Author Topic: TUROK 2 ASCENSION  (Read 36910 times)

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #10 on: July 30, 2018, 10:21:23 PM »
Shoulder lamp is in. Works great.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #11 on: July 31, 2018, 12:25:57 AM »
Does anybody know how to get the player.script to check whether or not the weapon he is using has a scope enabled? In Weapon.scripts it's a simple self.ScopeReady() but with the player.script it's more complicated than that. I tried a lot of different ways including if(self.Weapon().ScopeReady()) but nothing ever works.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Rok

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Re: TUROK 2 ASCENSION
« Reply #12 on: August 02, 2018, 01:50:01 AM »
Sounds like fun  :treasure:
Raptor Rok is metal.

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #13 on: August 03, 2018, 11:04:58 AM »
Worked on the Plasmagun some more last night. I hadn't done too much for it so I figured I needed to. Primary fire only uses 1 round per shot now instead of 5 and fires a railgun like beam that penetrates through all monsters. So line them up for multiple kills. When in scoped mode the weapon fires an explosive projectile similar to the Alien Weapon's from Turok 1. It has that double explosion that deals serious damage at the cost of 75 ammo per shot. It's awesome.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #14 on: August 04, 2018, 03:36:46 PM »
All monsters in the first 2 worlds have a complete set of death skins. Next group will be the purlins.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #15 on: August 04, 2018, 10:31:14 PM »
Feature list updated.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #16 on: August 06, 2018, 05:45:36 PM »
Reconfigured the entire Flamethrower projectile system and now the Flamethrower will leave behind fire on impact that burns for a little while and does fire damage over time. It's freaking awesome.

OP updated.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Jay Doomed

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Re: TUROK 2 ASCENSION
« Reply #17 on: August 08, 2018, 10:23:58 AM »
Wanted to tell you that people are interested in this mod. We are just awaiting a download  :campaigner:
"Whatever it is, it doesn't belong in this world."

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #18 on: August 08, 2018, 10:37:09 AM »
Thanks. I'm excited to get this out as well. When I'm done making all the death skins for the monsters there should be a release. I'll probably upload a beta here to let you guys test it out before making a full release at ModDB. You guys can be my guinea pigs.  :grin:

I'm currently trying to get the Warblade and the Razor Wind to use bloody versions of their skins when using their melee attacks. Of course the Razor Wind gets blood on it when throwing the weapon with the Alt Fire button like usual, but the primary attack which is a close range melee attack does not. I want to make it happen by getting the monsters to check what projectile and weapon is hitting them in their "OnDamage" section of their script and then make the weapon the player is using at that time change its skin to a bloody one. I've been trying some code out that I use to make monsters use their death skins which should work for this as well, but I keep getting Exception NULL errors and crashes. Any ideas?
« Last Edit: August 08, 2018, 10:38:20 AM by Victorious_Games »
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #19 on: August 09, 2018, 09:09:31 PM »
I got it all working now. The Nuke, Razor Wind, and Warblade now get red and green blood on them when hitting monsters with their melee attacks. And the blood only goes away when teleporting or loading up a map. So no more throwing the Razor Wind to clean it off.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

 

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