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Topic Summary

Posted by: BehemothProgrammer
« on: July 21, 2018, 07:11:26 PM »

Does this kind of particle spawn statement:
Code: [Select]
BP::Spawn::.Particle(BP_Particle_Groundpound, @self, self.Origin() + kVec3(0.0f, 0.0f, 20.0f)); not work for weapon scripts? I've been trying everything to get this to work with weapons.
You have a period before .Particle

Hey man how come the Damage Type for Nukes which is Event Type 33 causes explosive damage event  type 17 instead? Did you disable this somehow? Can it be fixed?
I don't know. I'll have to look into that sometime.
Posted by: Victorious_Games
« on: July 19, 2018, 08:53:50 PM »

Hey man how come the Damage Type for Nukes which is Event Type 33 causes explosive damage event  type 17 instead? Did you disable this somehow? Can it be fixed?
Posted by: Victorious_Games
« on: July 14, 2018, 04:47:50 PM »

Does this kind of particle spawn statement:
Code: [Select]
BP::Spawn::.Particle(BP_Particle_Groundpound, @self, self.Origin() + kVec3(0.0f, 0.0f, 20.0f)); not work for weapon scripts? I've been trying everything to get this to work with weapons.
Posted by: ilgm
« on: July 21, 2017, 08:23:48 PM »

Oooh so it was the playermodels I had. Thanks for the help, fixed now
Posted by: BehemothProgrammer
« on: July 21, 2017, 07:45:05 PM »

Yeah it's your mods skinnedmeshs. The problem is you didn't enable interaction with the bones. In Fireseed if you click on the bone number and turn Flags 0 on then that means that bone is hittable. So you need to do that with the meshs you made.
Posted by: ilgm
« on: July 21, 2017, 06:52:18 PM »

I just tested it myself and it works again, it really seems random. I uploaded the kpf with the gunner as the first spawn in raptor fest if you want to try it out anyway, I doubt it's a problem with your mod though
https://www.dropbox.com/s/9n5uro89eu0ozkg/dodgeballraptorfest.kpf?dl=0

Posted by: BehemothProgrammer
« on: July 21, 2017, 04:42:06 PM »

I just tested it with the purlin gunner and he hits me fine. It must be something in combination with your mod. If you can send me it I can maybe see if I can help you fix it.
Posted by: ilgm
« on: July 21, 2017, 03:20:51 PM »

Yeah it only happened online, and apparently only for me. So I think it just affects hosts
Posted by: BehemothProgrammer
« on: July 15, 2017, 01:58:19 PM »

I don't think it has anything to do with my mod. I didn't do anything with enemy particles. If it's a network thing, try starting a local game (which is offline) and see if the enemies hit you or not. I don't know what I could suggest that might be the problem.
Posted by: ilgm
« on: July 13, 2017, 12:41:40 PM »

I have bNetLatched on those particles to make sure they won't desync. That was also from testing on my own server, just starting up raptor fest with the purlinn gunner as the first spawn
Posted by: ilgm
« on: July 13, 2017, 01:45:25 AM »

I'm getting a weird bug where sometimes the enemy projectiles in raptorfest don't do any damage to players, they just pass through. I tried all sorts of things to fix it, I eventually did when I put the BP scriptcomponents in my enemies def file, but last time we played I noticed they weren't doing damage.

I just tried fixing that again, first by putting your mod into my mod and overwriting everything. That didn't fix it, so I tried just your mod with my mod's projectiles which ended up working. The weird thing is the original version of my mod, which wasn't working before, works now after loading it again. So after all that, the only thing that changed was me loading another mod and restarting steam, I'm not even sure if it's a problem with your mod at this point but I thought I'd let you know anyway.
Posted by: Jay Doomed
« on: July 06, 2017, 11:29:36 AM »

This is really nice stuff man. Good work that was crazy floating with gravity. And you already know I like that ground slam 8)
Posted by: Duke64
« on: July 02, 2017, 01:49:05 AM »

Nice handy work xD hey glad you are around working with Turok mate. This is really skilled stuff gj it has lots of interesting tweaks here. Added this on Turok Sanctum.

https://turoksanctum.com/behemothprogrammers-mp-addons-v1-0/
Posted by: BehemothProgrammer
« on: July 01, 2017, 06:47:00 PM »

Thanks I hope it helps. I should also say for those that have already edited scripts (if you haven't then don't worry about what I'm about to say) - that the scripts/weapons.txt file is no longer used and weapon scripts are now put into there own separate files in the scripts/BP/Weapons folder. And the base weapon script is ScriptWeapon.cpp

I did the same thing for scripts/missileController.txt. All the controllers are in scripts/Actors/Controllers

Enemies are in scripts/BP/Actors/AI (Base class is AI.cpp)

Player script is located at scripts/BP/Actors/Player.cpp

And the base class for all actors(Player,AI,Controllers,Maps) is scripts/BP/Actors/ScriptActor.cpp

The default settings for the mods are located at the top of the file in scripts/BP/Actors/Player.cpp

If you need any help let me know with that.


Posted by: ilgm
« on: July 01, 2017, 01:41:07 PM »

Oh my god you actually added slapping lol. You're a hero for Turok 2 modding. Looks like one of those essential half life server addons
I really wanted some of these commands in dodgeball so thanks for releasing it. Now I can finally add fast switch for the grenade launcher
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