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Messages - Victorious_Games

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71
Ok here man this will do things when the player's health is below whatever you want. Place it anywhere in the OnTick section of the players script file which you must add yourself if you haven't yet:

Code: [Select]
float PlayerHealth = self.Health();

if (PlayerHealth <= 10 && ShowOnce != 1)
{
      Hud.AddMessage("Danger Low Health",120);
ShowOnce = 1;
}
else if (PlayerHealth > 10 && ShowOnce == 1)
{
ShowOnce = 0;
}

Just change the 10 to whatever you want as well as the "Danger Low Health" message. You'll also need to put this:

Code: [Select]
int ShowOnce = 0;
up in the top section of the player script where other variables are declared.

72
That's something I'll be adding for my own project. The only way I can think of doing it is by going into each enemies melee animations and adding a flag that spawns a particle projectile.  The projectile only goes so far before destroying itself. If it hits an object it makes a sound and spawns blood or sparks or whatever. I've done this for the warblade, razor wind, and nuke weapons already but I did it by way of script. I'm sure it can be done using the Fireseed model and animation editor for monsters which I think is the best way to do it.

73
If u don’t get an answer by the the time I can do some modding tomorrow I’ll try to whip something up for u that u can drop into the ontick section of the player script.

74
BUMP

Whatever happened to this mod? Any progress?

On that note whatever happened to Snake Plissken? He hasn't been active here since the end of last year. Brutal Turok 2 was never finished either.

75
Other Games / Re: DOOM
« on: July 25, 2018, 03:37:55 PM »
It will be.

76
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: July 24, 2018, 09:42:04 PM »
Does anybody know how to get the enemies to check what weapon the player is currently using?

I know it has something to do with WeaponActor but I don't know how to code it properly. I just need a quick if statement if you guys don't mind.

Also how do I check if an enemy is on fire from the flamethrower? I was trying something like:

Code: [Select]
if (self.RenderMeshComponent().ToggleHotPoint(1, true))
{
        self.RenderMeshComponent().AltTexture() = 2;
}

but of course it's not working. Anybody?

77
Oh ok. Thanks for looking into that. I guess I'll have to do without. I only wanted that event type for the new alternate fire attack for the Sunfire Pods. I'm not gonna sacrifice the ability to spawn more enemies via script or the new damage and death skins I'll be adding for that one weapon. They can just blow up for all I care.

78
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: July 22, 2018, 05:21:16 PM »
Made some changes to the Firestorm Cannon's new attack features.

79
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: July 22, 2018, 01:33:32 PM »
I’ll be making some soon. I’m also gonna make a ModDB.com page for it as well. Progress for the mod will be posted there for the most part. I’ll post the link ASAP. Thanks for showing interest.

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