Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Smoke39

Pages: 1 ... 3 4 [5] 6 7 ... 21
41
Anything Else / Re: Finding Turok Series Weapon Damage / Enemy HP
« on: July 02, 2018, 04:38:27 PM »
For weapon damage properties:
  • scripts/weapons.txt - look for file names ending in ".kfx".  These are the projectiles fired by the player's weapons (as well as things like muzzle flashes and bullet casings).
  • fx/*.kfx - look for the "onImpact" sections in the projectiles.  2 is for metallic enemies, 4 is for red-blooded enemies, and 5 is for yellow-blooded enemies.  Take note of the "damageClass" properties.
  • defs/damageInfo.txt - this is where damage classes are defined.  Make sure you take the random factor into account.  More info here.

To test enemy health and actual damage taken, you can add this to inside the TurokEnemy class in scripts/enemy/enemy.txt:

Code: [Select]
void OnDamage( kActor@ instigator, kDictMem@ damageDef, const int damage )
{
Sys.Print( ""+ self.Health() + " - " + damage + " = " + (self.Health() - damage)  );
}

This will print out the enemy's current health, the damage they took, and what their health will be after the damage is processed to the console any time an enemy takes damage.  Some enemies might have their own OnDamage() already defined, so you might need to add the print line to a few other files in scripts/enemy/.  You might also find it useful to enter "seta con_alwaysshowconsole 1" in the console when testing.  Enter the same command, but with 0, to disable it.

I've done some testing before that seemed to indicate that enemies take ~140% damage on easy, and ~70% on hard/hardcore.

42
Yeah, it would.  Guess you'll have to stick to just one sound, as you were doing, then.

43
If you've watched the video, I'm having some issues trying to make the assault rifle have randomizing sounds without them overlapping or go outright missing. Think someone can help out with that with the ksnd editing?

I'm guessing you're putting all the variants in one .ksnd and setting "random" for each to 1/[number of variants]?  Each sound's chance of playing is independent, so you'll need to pick the sound to play in script.  Here's one method you could use:

Code: [Select]
// play a random sound among "FEAR_AR_Fire0.ksnd" through "FEAR_AR_Fire3.ksnd"
self.PlaySound( "sounds/shaders/FEAR_AR_Fire" + Math::RandMax(4) + ".ksnd" );

44
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.85
« on: May 25, 2018, 03:43:17 PM »
The only thing I've changed in that regard is to make enemies faster by default on hard and hardcore, which has been in the mod at least since v1.

I haven't been playing with the beta patch, so I don't have any sense of any potential changes the AI or maybe how animation rates work yet.

45
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.85
« on: May 21, 2018, 04:08:12 PM »
I actually just started working on a targeting system in preparation for the scorpion.  Still needs lots of polish, but the foundation seems pretty solid. :)

The nuke as a chronoscepter alternative is planned, but since you get so little chance to actually use it it's currently a lower priority than other weapons.

46
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.85
« on: May 19, 2018, 05:25:47 PM »
New version is up with Turok 2 flare gun, firestorm cannon, and grenade launcher.

Also of note are some T2 melee tweaks, reduced projectile offset for shotguns, and an option to disable dragon's breath.

Besides that are a bunch of other minor touchups (full change notes in the OP).

47
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.8
« on: May 13, 2018, 02:06:31 AM »
I only mention melee kills in the description to save space, and because it's the only "actionable" aspect, since the player needs to collect keys anyway.  Or at least it is now that chronoscepter pieces are out of the equation.

Right, locking the setting on is what I would do.  What I was trying to get at is the awkwardness of turning the feature on after you had the launcher.  It'd enable off-hand grenades, but not the selectable weapon, since it was already replaced by the launcher.  But I think all I need to do is change the "on" string to "off-hand" or something once you have the launcher, to make it clear you're only activating half of the functionality.

I wasn't aware that's what g_newgame did.  That's good to know.

48
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.8
« on: May 12, 2018, 04:52:02 PM »
I got a little lazy with accounting for differences in anim lengths with the talon.  Should probably go back and clean things up a bit.

War blade acquisition is actually based on keys and chronoscepter pieces in addition to melee kills.  In testing, I found basing it solely on kills led to way too much difference depending on how aggressive you were with melee kills.  As it is now, you should get the war blade on the first melee kill on level 4 if you're thorough with keys and chrono pieces and merely opportunistic with melee kills, late in level 3 if you're very aggressive.  It might make more sense to take chrono pieces out of the equation, though.

The war blade hurts much more from the front, especially against enemies that are normally resistant to the knife, and only a little more from behind.  It doesn't have 2 blood streaks because the blades are in-line with each other.  I do want to design a messier hit effect eventually, though.  Not sure about hitting multiple times.  I have something else in mind for multi-hit melee.

The main reason I didn't add recoverable arrows to the tek bow is that actor-based projectiles have some collision issues I don't want to force on people.  I could make it optional, but I might just leave it for the T2 bows.

I think the reason I designed the double shotgun like that was to keep it fully functional even without custom keybinds.  That was also before the upgrade was made optional, so maybe that's a little over-protective now.  Thinking about it some more, perhaps it could be changed to double-tap to fire both barrels in sequence, and maybe add the option to fire both barrels simultaneously with the scope key?  I often find it kinda hard to land both shots, so it's something I'd like to revise, too.

You're the first person I've seen mention the plasma carbine.  You might be the first to've found it!  It was originally an "energy adaptor" for the assault rifle (implying why sergeants were firing plasma from what appeared to be ordinary rifles, and more easily excusing the model re-use), but I changed it to a wholly separate weapon to let you get it sooner.  Eventually I'd like to make it look more like what the sergeants hold.

I'll get to the T2 flamethrower eventually. :b

Hand grenades are intentionally situational to avoid giving you too much power early on, and to avoid rendering the launcher redundant.  Thinking about it, though, keeping the off-hand version as it is, but increasing the range and maybe adding cooking to the selectable weapon might be an okay compromise.  That way you'd at least have to commit to it.

Already fixed the rocket launcher for the next version. :)

Dragon's breath should probably be optional (with added spread when disabled).  Making hand grenades optional might be kinda weird, though.  The weapon can't be taken back once acquired, but off-hand grenades can be disabled arbitrarily.  So would the option be immutable once you get a grenade, but mutable again once you got the launcher? :/

The difficulty with opening the Turok+ menu anywhere is that locking the player doesn't pause anything else.  I could maybe just halt the player and leave it up to them to pick a safe spot, but it'd require extra code to keep weapons from firing.  Or I could maybe use spirit mode with 0 time scale, if the lights aren't too weird.  I'm also not sure I want the player to be able to change their loadout too freely, but I could always add more terminals within the levels if I got the pause thing sorted.

49
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.8
« on: April 18, 2018, 09:27:29 PM »
Don't click the kpf.  Just download the whole zip file.

50
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.8
« on: April 17, 2018, 04:16:15 PM »
New version is up with T2 talon/warblade and MP AR, an option for classic alien weapon detonation, and a revamped Turok+ menu.

This version has a lot of changes behind the scenes to better accommodate the growing list of features, so hopefully I didn't break anything. :b

Pages: 1 ... 3 4 [5] 6 7 ... 21
SimplePortal 2.3.6 © 2008-2014, SimplePortal