Posted by: BehemothProgrammer
« on: April 03, 2017, 05:15:53 PM »Updated with more details on the kEnemyAIComponent and some of the missing ActorFlags. Added a link to the AngelScript docs on Arrays.
Posted by: BehemothProgrammer« on: April 03, 2017, 05:15:53 PM »Updated with more details on the kEnemyAIComponent and some of the missing ActorFlags. Added a link to the AngelScript docs on Arrays.
Posted by: Gazer« on: March 29, 2017, 10:13:30 PM »Yes, and it's confusing tracking shit down. I guess there's a lightmap created by a "sun" actor and vertex light added by the spot, point or box light actors. Time will unravel all things.
Fine job on the scripting. I'm trying to pack up a map but the game is not recognizing it. kpf in the mods folder. I think the problem is that hubInfo.txt number. Posted by: BehemothProgrammer« on: March 29, 2017, 07:11:44 PM »I don't know if this is a question or a thought, do you know where to find lighting variables for the editor? They seem random in studio and some don't have any effect.In the properties window panel(F4) under the kexLightComponent Tab. But like most of the things in the editor (at least for now) things don't work or are missing. Posted by: Duke64« on: March 29, 2017, 06:43:33 PM »Having it written out like that is pretty awesome. Nice job, subject pinned for users to find easy.
Posted by: Gazer« on: March 29, 2017, 04:13:19 PM »I don't know if this is a question or a thought, do you know where to find lighting variables for the editor? They seem random in studio and some don't have any effect.
Posted by: Jay Doomed« on: March 29, 2017, 02:53:24 PM »Dude! really this is going to save me a bit of time and digging. Thanks a lot which reminds me I still really need to dig in your Wolfenstein Turok kpf files. Madman work. Behemoth Madman
![]() Posted by: BehemothProgrammer« on: March 29, 2017, 02:13:36 PM »This page will help get you up and running with a decent integrated development environment for AngelScript to be used with Turok 2. The IDE will not be able to check for errors or debug but it comes with coloring and code completion and that last one is important. If you are thinking about working with T2 scripts no matter your skill level, I highly recommend following the instructions below to downloading CodeLite. The following instructions and Turok 2 API scripts were written by BehemothProgrammer.
The original plain script api text file is still located here: https://pastebin.com/kFhBNYqS I recommend following the instructions below. Note: All Turok 2 Scripts are currently based on version 1.5.6 of the game. 1. Download CodeLite 9.0
2. Download Turok2API.zip
3. Install and launch CodeLite 9.0
4. Configure CodeLite 9.0:
5. Create CodeLite 9.0 Workspace and Project
6. Add the Turok 2 Script API
7. Add in your mods scripts and defs
8. Launching Turok 2 through CodeLite
9. Working in Codelite 9.0 Additional Notes
Congratulations you should now have a decent AngelScript IDE with coloring and auto completion to help you with your Turok 2 mods! ![]() |