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Messages - ilgm

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11
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: July 13, 2017, 08:03:21 PM »
Newman's secret room is now in Zoom City. It's supposed to be a white void but SSAO kinda ruined that illusion. I fixed that by changing the room into a sphere, but the lines still show if you use SAO.

Also a cannonball launcher to replace the scorpion launcher.

postal and BehemothProgrammer found a kexstudio bug that adds to the map's filesize and loadtime with every save after loading the map. Stuff like "ammo_weight_13" gets added to generators every save, which pretty much multiplies the filesize after awhile. Replacing all the generators in crossfire brought the map from 11.7mb down to 1.53mb. At first it went to 800kb but I had to save the map again cause I forgot to change some generator respawn times. I updated the download link with that version. And if anyone just wants the map without dodgeball:
https://www.dropbox.com/s/11gfdo1zdn36vc5/Crossfire.kpf?dl=0

I also loaded up turok 2 on the n64 a few days ago to compare a few things and I noticed that player height was a little bit smaller, so I matched that in dodgeball

12
I have bNetLatched on those particles to make sure they won't desync. That was also from testing on my own server, just starting up raptor fest with the purlinn gunner as the first spawn

13
I'm getting a weird bug where sometimes the enemy projectiles in raptorfest don't do any damage to players, they just pass through. I tried all sorts of things to fix it, I eventually did when I put the BP scriptcomponents in my enemies def file, but last time we played I noticed they weren't doing damage.

I just tried fixing that again, first by putting your mod into my mod and overwriting everything. That didn't fix it, so I tried just your mod with my mod's projectiles which ended up working. The weird thing is the original version of my mod, which wasn't working before, works now after loading it again. So after all that, the only thing that changed was me loading another mod and restarting steam, I'm not even sure if it's a problem with your mod at this point but I thought I'd let you know anyway.

14
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: July 05, 2017, 07:08:00 PM »
Cool there let us know when the link updates so I can update on turok sanctum :)
Oh right I should probably add a date to the download link in the OP. Last updated yesterday, so you can probably update the turok sanctum link tomorrow or later tonight cause I'll have a fixed version of one of the maps up. Edward and Kaiser found that there was an occlusion issue with one of the models

Edit:
Okay I just updated it with the fixed version of the map

15
Oh my god you actually added slapping lol. You're a hero for Turok 2 modding. Looks like one of those essential half life server addons
I really wanted some of these commands in dodgeball so thanks for releasing it. Now I can finally add fast switch for the grenade launcher

16
Yeah I found the grenade launch and charge dart. Missed most of the grenade shots too so that's probably where I went wrong with ammo lol

17
Just played through it and it's pretty good. Difficulty felt alright, had some fun with the faster shotgun, though I was completely out of ammo by the end and had to rely on my warblade and infighting lol, must've missed some pickups somewhere. The Fireborn variants were really cool too, love how the ice ones left behind trails.

18
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 21, 2017, 09:01:57 PM »
When the mod is more stable (developed), I could go through and make an "SP Friendly" version that has better balance.
Yeah that'd be good. The fact that there's barely any health pickups right now is probably the biggest problem with singleplayer. I did that for more weapon/ammo pickups in MP cause most weapons are instakill anyway


i added some more AI into Raptor Fest
Fireborn, Nala, Biobot, Primagen Trooper, Primagen Guard, Juggernaut, Cave Spider, Death Guard and Lord of the Flesh

19
Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide
« on: June 21, 2017, 08:57:41 PM »
Really helpful, thanks.

I added some AI scripts in so I can put them in Raptor Fest. Might add more later

Fireborn, Biobot, Primagen Guard, Primagen Trooper, Nala, Cave Spider, Flesh Sentinal, Death Guard, and Lord of the Flesh

Code: [Select]
Fireborn kActor_AI_Fireborn
{
    className                 "kexActor"
    placeable                 TRUE
    health                    40
    initialScale              "0.5 0.5 0.5"
    Begin_Component "kexRenderMeshComponent"
        mesh                  "char/Fireborn.skinnedmesh"
        anim                  "anims/Fireborn.anim"
    End_Component
    Begin_Component "kexWorldComponent"
        radius                40.959999
        wallRadius            51.199997
        height                122.879997
        deadHeight            20.480000
        heightOffset          0.000000
        bTrackGround          TRUE
    End_Component
    Begin_Component "kexEnemyAIComponent"
        commonFlags           40372
        startHealth           40
        startAnimID           0
        startSoundID          0
        painSoundID           0
        deathItemDropFlags1   0
        deathItemDropFlags2   0
        leashRadius           2048.000000
        aggressionLevel       0
        tranqHealth           2
        flags                 17072176
        attackCombatRadius    163.839996
        attackLeapRadius      245.759995
        attackDartRadius      245.759995
        attackProjectileRadius 1024.000000
        attackWeaponRadius    1228.799927
        groundBehavior        1
        airBehavior           0
        underwaterBehavior    0
        extremeDeathModelIndex 1
        explodeDeathModelIndex 1
        headBlownDeathModelIndex 1
        leftArmBlownDeathModelIndex 2
        rightArmBlownDeathModelIndex 3
        bodyHoleDeathModelIndex -1
        extremeDeathAnimID    7315
        explodeDeathAnimID    7310
        headBlownDeathAnimID  7310
        leftArmBlownDeathAnimID 7345
        rightArmBlownDeathAnimID 7345
        bodyHoleDeathAnimID   0
        idleAnimFlags         33
        moveAnimFlags         8452
        patrolAnimFlags       1057
        evadeAnimFlags        0
        combatAnimFlags       1
        leapAnimFlags         0
        dartAnimFlags         0
        projectileAnimFlags   4
        weaponAnimFlags       0
        comboAnimFlags        0
        normalDeathAnimFlags  8452
        movingDeathAnimFlags  4
        violentDeathAnimFlags 0
        explosiveDeathAnimFlags 1
        alertAnimFlags        1
        takeCoverAnimFlags    0
        leftArmWoundAnimFlags 1
        rightArmWoundAnimFlags 1
        fleeAnimFlags         1
    End_Component
}

CaveSpider kActor_AI_CaveSpider
{
    className                 "kexActor"
    placeable                 TRUE
    health                    150
    initialScale              "0.500000 0.500000 0.500000"
    Begin_Component "kexRenderMeshComponent"
        mesh                  "char/Spider_Adult.skinnedmesh"
        anim                  "anims/Spider_Adult.anim"
    End_Component
    Begin_Component "kexWorldComponent"
        radius                61.4
        wallRadius            92.2
        height                112.6
        deadHeight            61.43
        heightOffset          0.000000
        bTrackGround          TRUE
    End_Component
    Begin_Component "kexEnemyAIComponent"
        commonFlags           6420
        startAnimID           11200
deathItemDropFlags1   0
deathItemDropFlags1   0
leashRadius   2560.0
aggressionLevel   0
tranqHealth   20
startSoundID   0
painSoundID   841
flags   0
attackCombatRadius   204.799988
attackLeapRadius   163.83
attackDartRadius      163.83
attackProjectileRadius 921.59
attackWeaponRadius     1842.19
groundBehavior         1
airBehavior    0
underwaterBehavior     0
extremeDeathModelIndex -1
explodeDeathModelIndex -1
headBlownDeathModelIndex -1
leftArmBlownDeathModelIndex -1
rightArmBlownDeathModelIndex -1
bodyHoleDeathModelIndex -1
extremeDeathAnimID    0
    explodeDeathAnimID    0
        headBlownDeathAnimID  0
        leftArmBlownDeathAnimID 0
        rightArmBlownDeathAnimID 0
        bodyHoleDeathAnimID   0
        idleAnimFlags         1057
        moveAnimFlags         1057
        patrolAnimFlags       1056
        evadeAnimFlags        0
        combatAnimFlags       1
        leapAnimFlags         0
        dartAnimFlags         0
        projectileAnimFlags   0
        weaponAnimFlags       1
        comboAnimFlags        0
        normalDeathAnimFlags  1057
        movingDeathAnimFlags  0
        violentDeathAnimFlags 0
        explosiveDeathAnimFlags 1
        alertAnimFlags        0
        takeCoverAnimFlags    0
        leftArmWoundAnimFlags 0
        rightArmWoundAnimFlags 0
        fleeAnimFlags         0
startHealth   150
pathTID   -1

    End_Component
}

Nala kActor_AI_Nala
{
    className                 "kexActor"
    placeable                 TRUE
    health                    30
    initialScale              "0.5 0.5 0.5"
    Begin_Component "kexRenderMeshComponent"
        mesh                  "char/Nala_normal.skinnedmesh"
        anim                  "anims/Nala_normal.anim"
    End_Component
    Begin_Component "kexWorldComponent"
        radius                10.2
        wallRadius            51.199997
        height                71.68
        deadHeight            20.480000
        heightOffset          0.000000
        bTrackGround          TRUE
    End_Component
    Begin_Component "kexEnemyAIComponent"
        commonFlags           7444
        startAnimID           0
        startSoundID          0
        painSoundID           0
        deathItemDropFlags1   0
        deathItemDropFlags2   0
        leashRadius           2560.000000
        aggressionLevel       0
        tranqHealth           20
        flags                 0
        attackCombatRadius    81.839996
        attackLeapRadius      163.8
        attackDartRadius      163.8
        attackProjectileRadius 1024.000000
        attackWeaponRadius    409.599927
        groundBehavior        1
        airBehavior           0
        underwaterBehavior    0
        extremeDeathModelIndex 1
        explodeDeathModelIndex 1
        headBlownDeathModelIndex 1
        leftArmBlownDeathModelIndex -1
        rightArmBlownDeathModelIndex -1
        bodyHoleDeathModelIndex 1
        extremeDeathAnimID    7300
        explodeDeathAnimID    7300
        headBlownDeathAnimID  7300
        leftArmBlownDeathAnimID 0
        rightArmBlownDeathAnimID 0
        bodyHoleDeathAnimID   7300
        idleAnimFlags         1057
        moveAnimFlags         1059
        patrolAnimFlags       1056
        evadeAnimFlags        0
        combatAnimFlags       0
        leapAnimFlags         0
        dartAnimFlags         0
        projectileAnimFlags   1
        weaponAnimFlags       0
        comboAnimFlags        0
        normalDeathAnimFlags  1057
        movingDeathAnimFlags  0
        violentDeathAnimFlags 0
        explosiveDeathAnimFlags 0
        alertAnimFlags        0
        takeCoverAnimFlags    0
        leftArmWoundAnimFlags 0
        rightArmWoundAnimFlags 0
        fleeAnimFlags         0
startHealth           30
pathTID   -1
    End_Component
}

PrimagenGuard kActor_AI_PrimagenGuard
{
    className                 "kexActor"
    placeable                 TRUE
    health                    100
    initialScale              "0.5 0.5 0.5"
    Begin_Component "kexRenderMeshComponent"
        mesh                  "char/Elite_Guard.skinnedmesh"
        anim                  "anims/Elite_Guard.anim"
    End_Component
    Begin_Component "kexWorldComponent"
        radius                51.959999
        wallRadius            51.199997
        height                174.879997
        deadHeight            51.480000
        heightOffset          -2.500000
        bTrackGround          TRUE
    End_Component
    Begin_Component "kexEnemyAIComponent"
        commonFlags           40324
        startAnimID           0
        deathItemDropFlags1   33554432
        deathItemDropFlags2   0
        leashRadius           1024.000000
        aggressionLevel       0
        tranqHealth           20
        startSoundID          0
        painSoundID           0
        flags                 0
        attackCombatRadius    225.279
        attackLeapRadius      358.759995
        attackDartRadius      163.759995
        attackProjectileRadius 409.000000
        attackWeaponRadius    2048.799927
        groundBehavior        0
        airBehavior           0
        underwaterBehavior    0
        extremeDeathModelIndex 1
        explodeDeathModelIndex 5
        headBlownDeathModelIndex 4
        leftArmBlownDeathModelIndex 2
        rightArmBlownDeathModelIndex 3
        bodyHoleDeathModelIndex -1
        extremeDeathAnimID    7300
        explodeDeathAnimID    7325
        headBlownDeathAnimID  7325
        leftArmBlownDeathAnimID 7100
        rightArmBlownDeathAnimID 7100
        bodyHoleDeathAnimID   0
        idleAnimFlags         1057
        moveAnimFlags         1057
        patrolAnimFlags       1057
        evadeAnimFlags        0
        combatAnimFlags       1
        leapAnimFlags         1
        dartAnimFlags         0
        projectileAnimFlags   0
        weaponAnimFlags       3
        comboAnimFlags        0
        normalDeathAnimFlags  1057
        movingDeathAnimFlags  0
        violentDeathAnimFlags 1
        explosiveDeathAnimFlags 0
        alertAnimFlags        1
        takeCoverAnimFlags    0
        leftArmWoundAnimFlags 0
        rightArmWoundAnimFlags 0
        fleeAnimFlags         0
        startHealth           100
pathTID   5000
    End_Component
}

Biobot kActor_AI_BioBot
{
    className                 "kexActor"
    placeable                 TRUE
    health                    40
    initialScale              "0.5 0.5 0.5"
    Begin_Component "kexRenderMeshComponent"
        mesh                  "char/Bio-bot.skinnedmesh"
        anim                  "anims/Bio-bot.anim"
    End_Component
    Begin_Component "kexWorldComponent"
        radius                71.959999
        wallRadius            40.199997
        height                81.879997
        deadHeight            30.480000
        heightOffset          -17.500000
        bTrackGround          TRUE
    End_Component
    Begin_Component "kexEnemyAIComponent"
        commonFlags           530692
        startAnimID           0
        deathItemDropFlags1   8192
        deathItemDropFlags2   0
        leashRadius           1024.000000
        aggressionLevel       0
        tranqHealth           20
        startSoundID          0
        painSoundID           0
        flags                 0
        attackCombatRadius    307.279
        attackLeapRadius      614.759995
        attackDartRadius      163.759995
        attackProjectileRadius 409.000000
        attackWeaponRadius    2560.799927
        groundBehavior        1
        airBehavior           0
        underwaterBehavior    0
        extremeDeathModelIndex 3
        explodeDeathModelIndex -1
        headBlownDeathModelIndex 3
        leftArmBlownDeathModelIndex 1
        rightArmBlownDeathModelIndex 2
        bodyHoleDeathModelIndex -1
        extremeDeathAnimID    7300
        explodeDeathAnimID    0
        headBlownDeathAnimID  7300
        leftArmBlownDeathAnimID 7345
        rightArmBlownDeathAnimID 7345
        bodyHoleDeathAnimID   0
        idleAnimFlags         1072
        moveAnimFlags         1057
        patrolAnimFlags       1057
        evadeAnimFlags        0
        combatAnimFlags       1
        leapAnimFlags         0
        dartAnimFlags         0
        projectileAnimFlags   0
        weaponAnimFlags       1
        comboAnimFlags        0
        normalDeathAnimFlags  1057
        movingDeathAnimFlags  0
        violentDeathAnimFlags 0
        explosiveDeathAnimFlags 1
        alertAnimFlags        0
        takeCoverAnimFlags    0
        leftArmWoundAnimFlags 0
        rightArmWoundAnimFlags 0
        fleeAnimFlags         0
        startHealth           40
pathTID   -1
    End_Component
}

PrimagenTrooper kActor_AI_PrimagenTrooper
{
    className                 "kexActor"
    placeable                 TRUE
    health                    60
    initialScale              "0.5 0.5 0.5"
    Begin_Component "kexRenderMeshComponent"
        mesh                  "char/Trooper.skinnedmesh"
        anim                  "anims/Trooper.anim"
    End_Component
    Begin_Component "kexWorldComponent"
        radius                40.959999
        wallRadius            40.199997
        height                174.879997
        deadHeight            40.480000
        heightOffset          -2.500000
        bTrackGround          TRUE
    End_Component
    Begin_Component "kexEnemyAIComponent"
        commonFlags           34196
        startAnimID           0
        deathItemDropFlags1   262144
        deathItemDropFlags2   0
        leashRadius           2560.000000
        aggressionLevel       0
        tranqHealth           20
        startSoundID          0
        painSoundID           0
        flags                 0
        attackCombatRadius    225.279
        attackLeapRadius      256.759995
        attackDartRadius      163.759995
        attackProjectileRadius 409.000000
        attackWeaponRadius    3072.799927
        groundBehavior        0
        airBehavior           0
        underwaterBehavior    0
        extremeDeathModelIndex 1
        explodeDeathModelIndex 4
        headBlownDeathModelIndex 5
        leftArmBlownDeathModelIndex 2
        rightArmBlownDeathModelIndex 3
        bodyHoleDeathModelIndex -1
        extremeDeathAnimID    7300
        explodeDeathAnimID    7325
        headBlownDeathAnimID  7335
        leftArmBlownDeathAnimID 7345
        rightArmBlownDeathAnimID 7345
        bodyHoleDeathAnimID   0
        idleAnimFlags         1057
        moveAnimFlags         1057
        patrolAnimFlags       1057
        evadeAnimFlags        1
        combatAnimFlags       1
        leapAnimFlags         0
        dartAnimFlags         0
        projectileAnimFlags   0
        weaponAnimFlags       0
        comboAnimFlags        0
        normalDeathAnimFlags  1057
        movingDeathAnimFlags  0
        violentDeathAnimFlags 1
        explosiveDeathAnimFlags 3
        alertAnimFlags        1
        takeCoverAnimFlags    0
        leftArmWoundAnimFlags 0
        rightArmWoundAnimFlags 0
        fleeAnimFlags         0
        startHealth           60
pathTID   5005
    End_Component
}

LordoftheFlesh kActor_AI_LordoftheFlesh
{
    className                 "kexActor"
    placeable                 TRUE
    health                    80
    initialScale              "0.5 0.5 0.5"
    Begin_Component "kexRenderMeshComponent"
        mesh                  "char/Lord_Of_The_Flesh.skinnedmesh"
        anim                  "anims/Lord_Of_The_Flesh.anim"
    End_Component
    Begin_Component "kexWorldComponent"
        radius                20.959999
        wallRadius            61.199997
        height                122.879997
        deadHeight            20.480000
        heightOffset          0.0
        bTrackGround          TRUE
    End_Component
    Begin_Component "kexEnemyAIComponent"
        commonFlags           40340
        startAnimID           0
        deathItemDropFlags1   0
        deathItemDropFlags2   0
        leashRadius           2560.000000
        aggressionLevel       0
        tranqHealth           5
        startSoundID          0
        painSoundID           0
        flags                 0
        attackCombatRadius    81.91
        attackLeapRadius      163.839
        attackDartRadius      163.839
        attackProjectileRadius 409.59
        attackWeaponRadius    1843.199
        groundBehavior        0
        airBehavior           0
        underwaterBehavior    0
        extremeDeathModelIndex 1
        explodeDeathModelIndex 5
        headBlownDeathModelIndex 4
        leftArmBlownDeathModelIndex 2
        rightArmBlownDeathModelIndex 3
        bodyHoleDeathModelIndex -1
        extremeDeathAnimID    7300
        explodeDeathAnimID    7500
        headBlownDeathAnimID  7000
        leftArmBlownDeathAnimID 7345
        rightArmBlownDeathAnimID 7345
        bodyHoleDeathAnimID   0
        idleAnimFlags         1057
        moveAnimFlags         1057
        patrolAnimFlags       1057
        evadeAnimFlags        0
        combatAnimFlags       1
        leapAnimFlags         0
        dartAnimFlags         0
        projectileAnimFlags   0
        weaponAnimFlags       6
        comboAnimFlags        0
        normalDeathAnimFlags  1057
        movingDeathAnimFlags  1
        violentDeathAnimFlags 1
        explosiveDeathAnimFlags 1
        alertAnimFlags        1
        takeCoverAnimFlags    0
        leftArmWoundAnimFlags 1
        rightArmWoundAnimFlags 1
        fleeAnimFlags         1
        startHealth           80
pathTID   5000
    End_Component
}

DeathGuard kActor_AI_DeathGuard
{
    className                 "kexActor"
    placeable                 TRUE
    health                    50
    initialScale              "0.5 0.5 0.5"
    Begin_Component "kexRenderMeshComponent"
        mesh                  "char/Death_Guard.skinnedmesh"
        anim                  "anims/Death_Guard.anim"
    End_Component
    Begin_Component "kexWorldComponent"
        radius                20.959999
        wallRadius            61.199997
        height                122.879997
        deadHeight            20.480000
        heightOffset          0.0
        bTrackGround          TRUE
    End_Component
    Begin_Component "kexEnemyAIComponent"
        commonFlags           40852
        startAnimID           0
        deathItemDropFlags1   0
        deathItemDropFlags2   0
        leashRadius           2560.000000
        aggressionLevel       0
        tranqHealth           3
        startSoundID          0
        painSoundID           0
        flags                 0
        attackCombatRadius    81.91
        attackLeapRadius      163.839
        attackDartRadius      163.839
        attackProjectileRadius 1024.59
        attackWeaponRadius    1843.199
        groundBehavior        0
        airBehavior           0
        underwaterBehavior    0
        extremeDeathModelIndex 3
        explodeDeathModelIndex 4
        headBlownDeathModelIndex 5
        leftArmBlownDeathModelIndex 1
        rightArmBlownDeathModelIndex 2
        bodyHoleDeathModelIndex -1
        extremeDeathAnimID    7300
        explodeDeathAnimID    7200
        headBlownDeathAnimID  7335
        leftArmBlownDeathAnimID 7345
        rightArmBlownDeathAnimID 7345
        bodyHoleDeathAnimID   0
        idleAnimFlags         1057
        moveAnimFlags         1057
        patrolAnimFlags       1057
        evadeAnimFlags        3
        combatAnimFlags       7
        leapAnimFlags         0
        dartAnimFlags         0
        projectileAnimFlags   1
        weaponAnimFlags       1
        comboAnimFlags        0
        normalDeathAnimFlags  1057
        movingDeathAnimFlags  1
        violentDeathAnimFlags 1
        explosiveDeathAnimFlags 3
        alertAnimFlags        1
        takeCoverAnimFlags    0
        leftArmWoundAnimFlags 1
        rightArmWoundAnimFlags 1
        fleeAnimFlags         1
        startHealth           50
pathTID   5000
    End_Component
}

FleshSentinel kActor_AI_FleshSentinel
{
    className                 "kexActor"
    placeable                 TRUE
    health                    30
    initialScale              "0.5 0.5 0.5"
    Begin_Component "kexRenderMeshComponent"
        mesh                  "char/Sentinel.skinnedmesh"
        anim                  "anims/Sentinel.anim"
    End_Component
    Begin_Component "kexWorldComponent"
        radius                10.959999
        wallRadius            51.199997
        height                117.879997
        deadHeight            20.480000
        heightOffset          0.0
        bTrackGround          TRUE
    End_Component
    Begin_Component "kexEnemyAIComponent"
        commonFlags           8084
        startAnimID           0
        deathItemDropFlags1   0
        deathItemDropFlags2   0
        leashRadius           2560.000000
        aggressionLevel       0
        tranqHealth           2
        startSoundID          0
        painSoundID           0
        flags                 2
        attackCombatRadius    81.91
        attackLeapRadius      163.839
        attackDartRadius      163.839
        attackProjectileRadius 1024.59
        attackWeaponRadius    409.199
        groundBehavior        1
        airBehavior           0
        underwaterBehavior    0
        extremeDeathModelIndex 3
        explodeDeathModelIndex 5
        headBlownDeathModelIndex 4
        leftArmBlownDeathModelIndex 1
        rightArmBlownDeathModelIndex 2
        bodyHoleDeathModelIndex -1
        extremeDeathAnimID    7300
        explodeDeathAnimID    7201
        headBlownDeathAnimID  7335
        leftArmBlownDeathAnimID 7345
        rightArmBlownDeathAnimID 7345
        bodyHoleDeathAnimID   0
        idleAnimFlags         1057
        moveAnimFlags         1057
        patrolAnimFlags       1058
        evadeAnimFlags        3
        combatAnimFlags       3
        leapAnimFlags         0
        dartAnimFlags         0
        projectileAnimFlags   1
        weaponAnimFlags       0
        comboAnimFlags        0
        normalDeathAnimFlags  1057
        movingDeathAnimFlags  1
        violentDeathAnimFlags 1
        explosiveDeathAnimFlags 3
        alertAnimFlags        0
        takeCoverAnimFlags    0
        leftArmWoundAnimFlags 1
        rightArmWoundAnimFlags 1
        fleeAnimFlags         1
        startHealth           30
pathTID   -1
    End_Component
}


20
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 21, 2017, 12:28:52 AM »
Okay I added in some dodgeball pickups to hopefully make single player a little bit easier. The 3 superballs you shoot will all turn into a box of 5 balls to pickup, and a regular dodgeball's crit will drop a superball. Still, with modded pickups and weapons not intended for singleplayer, it's gonna be really weird. I imagine you'd have to use the warblade wave beam a lot

Edit:
I'm not sure why I had the ammo limit for dodgeballs set to 20, I raised it a little bit to 9999 to make singleplayer a little easier.

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