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Topic Summary

Posted by: Victorious_Games
« on: July 11, 2018, 12:01:08 AM »

Ok so I started using you work found here https://www.turokforums.com/index.php?topic=496.0 as a base for my project. I converted all my changes to your optimized layout and it's so much nicer now to work with. I understand now what you were saying about adding scripts to enemies. You have seriously made a very nice workspace for Turok 2 modding and I strongly recommend everybody to use your work as a starting point. Awesome job on your part. It has a much better streamlined approach and a nice set of cool features that can be easily tinkered with for both monsters, weapons, and the player. Again great job.

Ok so about my issue with the destructible objects acting like they're made of human or creature flesh, you said I should check if they are using improper materials. Would this be done using the map editor or scripts? Because I've never made changes to the barrels or other destructible objects with a map editor. I simply used this mod https://steamcommunity.com/app/405830/discussions/1/135513549100098472/ as a base to enhance the blood and gore in the game. Could there be an issue with his work?
Posted by: BehemothProgrammer
« on: July 10, 2018, 10:06:08 PM »

Quote from: Victorious_Games
Ok so I’m having trouble figuring out where exactly this script needs to be called on. I thought for sure the enemy defs would call a certain script like the weapons but they do not. So how do I get them to call on a custom script. And where is the default script for the enemies? I need to know what void statements are permitted.
You need to set that up in the enemies defs like other defs that use a script component. Look at the defs in the game and copy and paste the text needed in the defs to add your script.

Quote from: Victorious_Games
Also is it possible to make a friendly turret?
You'd have to write a script to do that.

Ok I've been trying to get something like this to work:
Code: [Select]
self.Spawn(kActor_AI_Raptoid, self.Origin(), 0.0f, 0.0f, 0.0f, true, nRegionIdx);But it never works. What am I doing wrong here?
you spawn from ActorFactory not from the actor.
Code: [Select]
ActorFactory.Spawn(kActor_AI_Raptoid, self.Origin(), 0.0f, 0.0f, 0.0f, true, nRegionIdx);
Is there an event number for fire damage? I can't find one for shock either.
No such thing.

Also has anybody else noticed what I was asking about before? The exploding barrels using the same material as humans or creatures when hitting them with explosive projectiles?
I don't know what you did exactly but there could be a few reasons. If you're causing "violent" type of damage that always forces a flesh impact. And most projectiles that impact flesh and creature surface types spawn blood particles. So make sure your barrels surfaces aren't those types.
Posted by: Victorious_Games
« on: July 10, 2018, 09:20:20 AM »

Is there an event number for fire damage? I can't find one for shock either.

Also has anybody else noticed what I was asking about before? The exploding barrels using the same material as humans or creatures when hitting them with explosive projectiles?
Posted by: Victorious_Games
« on: July 08, 2018, 05:30:45 PM »

Ok I've been trying to get something like this to work:

Code: [Select]
self.Spawn(kActor_AI_Raptoid, self.Origin(), 0.0f, 0.0f, 0.0f, true, nRegionIdx);
But it never works. What am I doing wrong here?

Just noticed something else. After adding blood effects to explosion effects caused by explosive weapons when making contact directly with monsters they now make blood effects when hitting such objects as barrels. Is there any way to keep explosive projectiles when hitting explosive barrels from causing the same explosion effects as if they were hitting a monster? They should be making the explosion effect you'd see if they were to hit a wall or floor. Why are the explosive barrels using the same material type as monsters?
Posted by: Victorious_Games
« on: July 08, 2018, 09:58:16 AM »

Ok so I’m having trouble figuring out where exactly this script needs to be called on. I thought for sure the enemy defs would call a certain script like the weapons but they do not. So how do I get them to call on a custom script. And where is the default script for the enemies? I need to know what void statements are permitted.

Also is it possible to make a friendly turret?
Posted by: Victorious_Games
« on: July 07, 2018, 08:45:08 PM »

He thanks a lot man. This will help me a lot.
Posted by: BehemothProgrammer
« on: July 07, 2018, 03:13:52 PM »

Short answer: No you can't change that.
Long answer: create an Enemy script for all Enemy Defs and OnTick check if their mode state == 30 (Reaction FallDown (Tranqulized anim start)) and try setting the mode time to 0 until you want them to wake up. If that doesn't work try checking if their mode state is not 30 then set it back to 30 until you want them to wake up. A list of all the modes states and other info can be found in my script api help file.
Very long answer: you have to make the tranq gun not fire that particle Type, and fire your own custom one. Then in script check if the ai was hit by your particle type and make them go into their sleep animation and then pause the animation until there done sleeping. You'll also need to disable the kEnemyAIComponent while sleeping.

Download this for a list of all the script classes and functions. It'll help show you what you can change from script.
Turok 2 Scripting API: https://www.dropbox.com/s/oyff8tb6z9klsgm/Turok2API.zip?dl=0

Download Fireseed to edit animation/skinned mesh data, or import/export static meshes.
Fireseed: https://www.turokforums.com/index.php?topic=388.0

While this is intended for Turok 1, Turok 2 is almost exactly the same for particles. So checking out smoke39's guide would help for particles. And also just open some existing particles in the games particle folder for examples.
smoke39 Turok 1 Fx Guide: https://smoke39.github.io/turok/fx.html
Posted by: Victorious_Games
« on: July 07, 2018, 01:56:17 PM »

Is it possible to increase the tranq time for monsters when shot by the tranq gun?
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 :alien: me to help you so here I am.

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.

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?

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);

    }
   
    /*
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