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Messages - Doom Dojo

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Turok Rage Wars / Re: Rage Wars
« on: April 19, 2017, 01:14:34 PM »
Could you imagine the ability to make a real SP campaign user made content with an editor/mod tools for this game? This game really needs to come back! The community can carry it so far.
Plot: Monkey is the new Campaigner haha.

Could you imagine the ability to make a real SP campaign user made content with an editor/mod tools for this game? This game really needs to come back! The community can carry it so far.
Honker Hunter campaign
It could be done haha

Really learned a lot from this level. Still think it uses the games main assets very well. Love the behind the waterfall catacombs the most I think and the skulls in the walls are awesome. I noticed you did more of those skulls in the wall on Ancient Hollywood but still! I wont say much because I am writing review for your map here ;)

Also, I noticed you unpinned all projects and just kept information pinned. Good job, maybe when we have like 1,000 mods certain mods can be pinned. For now I would just keep the important learning helpful stuff pinned like you have it.

Just a thought with the awards lol sure Dinowards xD

This could actually be a thing on Turok Sanctum now!!

Yeah it could

Let's do it!

Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide
« on: April 19, 2017, 01:09:18 PM »
After you unzip the "game.kpf" file use this to view and copy files to your Turok 2 directory. In your Turok 2 directory create a "scripts" folder and a "defs/actors" folder.

If we wanted to display the damage done to an enemy on the screen, the first thing we need to do is create a script for enemies.
So first create a new file and call it "Enemy.txt" and place it in the scripts folder. Edit the file and create a class named Enemy and add the OnDamage callback function like so:

Code: [Select]
class Enemy : ScriptObject
kActor@ self;
Enemy(kActor@ actor)
@self = actor;
void OnDamage(kDamageInfo& in dmgInfo)
Hud.AddMessage("Enemy took " + dmgInfo.hits + " damage");

Now we just have to hook this script up to all the enemies in the game, but for testing let's just hook it up to the Raptoid enemy.
All the definitions of everything in the game is in the folder "defs". enemies are in "defs/actors/enemies.txt"

So first let's copy the "defs/actors/enemies.txt" file that was in the game.kpf that you unzipped before, and paste that into "Turok 2 - Seeds of Evil/defs/actors/enemies.txt"
Edit the file and the first entry is the Raptoid enemy. It's already defined all the properties and components needed by enemies in the game so we are going to add our custom script component class to the enemy by adding:

Code: [Select]
Begin_Component "kexScriptComponent"
scriptClass "Enemy"
That's all you need to do. Run the game - make sure you're in developer mode by opening the console and typing "developer 1" if you weren't you need to close and reopen the game after setting it. When a Raptoid is damaged it should display that damage text.

Oh wow it worked for me thanks a ton! I wasn't doing anything specific just messing around with the structure. Sixty Four was telling me how he could put some of you guys guides on Turok Sanctum too. And I definitely vote for that. A guide section of posts for that site is a good idea. This one should go there too for sure ;)

Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: April 04, 2017, 11:43:23 AM »

Looks so good love the fruity stripes with the Fireborn enemy in it :)

Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 04, 2017, 11:42:16 AM »
Good work man yeah looking through that many textures is a real pain in the arse. Really cool seeing different textures even if I would rather just use the classic ones they're still neat.

Turok Rage Wars / Re: Cool picture of Rage Wars
« on: April 04, 2017, 11:38:39 AM »

Quote me if Rage Wars releases I will buy at least 10 copies.

Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide
« on: April 04, 2017, 11:32:01 AM »
Hey thanks for this saves me time I don't have at all. I know how to use scripts for Doom so I'm not a noob or anything but how the heck do we call on these? I want to maybe control an enemies ondamage??

| Messages to ScriptObject
void OnBeginLevel(void)
void OnTick(void)
void OnEndLevel(void)
void OnSpawn(void)
void OnPreDamage(kDamageInfo& in dmgInfo)
void OnDamage(kDamageInfo& in dmgInfo)
void OnLevelLoad(kDictMem@ pDict)
void OnDeath(kDamageInfo& in dmgInfo)
void OnTouch(kActor@ pInstigator)
void OnTrigger(kActor@ pInstigator, const int msg)
void UserEvent(const float x, const float y, const float z, const float f1, const float f2, const float f3, const float f4) //4 flag values for various uses?
void OnCollide(kActor@ pCollider)
void OnSerialize(kDict& out dict)
void OnDeserialize(kDict& in dict)

This will be a great addition. And it should encourage more people to mod and map hopefully. Notice how Doom doesn't even need a steam workshop, yet Doom mods are one of the most played ever. Anyways, just saying good to have a database/review place. Seems really cool like the next step.

Can't believe Turok is 20 now. That's pretty sick someone release a map or some awesome photoshop images please! Also, I don't know much about the devs sadly but I seen videos of David before and he was really cool person shooting guns and walking through jungles. Good update in 2017 recapping Turok.

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