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Messages - Victorious_Games

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31
How would I go about replacing the black fog in the death marshes with white fog? I never understood why there was so much black fog when it should have been white fog.

32
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: September 27, 2018, 08:15:52 AM »
Ok that makes sense. I’ll look into that. Thanks for the tip.

33
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: September 20, 2018, 09:23:56 PM »
When you enable something like this:

Code: [Select]
self.Flags() |= AF_NODAMAGE;

how do you disable it? I've tried this:

Code: [Select]
self.Flags() &= ~AF_NODAMAGE;

but nothing changes.

34
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok Lives Again Mod
« on: September 13, 2018, 09:25:04 PM »
I don't know why it's not working as it should but if you make the "OnBeginFire" section of the tommy.txt script file look like this it uses ammo. By adding the "ConsumeAmmo" command it fixes your problem.

Code: [Select]
    /*
    ==============================================================
    OnBeginFire
    ==============================================================
    */
   
    void OnBeginFire(void)
    {
        m_fYOffset = 5*GAME_SCALE;
        m_fReturnTime = 0.0f;

      self.Owner().ConsumeAmmo(1);
    }

35
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok Lives Again Mod
« on: September 13, 2018, 12:41:12 PM »
I'm at work already. I'll check it out when I get home.

36
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok Lives Again Mod
« on: September 13, 2018, 12:00:41 PM »
So it's not consuming ammo with the new animation? Have you checked the difference between the pistol bullet and the new bullet? Does it consume ammo with the new animation if it fires the original pistol bullet? You used fireprojectile not spawnparticle right?

37
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok Lives Again Mod
« on: September 13, 2018, 09:14:01 AM »
Use ConsumeAmmo() in it's script.

38
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok Lives Again Mod
« on: September 12, 2018, 09:44:36 PM »
Yeah I see what you’re saying. Thanks for the tip.

39
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok Lives Again Mod
« on: September 12, 2018, 01:37:32 PM »
So you just import a model and then use another weapon's animation? This works for other models too like character models?

40
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok Lives Again Mod
« on: September 11, 2018, 07:56:43 PM »
What exactly are you using to make the weapon model and the animations?

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