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Messages - BehemothProgrammer

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71
They don't really have names. Each animation has an ID value that indicates what it's used for which you can change in the proprieties when you click on it. But yeah I guess I didn't get around to doing the copy/paste commands for the animations, I'll just make note of that if I ever do anything for it again.

72
Quote from: Victorious_Games
Ok so I’m having trouble figuring out where exactly this script needs to be called on. I thought for sure the enemy defs would call a certain script like the weapons but they do not. So how do I get them to call on a custom script. And where is the default script for the enemies? I need to know what void statements are permitted.
You need to set that up in the enemies defs like other defs that use a script component. Look at the defs in the game and copy and paste the text needed in the defs to add your script.

Quote from: Victorious_Games
Also is it possible to make a friendly turret?
You'd have to write a script to do that.

Ok I've been trying to get something like this to work:
Code: [Select]
self.Spawn(kActor_AI_Raptoid, self.Origin(), 0.0f, 0.0f, 0.0f, true, nRegionIdx);But it never works. What am I doing wrong here?
you spawn from ActorFactory not from the actor.
Code: [Select]
ActorFactory.Spawn(kActor_AI_Raptoid, self.Origin(), 0.0f, 0.0f, 0.0f, true, nRegionIdx);
Is there an event number for fire damage? I can't find one for shock either.
No such thing.

Also has anybody else noticed what I was asking about before? The exploding barrels using the same material as humans or creatures when hitting them with explosive projectiles?
I don't know what you did exactly but there could be a few reasons. If you're causing "violent" type of damage that always forces a flesh impact. And most projectiles that impact flesh and creature surface types spawn blood particles. So make sure your barrels surfaces aren't those types.

73
Short answer: No you can't change that.
Long answer: create an Enemy script for all Enemy Defs and OnTick check if their mode state == 30 (Reaction FallDown (Tranqulized anim start)) and try setting the mode time to 0 until you want them to wake up. If that doesn't work try checking if their mode state is not 30 then set it back to 30 until you want them to wake up. A list of all the modes states and other info can be found in my script api help file.
Very long answer: you have to make the tranq gun not fire that particle Type, and fire your own custom one. Then in script check if the ai was hit by your particle type and make them go into their sleep animation and then pause the animation until there done sleeping. You'll also need to disable the kEnemyAIComponent while sleeping.

Download this for a list of all the script classes and functions. It'll help show you what you can change from script.
Turok 2 Scripting API: https://www.dropbox.com/s/oyff8tb6z9klsgm/Turok2API.zip?dl=0

Download Fireseed to edit animation/skinned mesh data, or import/export static meshes.
Fireseed: https://www.turokforums.com/index.php?topic=388.0

While this is intended for Turok 1, Turok 2 is almost exactly the same for particles. So checking out smoke39's guide would help for particles. And also just open some existing particles in the games particle folder for examples.
smoke39 Turok 1 Fx Guide: https://smoke39.github.io/turok/fx.html

74
I don't think so. There's only 2 comics I've found and there's a gap between them which skip what happens on the mountain.

Part 1 From operative lm - https://imgur.com/a/3phXtuB

Part 2 From Sneakze - https://drive.google.com/drive/folders/0B5_CTVGqHcccMlNHZmpTdmc4X0k


75
I updated this on steam workshop. It is now playable for Turok 2.0, but unfinished with empty areas and missing features. So sort of yay!

Also want to thank Badger, a while ago he helped me out with doing some sectoring for map 9 which I really didn't want to do. So thanks for that.

76
someone :alien: me to help you so here I am.

No there's no way to tell what ammo type a weapon is currently set to. And no again  there's no way to detect if the alt fire button is being held down, but for every other button you can. (isn't that great?)

77
Looks like Turok is in for a surprise :raptoid:

78
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.8
« on: June 16, 2018, 10:27:43 PM »
Hive of the Mantids is done! Along with many fixes and additions. This update was a lot of work so I hope you all enjoy it. And just for fun I also added in Doom E1M1  :queen:

Version 0.8 June 16, 2018
  • All Hive maps done and Queen boss fight.
  • By default all players now have a green outline around them that can be seen through walls, so you can more easily find other players in the map. You can turn it off/on by typing "call xray" in the console.
  • When collecting 100 life forces the message "Extra Life" is now displayed and the voice "I am Turok!" is always played instead of the characters select sound.
  • Turrets in the Hive Top now shoot out of there guns instead of the floor and no longer have blocking regions under them and also get destroyed when they die.
  • The Hive ceiling Turrets now animate their texture and sparks emit from them when they die just like the N64 version.
  • Removed Life Force messages on pickup. And Life Forces will now sync correctly for it's movement componenet.
  • Explosive barrels no longer do damage to players. All barrels explosion particles changed on all maps.
  • Cerebral bore now syncs with clients
  • No longer sending animation flags updates from AI to clients.
  • Set Queen and Sister of Despair evade animation ids to -1 so they would not go into the evasion animaiton everytime they are hit.
  • A message is now displayed ("Turok Died") when someone dies along with the number of lives remaining.
  • All actors that were set to appear on only some difficulty settings, now have there flags set to appear on all difficulty settings.
  • Doors that open/close automatically near actors are now synced for clients.
  • Doors: Fixed 2 performance issues with doors that were constantly blocking/unblocking their regions every tick, and another were the auto doors were opening 2 or more times instead of just once.
  • Changed the title screen Turok 2 Logo to include the word coop
  • Changed the credits file to include everyone who supported the mod. Thank you so much to everyone that donated!



79
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.7
« on: June 11, 2018, 10:23:36 PM »
Wow thanks so much! You guys are great. I'm adding you to the credits too now. With this support from you guys I've really been going through the maps pretty fast now, already half way through the Hive. I'll probably finish it before the weekend and I didn't think I'd be able to finish it till much later. Thanks again!

80
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.7
« on: June 10, 2018, 08:56:10 PM »
Thanks, Dinomite. I just want to let you and every other person who donated that I'll be including your names in the credits of this mod under supporters as a small sign of my appreciation for your support.


And also in the next update I'll be using the X-Ray effect on players so you can find other players that are nearby more easily since I know that's a common problem everyone is having. And of course you can turn it off at any time if you don't want it.

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