Topic Summary
Posted by: Victorious_Games
« on: July 16, 2018, 09:05:40 AM »
Yeah I figured this was the case. Doesn't make sense why it would be programmed this way though? I'll just make all surface types when hit by explosive damage projectiles cause the same explosion effects without blood to appear. That's how it was in the game to begin with. I'll add blood effects to each of the monsters explosion damage animations to compensate. Thanks for the help.
Posted by: Drahsid
« on: July 16, 2018, 12:48:55 AM »
Since every world component share the same base class, I'm pretty sure this bug is unfixable, unless you completely reprogram the blood particles.
Posted by: Victorious_Games
« on: July 12, 2018, 08:52:13 PM »
Ok so the only way to keep the barrels from spraying blood everywhere when hitting them with lets say a scorpion missile, that does explosive damage to human and creature material types, is to make the particle effect spawned when hitting monsters or humans not produce any kind of blood effects. For some reason the exploding barrels or even the destructible walls in the river of souls 1 map are using the explosion particle effects that are supposed to be used by the flesh materials. The material files for the barrel textures are set to have a default material type. What is up with this? Bullets do not do this at all. This only happens if a projectile is set to do explosive type = 17 damage to monsters. If you set the damage type to 2 the barrels use the default material type. Anybody got a clue?
Posted by: Victorious_Games
« on: July 12, 2018, 03:37:07 PM »
Well so far I've got secondary fire modes for all weapons, lots more blood and gore, and I figured out how to get certain monsters to spawn a specific number of specific monsters as soon as they're spawned into a map. So there are now more monsters in every map to kill without having to edit the actual map. And soon I'll have damage skins for all monsters too when they die. So if they're killed by the flamethrower they'll look burnt up. Or if they're killed by the shotgun they'll have bullet wounds on their bodies. Of course not decals just bloodied versions of their skins. Will post a full list of implemented features and features I want to add as well as the name of my mod.
I'm still in need of ideas for the flamethrower's alternate fire mode.
Posted by: Victorious_Games
« on: July 12, 2018, 09:14:37 AM »
Looks like it's the mod because I see some particles that are spawning blood particles on impact with: "default", "stone", "metal". You can look at each of those particle files and try changing them back to the way they were for those surface types by referencing the games particle files of the same name.
Oh ok It's probably something I overlooked. More then likely the blood.particle or bloodblob.particle files since they're used by multiple bloody explosion particle effects. Thanks for the heads up.
Posted by: BehemothProgrammer
« on: July 12, 2018, 04:31:58 AM »
Looks like it's the mod because I see some particles that are spawning blood particles on impact with: "default", "stone", "metal". You can look at each of those particle files and try changing them back to the way they were for those surface types by referencing the games particle files of the same name.
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 »
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. 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:
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. 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:
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=0Download Fireseed to edit animation/skinned mesh data, or import/export static meshes. Fireseed: https://www.turokforums.com/index.php?topic=388.0While 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.
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