The HaZardModding Coop Mod allows you to play the Single-Player Story and all the Secret levels Co-Operatively in Multi-Player. Supporting up to 8 players via LAN or Internet. Each Player can chose one of 3 Classes with specific abilities, to support the Team. Using the Tricorder primary scan mode when close to a Player, will activate the specific Class ability.

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Version 607 is a major release with many new Features and lots of fixes.


stef2 hzm coop mod 607 newmaps


With this massive update to the Coop Mod, we are confident to have reached a state of stability and reliability that surpasses the Vanilla game.


stef2 hzm coop mod 607 bots


With over 300 changes (again) it is kind of hard to pick only a few changes to be representative.
How ever, we think these few selected changes will give you a good overview of what has changed.
In the future we will focus on providing more Content, like the long awaited Enterprise-E from Gsio.
We would also like to add some Stargate stuff (we have sounds and models), but we really need mappers.

Most notable new features:
- New votes: Deadbody Count, Addbot, Kickbots, Airaccelleration, Stasistime, Teamindicator, mp_modifier_* - gametypes,
- New coop command: !targeted
- New coop developer/admin commands: !reboot, !noclip, !endlevel, !login , !showspawn, !hidespawn, !testspawn
- New maps: coop_aftermath5, coop_equinox, coop_rotec8, prf_groupdeath
- New Server Management function: Configstrings clean-up (prevents cl_ParseGamestate: bad command byte -1)
- Hide/Show feature for: Player Health and Class, Playername, Selected Class hud
- Many new Coop related English and German localstrings for localized info/menu text
- Dead Bodies remain, the bodies of killed NPC will stay (until certain limits are reached)
- Communicator has now buttons for !transport and othet Coop functions/commands
- Message of the Day feature, using new cvar mp_motd
- Admin login, type !login in coop (you need to set code in cvar coop_admin)
- Ammo Regeneration Rune is now regenerating weapon ammo at 10 units per sec, other ammo types will regenerate 4 units
- Speciality Class of the player will be restored on respawn
- Picked up ammo will be given to all players (can be picked up as long as any player needs ammo)
- Automatic dialog length adjustment for English and German, using VLP-Files
- Failsafe for m2l2-sfa if Korban gets stuck in the lift
- More detailed error-logging to coop_settings.ini
- Bots added via callvote will be limited by the new cvar sv_maxbots
- Reduced Extra Nettraffic created by the Coop Mod about 50%
- Nightvision changed to a lighter green modern look
- Various significant UI,C++ and Script performance enhancements
- Various fixes, changes and additions allow now even more complex mission maps

Most notable fixes:
- Crash that occurred very frequently with Basher AI when all players are dead
- Coop Radar not working when in 3rd Person view
- Crash when adding bots via rcon
- Spawning with no weapons in Singleplayer coop maps
- Dynamic Lights being dark on dedicated servers when they should be on
- GBS Mod sialog files playing German and English together (seperate pk3 files)
- Bots counted as players when calling a vote (bots never cast a vote)
- Timelimit and Pointlimit not updating when changed for the current level
- Showing Player name when targeting a different entity than a player (Playername shown Door)
- Tricorder Puzzles sometimes not working in Singleplayer
- Various minor issues on multiple coop and test maps
- Player being notsolid when joining in from Spectator on regular Multiplayer
- m6-deck8_redalert, Tuvok blocking players, preventing them to enter Jefferies Tube (mission stuck)

Pictures of the new new Features:
- killed Enemy bodies staying on the level
- improved immersion settings

stef2 hzm coop mod 607 deadbodie


hzm coop mod stef2 607 immersion


Special thanks to My Mom and MJ to report many issues.
Special thanks to MJ to suggest new Features (Deadbody, Airacceleration).

Changelog of version 6.07

Changelog of version 6.07

News

Very detailed changelog of version 6.07 (2019.12.24)

New Coop Mod relased, updates comming

New Coop Mod relased, updates comming

News

We have just released a new Coop Mod for a different Game...

Cangelog of version 6.06

Cangelog of version 6.06

News

Changelog for the version 6.06 of the HZM Coop Mod for EF2

HaZardModding Co-op Mod 6.05 is here

HaZardModding Co-op Mod 6.05 is here

News

Version 6.05 is here, new with Last Man Standing, Respawn punishment time, WalkTo Deadlock Prevention, 4 new levels of the Aftermath Episodes Mod and...

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HaZardModding Co-op Mod 6.07

HaZardModding Co-op Mod 6.07

Full Version

Version 607 is a major release with many new Features and lots of fixes.

Master Server patch for Star Trek: Elite Force 2

Master Server patch for Star Trek: Elite Force 2

Patch

This program will patch your EF2 main executable, so that it will use the new community Master Server. You will then see Internet Servers inside the game...

Elite Force II - Fixed C++ Game Source Code

Elite Force II - Fixed C++ Game Source Code

Source Code 2 comments

This code has been patched by GSIO to work with VisualC++, tested in VC 2005 and VC 2010. This is the game source for Star Trek Elite Force II. The package...

STEF2 HZM Coop Updater Tool

STEF2 HZM Coop Updater Tool

Installer Tool

Updater tool installing and updating the HaZardModding Coop Mod for Star Trek Elite Force II.

HaZardModding Co-op Mod 6.06

HaZardModding Co-op Mod 6.06

Full Version

This version contains some fixes but mostly new features regarding certain kind of triggers.

HZM Coop Script Mod 5.16b - OUTDATED

HZM Coop Script Mod 5.16b - OUTDATED

Full Version

Please note that this version of the Coop Mod is fully working but it is not the latest version.

Comments  (0 - 10 of 45)
Guest
Guest

Thanks for a great mod. I was also looking for some general mods for ef2 (graphics etc) but couldnt find much. You got any sites to recommend?

Also, was wondering if you have any plans to make a co-op mod for ef1?

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Chrissstrahl Creator
Chrissstrahl

Thanks, you are welcome.
This is the best there is: Moddb.com
Try gamefront.com: Gamefront.com

No, ef1 is not as advanced with ai and scripting as ef2, it would take at least 2 years to get something decent going.
And we do not have the man power to pull it off in a timely fashion.
Besides we are busy working on Medal of Honor Coop Mod.

Reply Good karma+1 vote
NitroExpress
NitroExpress

even i am not a fan of freemasonic nasa and their fake globe model/lies,
i really enjoy star trek AND THIS MOD deserve much more credit imao
specialy when you have made it almost alone !

well done !!!

sehr gute Arbeit & Danke vielmals

this mod is pure Qapla'

Reply Good karma Bad karma+3 votes
Chrissstrahl Creator
Chrissstrahl

NitroExpress
Thanks a lot ;)

Reply Good karma+3 votes
Guest
Guest

Hello,

When I went to install Stef2_HZM_coop_mod_601b_eng.exe it says STEF2 is not installed in this directory. I selected the root folder for Elite Forces 2. Not sure how to fix.

Reply Good karma Bad karma+2 votes
Chrissstrahl Creator
Chrissstrahl

Hi, it goes much faster if you use the actual contact functions, because I do not get notified of new comments on Moddb.
That seams to be a error with the installer, you need to make sure that the path the installer shows you is exactly like the path you have your game in. The installer sometimes adds \EF2 to the path you selected. Sorry for your trouble, but it might cheer you up to hear that there will be a updating tool soon, that will replace the installer and allow you to update the coop mod by a click of a button ;)

Reply Good karma+2 votes
Plokite_Wolf
Plokite_Wolf

Wow, you guys are still going. +9001 for determination :)

Reply Good karma Bad karma+3 votes
Chrissstrahl Creator
Chrissstrahl

Thanks, we have a few plans, for the Mod, a GUI based Server Start Tool (The UI is already done), more maps from other (singleplayer) mods. Finally the RPG Enterprise E as a Coop Map, with tons of interactivity.

Reply Good karma+2 votes
Rico86
Rico86

Helo crisssthrahl, the cgynus mod is complate? playable?
Can i help you finishing the mod?

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Akula079
Akula079

Hey Rico, Sorry it's taken a while to get back to you; I'm not often on ModDB so hadn't seen your message until today ^^;

Cygnus is still very incomplete atm, a lot of the mapping work that is complete needs polishing and most of decks 3-5 aren't yet done. I've started to take it more in the direction of a full single (possibly multi with Chrisss' help!) player story line, and a lot of my more recent work has been on creating example maps for the story line.

If you're interested in potentially helping with development then drop me a PM and we'll talk about it :)

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Chrissstrahl Creator
Chrissstrahl

I am not the Developer of the Cygnus Mod I'm just a bit involved in it. How ever, I have notified the Developer about your Comment, maybe he will soon reach out to you.

Reply Good karma+2 votes
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