Turok: Dinosaur Hunter Forums!
Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: Victorious_Games on June 30, 2018, 07:46:58 PM
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Is it possible to add a secondary fire mode for the rocket launcher that would fire off missiles that flew in a straight line and did not lock on? I was thinking about doing this using the same button that activates some of the weapons' scope modes but of course it wouldn't active or deactivate a scope. It would just simply fire off the non lock on missiles using up the same ammo as the lock on missiles. Is this possible? Or is there another way?
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By modifying ammo types and particles you should be able to create more alternative fire modes. For reference check the src in game.kpf.
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I’m not talking about alternative fire modes I’m talking about having 2 different fire modes for the rocket launcher that are used by pressing 2 different buttons. I want the default fire button to shoot homing missiles and the scope activating button to shoot the straight missiles.
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From my understanding I think this is what you want. I had a mag 60 with explosive secondary and bullet primary fire on left and right mouse click lol its a killer weapon but its been awhile though since i was focused on it xD.
This would be a script function you need to do a script, search for this through the scripts to understand.
if((self.Owner().Buttons() & BC_ALTFIRE) != 0)
Its actually applied to the ridingGun.txt in scripts folder that will help to understand some I believe look for ALTFIRE in that document.
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That’s exactly what I was looking for. What can I download to get a better understanding of this? Did u release a mod with that mag60 feature? I could look at what u did and replicate it for other weapons.
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Ok so when you guys mod this game do you have to go into the game and start a new game every single time you add something or edit something to check it out? Or do games saved with your custom KPF mod file always show the new changes you've made as long as the same KPF file is being used?
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That’s exactly what I was looking for. What can I download to get a better understanding of this? Did u release a mod with that mag60 feature? I could look at what u did and replicate it for other weapons.
https://www.turokforums.com/index.php?topic=326.msg11956#msg11956
Ok so when you guys mod this game do you have to go into the game and start a new game every single time you add something or edit something to check it out? Or do games saved with your custom KPF mod file always show the new changes you've made as long as the same KPF file is being used?
When I test I just open the console and enter a map, you don't have to do new game. You can open console and type "map levels/level name".
Example
Open Console and type:
map levels/Blind_Lair_1.map
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Thanks for the help. I’ve already started working on a little project of my own. This is pretty easy to get into. Thanks for the help.
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What's the best way to resize the blood decals. They're way too big.