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!
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
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:
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.
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:
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!!
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.
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.
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.