Posted by: Victorious_Games
« on: July 06, 2018, 10:49:24 PM »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.
Posted by: Victorious_Games« on: July 06, 2018, 10:49:24 PM »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.
Posted by: BehemothProgrammer« on: July 06, 2018, 07:01:55 PM »someone
![]() No there's no way to tell what ammo type a weapon is currently set to. And no again there's no way to detect if the alt fire button is being held down, but for every other button you can. (isn't that great?) Posted by: Victorious_Games« on: July 06, 2018, 10:31:08 AM »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? Posted by: Jay Doomed« on: July 06, 2018, 09:59:20 AM »Sixty already said it I think. defs/weaponinfo. That's not in scripts its in the defs.
Posted by: Victorious_Games« on: July 06, 2018, 09:17:19 AM »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.
Posted by: Rok« on: July 06, 2018, 01:28:24 AM »Did you change it to 0.64 on purpose lol. Oh you should maybe link those mods, here.
Turok Lives Again: https://turoksanctum.com/turok-lives-again/ Fossil Cavern: https://turoksanctum.com/fossil-cavern-v1/ Posted by: Duke64« on: July 06, 2018, 01:21:26 AM »Ok I understand how to make a new animation for the secondary fire modes. The type of ammo is defined in defs>weaponinfo.txt Weapon kWpn_Magnum { offset "6 7 10" actor kActor_Wpn_Mag60 defaultWeapon FALSE owned FALSE allowUnderwater FALSE allowLand TRUE allowMultiplayer TRUE icon "gfx/hud/weapons/h_w_mag60.png" ammo "Ammo_Bullet" ammoConsumption 1 projectileParticle kParticle_MagnumBullet charMeshIndex kWpnChar_Mag60 priority 8000 } I wouldn't cut off firing animations there is a way you can make the firing animations speed up or any generally. Used it in my mods 'Fossil Cavern' and 'Turok lives again' scripted to fire fast. /* ============================================================== OnFire ============================================================== */ void OnFire(void) { self.PlaySound("sounds/shaders/TOMMY.ksnd"); self.AnimTrackComponent().ChangeSpeed(0.64f); } /* Posted by: Victorious_Games« on: July 05, 2018, 10:09:50 PM »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? Posted by: Victorious_Games« on: July 05, 2018, 02:12:42 PM »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. Posted by: Drahsid« on: July 05, 2018, 01:39:49 PM »Is there a way to resize blood splat decals?
Yes, edit the particle. Is there a way to increase the firing rate for weapons? Yes, edit the animation, or alternatively, cut the animation off earlier in the weapons script. Is there a way to make particle effects that are created by weapons loop forever? You cannot make particles loop forever unless of course you just spawned another upon death. 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? Haven't we answered this? From my understanding, I think this is what you want. I had a mag 60 with explosive secondary and bullet primary fire on left and right mouse click lol its a killer weapon but its been awhile though since I was focused on it xD.Is there a way to change a monsters skin texture when it dies like if it's killed by the flamethrower it turns black? I haven't looked into the monster code, but you could potentially to a similar thing to what they do with limbs. 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? Unless it's a part of the monster's animations, edit the particle. Is it possible to have a monster spawn another monster through scripts? ActorFactory.Spawn(), lookit the API. Posted by: Victorious_Games« on: July 05, 2018, 10:52:51 AM »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? |