Posted by: Rok
« on: July 04, 2018, 02:01:37 PM »That's awesome though lol that mag 60 is dangerous lmao
Posted by: Rok« on: July 04, 2018, 02:01:37 PM »That's awesome though lol that mag 60 is dangerous lmao
Posted by: Duke64« on: July 03, 2018, 07:39:37 PM »I have added an example mod that shows how to do a secondary fire on a weapon its a kpf that you can download and view. I added it to main post also under Modding Guides section.
https://turoksanctum.com/secondary-fire-weapons-guide/ Posted by: Jay Doomed« on: January 03, 2018, 02:03:54 PM »This is great thread! Im having one big annoying issue though. My editor crashes a lot. Turns out i cant even save a map. Would re installing the game help? anyone having any issues like this? Thanks. Do you have sectors in your map? How about a player start? Not sure that it matters but possibly it does. Posted by: Badger« on: January 02, 2018, 05:35:30 PM »This is great thread! Im having one big annoying issue though. My editor crashes a lot. Turns out i cant even save a map. Would re installing the game help? anyone having any issues like this? Thanks. Haven't come across an error like that yet D: Ye, maybe uninstalling, delete root folder for good measure, and reinstalling will help... Posted by: raul« on: January 01, 2018, 08:57:31 PM »This is great thread! Im having one big annoying issue though. My editor crashes a lot. Turns out i cant even save a map. Would re installing the game help? anyone having any issues like this? Thanks.
Posted by: Duke64« on: November 22, 2017, 02:00:33 PM »Added how to create a local teleport/portal guide: Updated op also.
https://turoksanctum.com/turok-2-creating-a-local-teleport/ Posted by: BehemothProgrammer« on: October 17, 2017, 09:48:00 PM »Theres 3 types of crosshairs you can set for each weapon in weaponInfo and they are:
trackingCrosshair lockonCrosshair scopeCrosshair You can see examples of them for the bore/rocket launcher/plasma rifle/tek bow. I don't see any default crosshair or something like that so you only got those 3 to work with. Doing this with a weapon forces the weapon to always use the tracking crosshair and it won't actually track because of the maxTrackingDegrees set to 0. But it kinda lags behind like the bore and rocket launcher. Best I could get it. Code: [Select] trackingCrosshair "gfx/hud/crosshair_bore_track.png" Posted by: ひまわりくん« on: October 16, 2017, 09:38:38 PM »Nice, thanks.Which script controls what spawns in ammo/health drop zones? I have another question, is there a way to give each weapon it's own crosshair? Like adding a small line of code in weaponinfo.txt. Posted by: Duke64« on: September 30, 2017, 08:07:11 PM »Which script controls what spawns in ammo/health drop zones? They are generator actors. In T2 those are just actors like placing a weapon etc except they're 'generators' which could spawn ammo, weapons, and health. You could open the editor and change what's spawning there in the maps. Package them in a levels/kpf and that should replace the maps with your versions. If you select and right click the generator then go to the kexGeneratorComponent tab you will see this. ![]() singleObjectType # defines what the actor generates. Health's singleObjectType numbers #define kActor_Item_Health2 1701 #define kActor_Item_Health10 1702 #define kActor_Item_HealthFull 1703 #define kActor_Item_HealthUltra 1704 You can use the number to make sure you know which generators are health's and use it to change what it generates, that number controls what it will be even if you place a mag60 generator and change it to a different number it will change.. On the actor tab find generatorsPickUps and Health10 should be there for placing new ones if needed. intervalTime1 means how long it takes to spawn in the first time. 0 would spawn right away the first time. intervalTime2 means how long it will take to respawn after you pick it up intervalTime is 15=1 second Posted by: ひまわりくん« on: September 30, 2017, 05:47:01 PM »Which script controls what spawns in ammo/health drop zones?
I wanna make it so that only 10 health pick ups spawn there. Posted by: Duke64« on: August 01, 2017, 07:04:47 PM »Thanks again for these guides. Here's a quick question hopefully someone will know: How do I go about making these green sectors that only block a player if the door they're on is closed or not? Unless I missed something, all I can find changed under their sector properties was 'block player' being checked, but that just makes the sector white and always block. Anyone know how to make it tie itself to the door as well? If the sector is turning white and always blocking maybe there is a different sector property on it. As BP mentioned the Block property under behavior should turn it green. Well I made a quick guide now on how to do doors feel free to read it over. I will update it and organize more later when I get some time. But it should help out I didn't revise it much. Hope it helps. https://turoksanctum.com/turok-2-editor-kex-studio-how-to-make-a-door/ Posted by: BehemothProgrammer« on: August 01, 2017, 05:10:27 PM »The color of the sector depends on what flags are set. You want to turn on "Block" to turn it green. And place the door actor over top the blocked sectors.
Posted by: postal« on: August 01, 2017, 04:24:25 AM »Thanks again for these guides. Here's a quick question hopefully someone will know: How do I go about making these green sectors that only block a player if the door they're on is closed or not? Unless I missed something, all I can find changed under their sector properties was 'block player' being checked, but that just makes the sector white and always block. Anyone know how to make it tie itself to the door as well?
![]() i probably am missing something but any help would be gr8 Posted by: Duke64« on: June 04, 2017, 02:12:48 AM »I think I just found it out I was messing around with my jump pads trying to make them really fast. I decided to try jumpad time '0' and I ended up with this bug. Jumppad time must have a value of at least 1 lol! Guides updated.
Posted by: ilgm« on: May 25, 2017, 08:17:25 PM »Thanks for the fix! I still got stuck on the jump pad, but that was only once in about 15 tries and only from one side, maybe just a big with the editor.
I also noticed the jump pad ceiling is actually on the ceiling this time, Actually I think I figured it out. Found out what region I was getting stuck on by turning on "showcollisions" ![]() I don't know why, but the sectors I added had 0 set for everything which I guess somehow stopped movement. You fixed it by redrawing them but missed one region. All I had to do was put the same numbers in that one and now its working fine. Thanks for the help Edit: I think my problem was making a new region with selected vertices rather than using the region create mode, which carries over all the region settings. I can add in more jumppads without any problems now |