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Messages - Victorious_Games

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111
Is it possible to increase the tranq time for monsters when shot by the tranq gun?

112
Well crap. Oh well I can live with those shortcomings. Not game breaking at all. Thanks for the help. I’ll be announcing my mod soon. Got lots of ideas and features already implemented.

113
Sixty already said it I think. defs/weaponinfo. That's not in scripts its in the defs.

I understand what he said but in the weapon scripts I need to be able to tell if the player is currently using normal shotgun shells or explosive shotguns shells. Is there a way to check which ammo type the player is using in the weapons scripts? I currently have the primary fire button shooting 1 shotgun shell and the secondary fire button shooting 2 shotgun shells. But the only way to get the secondary fire button to shoot 2 shotgun shells was to add a fireprojectile command that forces it to shoot the shotgun_bullet.particle. It works great for the normal shotgun shells but when using the explosive shotgun shells the shotgun fires 1 explosive shell and 1 normal shell. I need an if statement that will check if the player is using normal or explosive shotgun shells so that I can force it to shoot the proper projectile.

Also is there any way to make the alternate fire button loop the shooting animations for a weapon. For example the shotgun will not continuously shoot when holding down the alternate fire button like it does when holding down the primary fire button. Is there a way to fix this or is this something in the source? 

114
What I meant by "Is there a way to tell in the scripts what type of ammo you are using?" was how can I tell in the weapon scripts if I'm using normal shotgun shells or explosive shotgun shells.

115
Ok I understand how to make a new animation for the secondary fire modes.

My next question: Is there a way to tell in the scripts what type of ammo you are using?

Also how exactly do you cut the firing animation off in the weapon scripts to increase the firing rate?

116
Hey thanks a lot man for the reply. But when I was asking about having more then one firing animation for a weapon I was talking about an actual animation and not just a secondary fire mode like my other thread was asking about. I understand exactly how to add that secondary fire mode but I was wondering if it was possible to have a second firing animation for that secondary fire mode or does the weapon have to use the same firing animation for both fire modes?

What is the particle for the blood splat decals? I haven't been able to find which one to edit.


117
These are some questions I have about modding Turok 2. I wanted to ask about them first before I go trying to implement them. I didn't want to waste my time on impossible ideas.

Is there a way to to resize blood splat decals?
Is there a way to increase the firing rate for weapons?
Is there a way to make particle effects that are created by weapons loop forever?
Is there a way to have more then 1 firing animation for weapons such as if I press the primary fire button you get one animation but if I press the alternate fire button ( the scope enable/disable button ) you get another firing animation?
Is there a way to change a monsters skin texture when it dies like if it's killed by the flamethrower it turns black?
Is there a way to make the fire that gets on a monster when it's burned by the flamethrower to cover it's whole body and not just it's upper torso?
Is it possible to have a monster spawn another monster through scripts?

118
Turok 2 Seeds of Evil Modding/Mapping / Re: Secondary Fire Modes
« on: July 04, 2018, 05:11:56 PM »
What's the best way to resize the blood decals. They're way too big.

119
Turok 2 Seeds of Evil Modding/Mapping / Re: Secondary Fire Modes
« on: July 04, 2018, 01:52:46 AM »
Thanks for the help. I’ve already started working on a little project of my own. This is pretty easy to get into. Thanks for the help.

120
Turok 2 Seeds of Evil Modding/Mapping / Re: Secondary Fire Modes
« on: July 03, 2018, 12:30:24 PM »
Ok so when you guys mod this game do you have to go into the game and start a new game every single time you add something or edit something to check it out? Or do games saved with your custom KPF mod file always show the new changes you've made as long as the same KPF file is being used?

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