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Elite Force 1 and 2 General Yib-Yab (Off Topic)
Discuss anything related to Elite Force 1 & 2 here.

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3235877
Re: [EF2] Question...
Patrick_Mollohan
September 24th, 2006 01:20 PM
Yes, but I'm saying to use the Virtual Voyager feature and convert it into a mod FOR EF2. Just a suggestion.
3236062
Re: [EF2] Question...
AdmiralHocking
September 24th, 2006 02:07 PM
That is illegal. It is against the law to take somthing from one game and put in another. (not counting community made properties)
3236488
Re: [EF2] Question...
Chrissstrahl
September 24th, 2006 05:09 PM
I'm not sure if it is illegal, but that sux a ef1 map imported to ef2 looks realy ugly, there are a few maps from ef1 in ef2 imported by fans and this maps are very ugly and a lil unhandy in teh ef2 engine...
3237517
Re: [EF2] Question...
Pille
September 26th, 2006 04:06 AM
It is illegal, the network administration and I have made our point pretty clear there in a previous topic.
3310720
Re: [EF2] Question...
Chrissstrahl
October 23rd, 2006 07:34 PM
Here my Script tested and complete with a map....
As attachment...



//----------------------------------------------------------------------
//----------------------------------------------------------------------
//
// EF2 Map Script File
//
// Map: mp_shuttle
// Script By: Christian Strahl (Chrissstrahl)
// Geometry By: Christain Strahl (Chrissstrahl)
// Created on: ??/Oct/2006
// Version: 3.0 pre/alpa
//
// Feedback: chrissstrahl[€]yahoo.de
// Website: www.hazardmodding.chrissstrahl.de
// Organisation: HazardModding
//
// ABOUT THE SCRIPT
// ################################################## ###################
// Print Position To Consol - Script 02:09 24.10.2006 [CET]
// I did use a early version of my map mp_shuttle for demonstration.
// Your Position will be printed into the console each 5 secounds...
//----------------------------------------------------------------------
//----------------------------------------------------------------------


// Definie Start Vars
//----------------------------------------------------------------------
// Definie them at first so each included script can read them.
// Do not type the vars in Lowerchase, this makes you harder to find them.
//----------------------------------------------------------------------
float refresh = 5;
vector possi;
string possiX;
string possiY;
string possiZ;


//Declare the script functions
//----------------------------------------------------------------------
// So you can call each function from each position in the script
// If you do so, you can save you a lot time by simplier scripting
//----------------------------------------------------------------------
void main();
void gimmePosition();


// main()
//----------------------------------------------------------------------
// Here you can put stuff in wich shoud start on map loading
// If you wana have a thread keep running you shoud better
// Start a new Thread and not use this one!!!
//----------------------------------------------------------------------
void main()
{
thread gimmePosition();
}


// gimmePosition()
//----------------------------------------------------------------------
// Prints the players position to the Console
//----------------------------------------------------------------------
void gimmePosition()
{
while(1)
{
possi = $player.getorigin();
possiX = vectorgetx( $player.getorigin() );
possiY = vectorgety( $player.getorigin() );
possiZ = vectorgetz( $player.getorigin() );
print("Your Position\n");
print("-----------------------------------------------\n");
print("X:" + possiX);
print(", Y:" + possiY);
print(", Z:" + possiZ);
print("\n-----------------------------------------------\n");
wait(refresh);
}
}
//Eof (NOTE: This EMPTY line below is required at each script file, dono why!)
3314760
Re: [EF2] Question...
Zephyrkage22
October 25th, 2006 12:46 PM
I just want to add that this is VERY possible- we've successfully gotten to an attrexian colony map on an online multiplayer server one time.
3314838
Re: [EF2] Question...
Chrissstrahl
October 25th, 2006 01:29 PM
Just to keep you guys here up to date, thats what i wrote in Zypers forum.


- You don't need accutly to mod the game it self, just the maps.
- You can change the missions scripts and maps for the SP maps to make them working in coops mode.
- You can delete all cinematics cuz cienematics are in the map script.
- You can spawn weapons and other stuff on the map, you can spawn almost everything without editing the map.
- You need to know how to programm in C++.
- You can even alter scripts on MAC pc's heres a good powerfull editor http://www.barebones.com/products/bbedit/ (its not freeware!).
- There are no Spawnpoints on SP maps for Multiplayer missions, you have to spawn them on the maps via script or what ever.
- I've made a script wich can automaticly detect if the game runs in sp or mp mode, this can help you out with a few problems later. You Can find it on www.hazardmodding.chrissstrahl.de sp_mp_detection"direct download".
- For windows you can find many editors, tow good of them are: Notepad2 and Notepad++.
3345893
Re: [EF2] Question...
Chrissstrahl
November 8th, 2006 12:11 PM
Okay, heres a lil update:
- The EF2 maps for sp don't have mp-spawnpoints, with out those all players start at teh location 0.0.0 on the map, on some maps this location is out of the map in the void, and so you start falling off...
- I don't know how i've managed this spawnpoint issue before but i was not able to figure it out again.
- You can warp a players to any position, maybe this helps in future projects.
- You can add and remove all Entitys wich are accesable from script, also those with out targetname!
- You can use the most commands for multiplayer/RPG Maps.
- The EF2 engine and models are very moddable
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