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Topic: Code help... |
| U.S.S. Speed~rb |
General Member Since: Dec 23, 2006 Posts: 9936 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Sunday, Sep. 14, 2003 12:41 am |
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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] |
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| Agent007~rb |
General Member Since: Dec 23, 2006 Posts: 27798 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Sunday, Sep. 14, 2003 04:21 am |
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| 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?  |
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| U.S.S. Speed~rb |
General Member Since: Dec 23, 2006 Posts: 9936 Last: Dec 23, 2006 [view latest posts] |
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| skinner~rb |
General Member Since: Dec 23, 2006 Posts: 1241 Last: Dec 23, 2006 [view latest posts] |
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| Bluehair~rb |
General Member Since: Dec 23, 2006 Posts: 109 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Sunday, Sep. 14, 2003 02:41 pm |
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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] |
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| U.S.S. Speed~rb |
General Member Since: Dec 23, 2006 Posts: 9936 Last: Dec 23, 2006 [view latest posts] |
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| Bluehair~rb |
General Member Since: Dec 23, 2006 Posts: 109 Last: Dec 23, 2006 [view latest posts] |
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| Phenom~rb |
General Member Since: Dec 23, 2006 Posts: 35 Last: Dec 23, 2006 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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