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Messages - Duke64

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451
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok Lives Again Mod
« on: October 07, 2017, 10:54:16 PM »
Wow this was really fun! Love the Queen and Primagen. That was cool in raptor fest. The level was really good. Like how you blended Turok stuff in. Very good sp map loved it. 10/10 :)

Also, raptor fest will get some more focus the next update I didn't put as much into its balance as planned for now, with all the new enemies. But that's a quicker update to do that sometime. Was mostly focused on the sp map this time here.

452
Its a nice map there gj can't wait to play the next. Cool demon village :)

453
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok Lives Again Mod
« on: October 07, 2017, 02:32:00 AM »
Huge update :) all info has been added to the original post. Download has moved from V0.1 to V1 so look for v1 stuff on the op.

The download can easily be found by following the original link also you will see it v1. https://turoksanctum.com/turok-lives-again/







Try playing Raptorfest at least to 50.


454
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok Lives Again Mod
« on: October 05, 2017, 12:23:54 AM »
I had to do it :)


455
Which script controls what spawns in ammo/health drop zones?

I wanna make it so that only 10 health pick ups spawn there.

They are generator actors. In T2 those are just actors like placing a weapon etc except they're 'generators' which could spawn ammo, weapons, and health. You could open the editor and change what's spawning there in the maps. Package them in a levels/kpf and that should replace the maps with your versions.

If you select and right click the generator then go to the kexGeneratorComponent tab you will see this.


singleObjectType # defines what the actor generates.

Health's singleObjectType numbers

#define kActor_Item_Health2             1701
#define kActor_Item_Health10            1702
#define kActor_Item_HealthFull          1703
#define kActor_Item_HealthUltra         1704

You can use the number to make sure you know which generators are health's and use it to change what it generates, that number controls what it will be even if you place a mag60 generator and change it to a different number it will change.. On the actor tab find generatorsPickUps and Health10 should be there for placing new ones if needed.

intervalTime1 means how long it takes to spawn in the first time. 0 would spawn right away the first time.

intervalTime2 means how long it will take to respawn after you pick it up

intervalTime is 15=1 second

456
I want to try these but I'm so busy though, but I like the idea of when moving the scope goes away. You have to be still for the scope. Nobody who knows guns or was actually sensible would be scoping in confrontation battles. So enemies who are far would be targets rather than enemies up close where you need to move a lot. Cool though just small input.

457
I will use these in my creature descriptions template. It will just be a piece of it. Thought I would share that those are still coming. Doing a lot but more is going into this one for sure.












458
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: September 28, 2017, 01:27:12 AM »
Nice job really good progress!

459
Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide
« on: September 26, 2017, 07:45:26 PM »
Man we were just talking about Doom does this xD You're awesome thanks! Under "Turok 2 tools" on Turok Sanctum. Just pm me if any changes to that post are needed there.

https://turoksanctum.com/turok-2-api/

460
I'm working on my map here and it should be done really shortly. I already have Sixty Fours 3 keys to open the portal exit scripts set up and the level can be completed now. Don't have a name yet should be soon. Its a smaller map inspired by Doom 1/2 level sizes. Won't be to big but at least its another map.



Looking niice.

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