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Turok 2 Seeds of Evil Modding/Mapping / Re: Bioshock Weapon/Misc SFX Overhaul
« on: August 29, 2018, 09:10:53 AM »
Good job man. Sounds great.
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Turok 2 Seeds of Evil Modding/Mapping / Re: Bioshock Weapon/Misc SFX Overhaul« on: August 29, 2018, 09:10:53 AM »
Good job man. Sounds great.
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Turok Dinosaur Hunter Modding/Mapping / Re: Model And Animation Editor Scripts in Unity« on: August 22, 2018, 03:46:21 PM »
So this works for Turok 2 as well?
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Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION« on: August 22, 2018, 03:29:58 PM »
Oh hey thanks for the reply. I already found it though the long way. I used the console command "spawnactor particles/large_bonfire.particle". Good news is it and the other 2 versions of it do fire damage to nearby monsters and the player over time.
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Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 Seeds of Evil WIP Projects« on: August 20, 2018, 09:27:03 AM »
Hey that's a good tip. I could use this myself in the future. Thanks Behemoth.
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Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 Seeds of Evil WIP Projects« on: August 18, 2018, 01:59:50 PM »
That sucks.
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Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 Seeds of Evil WIP Projects« on: August 17, 2018, 02:50:57 PM »
If you make the particle create the sound it should work.
startsound = "your sound number" I may be wrong though. 57
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION« on: August 16, 2018, 10:17:24 PM »
Does anybody know what particle effect that fire that's burning at the beginning of the Port of Adia 1 map is? The one that's right at the beginning right after you walk up that first ramp and turn left.
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Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION« on: August 11, 2018, 12:21:36 PM »
T2A is now live at ModDB.
Link: https://www.moddb.com/mods/turok-2-ascension I will more then likely post updates there from here on out. I hope to see you guys there. I will however release the beta here as I said before for testing before an actual release at MODDB. So expect that. 59
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION« 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.
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Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION« 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.
![]() 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? |