3.tik

fx/fx_debris_rock1.tik
fx/fx_debris_rock2.tik
fx/fx_debris_rock3.tik
fx/fx_debris_rock4.tik

other valid tiki files include:

obj_debris_glass1-4.tik //there are four each
obj_debris_wood1-4.tik //there are four each


Those last 8 tikis for glass and wood are ones you can set if you don't want to use the spawnflags for metal and rock. They are probably just loose files in the models folder. Whereas the others should be in the models/fx folders.

When I try to use the func_explode object, I get an error that says it could not find:

obj_debris_metal1.tik
obj_debris_metal2.tik
obj_debris_metal3.tik

I don't know if they are different from the fx ones, and there may be simular ones for rock as well. They should all be loose files in the models folder.

M0g, you will be the first to get this new function entity for Mohaa!!
Tom Trude,

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Post by small_sumo »

Wow quick exploders your really cooking now mate. Halflfie was so simple make a breakable and you set it to whatever gig it needs, everything just click boxes and write numbers. Mohaa really needs something less labor intensive than what its got.

Btw Great looking map mate, very tricky.
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Yeah Truth above Honor Man ;)
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Post by m0g »

ok, im lost :? :)
i've put up several folders with files... (extracted from .pk3)
Browse through them to see if you find what you need....

http://n0lla.homeip.net/tltrude/
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hmmm

Post by tltrude »

Well I found the fx_exploder.tik file, but I guess the makers of EF2 did not bother with the "METAL_DEBRIS" and "ROCK-DEBRIS" spawnflag options either. The fx metal debris files were there, but they were empty shells, as far as the tiki files go.

I will keep working on it--it still works fairly well even without those two options.

Thanks again M0g!!!!
Tom Trude,

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Post by Random »

Well as long as you are talking about setting things up quick and easy maybe you can help me find the way they set up the Dynamic lights in their version of Radiant(I think its called GDK but i have no real idea).

The point is if you want a blinking light you hit the dynamic box in radiant and in key give it a name then in value you simply type something like 111000111000111 which mean on on on off off off etc etc and will loop like that.

Has anyone else seen this as well?
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Post by small_sumo »

dynamic box ???


Sorry if I sound noobish.

:oops: :oops: :oops:
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tltrude
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GDK

Post by tltrude »

Sorry, I don't know much about the Elete Force 2 GDK radiant. I tried to get it to work with Mohaa, but failed.
Tom Trude,

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