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Turok 2 Seeds of Evil Modding/Mapping / Can't add weapon to turok (Programming help)
« on: November 13, 2017, 01:13:23 PM »I am trying to add a custom weapon called "blaster" to turok 2, however, the weapon is not showing up in the weapon selection carousel or anywhere else ingame. I set up developer mode and the filesystem then made these changes:
- Added the converted models to char/ and materials to material/
- Added an icon in gfx/hud/weapons/
- Added this code to defs/common.txt:
Code: [Select]
#define kActor_Wpn_Blaster 1525
#define kActor_Item_WpnBlaster 2113
#define kWpn_Blaster 33
#define kWpnChar_Blaster 18
- Added this code to defs/weaponInfo.txt
Code: [Select]
Weapon kWpn_Blaster
{
offset "6 7 10"
actor kActor_Wpn_Blaster
defaultWeapon FALSE
owned TRUE
allowUnderwater FALSE
allowLand TRUE
allowMultiplayer TRUE
icon "gfx/hud/weapons/h_w_blaster.png"
ammo "Ammo_Bullet"
initialAmmoAmount 100
ammoConsumption 1
projectileParticle kParticle_PlasmaShot
charMeshIndex kWpnChar_Blaster
priority 9000
slot 3
pickupTypeID kActor_Item_WpnBlaster
quickslot 2
}
- Added this code to defs/actors/weapons.txt
Code: [Select]
Blaster kActor_Wpn_Blaster
{
className "kexPlayerWeapon"
initialScale "1 1 1"
Begin_Component "kexRenderMeshComponent"
mesh "char/blaster.skinnedmesh"
anim "anims/Weapon_Magnum_Pistol.anim"
bRenderAsWeapon TRUE
End_Component
Begin_Component "kexAnimTrackComponent"
End_Component
Begin_Component "kexScriptComponent"
scriptClass "TurokWeapon"
End_Component
}
Any help would be greatly appreciated I would love to start making mods for this great game!