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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Code help...
U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
[view latest posts]
Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Sep. 14, 2003 12:41 am
I need help in coding a small mod...

Not a big one. I'm building my portefolio in the format of a map (A museum you can visit)

I know close to nothing about coding.

A few point I need :

- No menu ingame
- When launch EF, load a map directly without seeing any menu
- A trigger entitie that when triggered quit the game
- The player must start with no weapon

That's it. For showing no hub, I can always set the .cfg to do cg_draw2d 0 when starting the game.

Up to now, I only have maybe a idea of how to do the trigger_quit entitie...

In "g_trigger.c":
Code Sample
void trigger_quit( void)
{
       trap_Cmd_ExecuteText( EXEC_NOW, "quit\n" );
}


Someone has an idea for the other point, and maybe let me know if that trigger would work?
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Phenom~rb
General Member
Since: Dec 23, 2006
Posts: 35
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Sep. 14, 2003 01:17 am
Your the legendary U.S.S. Speed, surely you have conenctions to great coders?
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Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
[view latest posts]
Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Sep. 14, 2003 04:21 am
Quote (U.S.S. Speed @ Sep. 13 2003, 8:50 pm)
There is some other rare coder that submit mods to EFFiles, but they just passed...

Wait, what do you mean by that? :s8:
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U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
[view latest posts]
Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Sep. 14, 2003 04:37 am
It's what happen after a beer... I mean they were just passing by.
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skinner~rb
General Member
Since: Dec 23, 2006
Posts: 1241
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Sep. 14, 2003 12:43 pm
contact meon icq 75755262 i might be able to help
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Bluehair~rb
General Member
Since: Dec 23, 2006
Posts: 109
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Sep. 14, 2003 02:41 pm
If skinner cannot help you, you could ask neural link. He recently released Team Elite 2 and then should be able to give you an answer quickly.

Quote
It's what happen after a beer... I mean they were just passing by.


Does this apply to me as well? I have always been devoted to the EF community since my registration here, and this is not over. I am just not a super poster addict.

Quote
I'm trying to learn C++, but EF code is everything but easy"


I would suggest you to begin C programming before C++, although opinions are gathered on this subject. C++ is less friendly to approach than C but remains fully compatible with it, which means you can use C syntax within a C++ project. Anyway, C++ mainly brought to C the concept of objects (classes, templates ...), as well as useful improvements on how to structure the code. Also, C is more didactic than C++. And this is an important point as programming can be v-e-r-y frustating sometimes.

EF code is mainly C code embedded in a C++ project, except Icarus sections. q3map is a 100% C project, with tons of unused code inside; it is very difficult to add new things in such a thing.

EF code is not complicated when you know the mechanics; it is just a complex project.

----
Two coding links:

* GameTutorials
* The Code Project

The second one is more advanced; but if you want to build Windows programs (with a GUI ...), then this would definitively be the best way to go.
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Scooter~rb
General Member
Since: Dec 23, 2006
Posts: 751
Last: Dec 23, 2006
[view latest posts]
Level 7
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Sep. 14, 2003 03:27 pm
"stvoy.exe +map yourmap" ?
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U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
[view latest posts]
Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Sep. 14, 2003 04:21 pm
That's cool... Skinner show me how to code every part needed to make the mod...

Untill I just found that I have not the softare needed to build the #### .dll...

Anyone have the possibility to do so?
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Bluehair~rb
General Member
Since: Dec 23, 2006
Posts: 109
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Sep. 14, 2003 04:50 pm
You need Visual C++ here. If you don't have it, you can email me your sources (zipped) so I will be able to send you back the corresponding dlls :)

My address (replace NOSPAM by @): bluehairNOSPAMwanadoo.fr
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Phenom~rb
General Member
Since: Dec 23, 2006
Posts: 35
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Sep. 14, 2003 04:55 pm
Well, generally before you learn C++ you should learn something like VB, then do C, then C++.
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