Author Topic: Turok Lives Again Mod  (Read 27355 times)

Offline Victorious_Games

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Re: Turok Lives Again Mod
« Reply #50 on: September 13, 2018, 09:14:01 AM »
Use ConsumeAmmo() in it's script.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Raptor Dan

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Re: Turok Lives Again Mod
« Reply #51 on: September 13, 2018, 10:34:55 AM »
Use ConsumeAmmo() in it's script.

It consumes ammo rapidly instead of every time it fires.
The amount the gun consumes ammo every time it fires is supposed to be defined in weaponinfo.txt
Code: [Select]
Weapon kWpn_Tommy
{
    offset                  "10 70 27.2"
    actor                   kActor_Wpn_Tommy
    defaultWeapon           FALSE
    owned                   TRUE
    allowUnderwater         FALSE
    allowLand               TRUE
    allowMultiplayer        TRUE
    noCheatGiveWeapons      TRUE
    icon                    "gfx/hud/weapons/tommy-icon.png"
    ammo                    "Ammo_Tommy"
    initialAmmoAmount       25
    projectileParticle      kParticle_Bullet
    projectileOffset        "-2 4 2"
    ammoConsumption         1
    charMeshIndex           kWpnChar_Pistol
    priority                7100
    slot                    5
    pickupTypeID            kActor_Item_WpnTommy
    quickslot               4
}

After I changed the animation, it doesn't consume ammo.
However, changing the animation back to the base pistol animation makes it consume ammo again. This is stumping me, there should be no differences between the animations other than the particle they fire.
« Last Edit: September 13, 2018, 11:29:26 AM by Raptor Dan »

Offline Victorious_Games

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Re: Turok Lives Again Mod
« Reply #52 on: September 13, 2018, 12:00:41 PM »
So it's not consuming ammo with the new animation? Have you checked the difference between the pistol bullet and the new bullet? Does it consume ammo with the new animation if it fires the original pistol bullet? You used fireprojectile not spawnparticle right?
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Raptor Dan

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Re: Turok Lives Again Mod
« Reply #53 on: September 13, 2018, 12:29:45 PM »
So it's not consuming ammo with the new animation? Have you checked the difference between the pistol bullet and the new bullet? Does it consume ammo with the new animation if it fires the original pistol bullet? You used fireprojectile not spawnparticle right?

It's the same particle, animation, and all. All I changed is the particle it fires, and yes it's using the fireprojectile flag, nothing else has been changed.
Don't have time to test some more because I have work, but if you want to troubleshoot it while I'm gone then have at it. I've tried everything, to defining lines unique to the tommy gun only and all. Here: https://www.dropbox.com/s/gg0uhknvqbleyig/lives-againv1.kpf?dl=0

Offline Victorious_Games

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Re: Turok Lives Again Mod
« Reply #54 on: September 13, 2018, 12:41:12 PM »
I'm at work already. I'll check it out when I get home.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: Turok Lives Again Mod
« Reply #55 on: September 13, 2018, 09:25:04 PM »
I don't know why it's not working as it should but if you make the "OnBeginFire" section of the tommy.txt script file look like this it uses ammo. By adding the "ConsumeAmmo" command it fixes your problem.

Code: [Select]
    /*
    ==============================================================
    OnBeginFire
    ==============================================================
    */
   
    void OnBeginFire(void)
    {
        m_fYOffset = 5*GAME_SCALE;
        m_fReturnTime = 0.0f;

      self.Owner().ConsumeAmmo(1);
    }
« Last Edit: September 13, 2018, 09:25:41 PM by Victorious_Games »
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Raptor Dan

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Re: Turok Lives Again Mod
« Reply #56 on: September 14, 2018, 12:56:02 AM »
I don't know why it's not working as it should but if you make the "OnBeginFire" section of the tommy.txt script file look like this it uses ammo. By adding the "ConsumeAmmo" command it fixes your problem.

-snip-
Champion, thanks for the help!
After much troubleshooting, I'm proud to release a much more polished Tommy Gun for this mod!
GET IT HERE: https://www.dropbox.com/s/8x82hdyyub92v12/lives-againv1-tommy-new.kpf?dl=0


For comparison, the original Tommy Gun from Turok Lives Again wasn't much to brag about, and functioned more like an automatic shotgun because creating new weapons probably wasn't the original creator's forte.

I've taken the liberty to completely overhaul the mod's Tommy Gun, turning it into a proper SMG with unique particles and projectiles, using a different animation set, new sounds, and some slight balancing. The gun is as powerful as the Pistol or the Mag 60 but is much less accurate than both, delegating it to short to medium range combat. It's faster to lay down firepower than the Firestorm Cannon, but it's much less efficient because of its spread and it doesn't fire 2 shots at once (not the case in multiplayer).

There's still the issue of the model being WAY too long to render as a viewmodel and ends up cutting off the rest of the barrel, but to fix that requires a whole new model and I'm sure not many people are willing to model something like that.
« Last Edit: September 14, 2018, 10:59:16 AM by Raptor Dan »

 

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