Posted by: Dinomite
« on: November 29, 2017, 01:16:52 AM »EventLynx
Posted by: Dinomite« on: November 29, 2017, 01:16:52 AM »EventLynx
Posted by: BehemothProgrammer« on: November 24, 2017, 10:27:34 AM »This was a little thing I made to help enter EnemyAI flag values, think people might find it useful. https://www.dropbox.com/s/b3chdu3sig32ybp/T2Flags.zip?dl=0
And here's Model and Animation data editors for both Turok: Dinosaur Hunter and Turok 2 in Unity. https://www.dropbox.com/s/n3cng6coohfwjqi/TurokModelAnimEditors.zip?dl=0 Posted by: BehemothProgrammer« on: November 07, 2017, 06:37:57 PM »I wasn't sure where to put this additional info I've collected about T2 so I just throw it into a text file here - https://pastebin.com/raw/jjbgSStB
It tells you what the behaviour property values means for EnemyAIComponent. The meaning of EventLink Trigger Types for some components. Mission Objectives. Mission Teleports. Cinema Types. Hidden cvars. and all the mode state values. All stuff for when your making SP maps. Posted by: Jay Doomed« on: October 24, 2017, 03:27:29 PM »I added the AngelScript Array class in so autocomplete would work for it and added some more notes on the mainpage of the help to include some known bugs in the game. As soon as I get time to check it out I will. Thanks for good work. Posted by: vis« on: October 23, 2017, 07:37:03 PM »So I finally took the time to get a decent IDE up and running with AngelScript and Turok 2. I've included instructions and download links in the first post. So if you are thinking about working with T2 scripts no matter your skill level, I highly recommend following those instructions. ![]() Tnx, man! : ) I just hope next remaster patch will move things on positive scale, in mp... : O Posted by: BehemothProgrammer« on: October 23, 2017, 07:27:11 PM »I added the AngelScript Array class in so autocomplete would work for it and added some more notes on the mainpage of the help to include some known bugs in the game.
Posted by: Jay Doomed« on: September 29, 2017, 10:03:05 AM »Wow that's crazy thanks for this. That's very nice and helpful too.
Posted by: Rok« on: September 27, 2017, 01:05:44 PM »Have no idea how you do these things but really cool. I'm an absolute noob in scripting so if I ever try it I would definitely use this. Good work!
Posted by: Duke64« on: September 26, 2017, 07:45:26 PM »Man we were just talking about Doom does this xD You're awesome thanks! Under "Turok 2 tools" on Turok Sanctum. Just pm me if any changes to that post are needed there.
https://turoksanctum.com/turok-2-api/ Posted by: BehemothProgrammer« on: September 26, 2017, 06:42:51 PM »So I finally took the time to get a decent IDE up and running with AngelScript and Turok 2. I've included instructions and download links in the first post. So if you are thinking about working with T2 scripts no matter your skill level, I highly recommend following those instructions.
Posted by: BehemothProgrammer« on: September 07, 2017, 06:30:26 PM »Updated the ScriptAPI.txt file with the additional actor func void AddToGallery(void) added in last update. As well I detailed some of the enemy common flags. And added a few notes here and there.
Posted by: ilgm« on: June 21, 2017, 08:57:41 PM »Really helpful, thanks.
I added some AI scripts in so I can put them in Raptor Fest. Might add more later Fireborn, Biobot, Primagen Guard, Primagen Trooper, Nala, Cave Spider, Flesh Sentinal, Death Guard, and Lord of the Flesh Code: [Select] Fireborn kActor_AI_Fireborn Posted by: Doom Dojo« on: April 19, 2017, 01:09:18 PM »After you unzip the "game.kpf" file use this to view and copy files to your Turok 2 directory. In your Turok 2 directory create a "scripts" folder and a "defs/actors" folder. Oh wow it worked for me thanks a ton! I wasn't doing anything specific just messing around with the structure. Sixty Four was telling me how he could put some of you guys guides on Turok Sanctum too. And I definitely vote for that. A guide section of posts for that site is a good idea. This one should go there too for sure ![]() Posted by: Duke64« on: April 10, 2017, 09:46:47 PM »After you unzip the "game.kpf" file use this to view and copy files to your Turok 2 directory. In your Turok 2 directory create a "scripts" folder and a "defs/actors" folder. That is really helpful man thanks a lot. Yeah keep up the good work can't wait to see your Turok 2 mod ![]() Posted by: BehemothProgrammer« on: April 10, 2017, 08:35:45 PM »Update #2 brings a little bit of new scripting functionality mainly the new HitScan method on the WorldComponent. Finally a non hacky way to do a raycast just like Turok 1 scripting.
- new Class: kClipInfo - new WorldComponent Method: void HitScan(kClipInfo&out, const kVec3&in origin, const kVec3&in targetOrigin, const uint EnumClipFlags, const float=0) |