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Messages - Victorious_Games

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61
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« 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.

62
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: August 04, 2018, 10:31:14 PM »
Feature list updated.

63
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« 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.

64
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« 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.

65
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« 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.

66
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: July 30, 2018, 10:21:23 PM »
Shoulder lamp is in. Works great.

67
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: July 30, 2018, 01:13:44 PM »
Today on top of finishing off the death skins for all of the monsters in the first 2 worlds I'll be adding a shoulder lamp that you can toggle on and off whenever you want, as long as you're not in scope mode with a weapon that has a scope or riding the Styracosaurus. The flashlight pickup item will be replaced with another item that already exists like a health pickup or something.

68
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: July 29, 2018, 08:26:18 PM »
Figured out how to get the monsters to tell what weapon the player is currently holding when they die. So death skins are a go. Normal death skins for non explosive and non flammable weapons, exploded death skins for explosive weapons, and burnt death skins for flammable weapons will be made for all monsters. The monsters from the first 2 worlds, The Port of Adia and The River of Souls, are almost done. Lot's of good progress has been made.

69
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: July 28, 2018, 05:00:47 PM »
Updated OP

Added a sticky mine alternate fire mode to the PFM Layer. Suckers stick to walls, floors, ceilings, and monsters.

Also Sunfire Pod's alternate fire mode throws out a projectile that actually explodes and causes fire damage to nearby enemies.

70
You have to define a script to the player.def file so it can use new scripts. I’m not sure if this is for u right now. Maybe start using BehemothProgrammer’s MP addon as a base. It has everything already separated into scripts. U can easily drop your new sounds into it with no problem.

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