Posted by: Jay Doomed
« on: August 08, 2018, 10:23:58 AM »Wanted to tell you that people are interested in this mod. We are just awaiting a download 

Posted by: Jay Doomed« on: August 08, 2018, 10:23:58 AM »Wanted to tell you that people are interested in this mod. We are just awaiting a download
![]() Posted by: Victorious_Games« on: August 06, 2018, 05:45:36 PM »Reconfigured the entire Flamethrower projectile system and now the Flamethrower will leave behind fire on impact that burns for a little while and does fire damage over time. It's freaking awesome.
OP updated. Posted by: Victorious_Games« on: August 04, 2018, 10:31:14 PM »Feature list updated.
Posted by: Victorious_Games« on: August 04, 2018, 03:36:46 PM »All monsters in the first 2 worlds have a complete set of death skins. Next group will be the purlins.
Posted by: Victorious_Games« on: August 03, 2018, 11:04:58 AM »Worked on the Plasmagun some more last night. I hadn't done too much for it so I figured I needed to. Primary fire only uses 1 round per shot now instead of 5 and fires a railgun like beam that penetrates through all monsters. So line them up for multiple kills. When in scoped mode the weapon fires an explosive projectile similar to the Alien Weapon's from Turok 1. It has that double explosion that deals serious damage at the cost of 75 ammo per shot. It's awesome.
Posted by: Rok« on: August 02, 2018, 01:50:01 AM »Sounds like fun
![]() Posted by: Victorious_Games« on: July 31, 2018, 12:25:57 AM »Does anybody know how to get the player.script to check whether or not the weapon he is using has a scope enabled? In Weapon.scripts it's a simple self.ScopeReady() but with the player.script it's more complicated than that. I tried a lot of different ways including if(self.Weapon().ScopeReady()) but nothing ever works.
Posted by: Victorious_Games« on: July 30, 2018, 10:21:23 PM »Shoulder lamp is in. Works great.
Posted by: Victorious_Games« on: July 30, 2018, 01:13:44 PM »Today on top of finishing off the death skins for all of the monsters in the first 2 worlds I'll be adding a shoulder lamp that you can toggle on and off whenever you want, as long as you're not in scope mode with a weapon that has a scope or riding the Styracosaurus. The flashlight pickup item will be replaced with another item that already exists like a health pickup or something.
Posted by: Victorious_Games« on: July 29, 2018, 08:26:18 PM »Figured out how to get the monsters to tell what weapon the player is currently holding when they die. So death skins are a go. Normal death skins for non explosive and non flammable weapons, exploded death skins for explosive weapons, and burnt death skins for flammable weapons will be made for all monsters. The monsters from the first 2 worlds, The Port of Adia and The River of Souls, are almost done. Lot's of good progress has been made.
Posted by: Victorious_Games« on: July 28, 2018, 05:00:47 PM »Updated OP
Added a sticky mine alternate fire mode to the PFM Layer. Suckers stick to walls, floors, ceilings, and monsters. Also Sunfire Pod's alternate fire mode throws out a projectile that actually explodes and causes fire damage to nearby enemies. Posted by: Victorious_Games« on: July 24, 2018, 09:42:04 PM »Does anybody know how to get the enemies to check what weapon the player is currently using?
I know it has something to do with WeaponActor but I don't know how to code it properly. I just need a quick if statement if you guys don't mind. Also how do I check if an enemy is on fire from the flamethrower? I was trying something like: Code: [Select] if (self.RenderMeshComponent().ToggleHotPoint(1, true)) but of course it's not working. Anybody? Posted by: Badger« on: July 24, 2018, 08:43:22 PM »Huh, I'll have to play through what you have when you release
![]() Posted by: Jay Doomed« on: July 24, 2018, 03:08:44 PM »Sounds nice look forward to it!
Posted by: Victorious_Games« on: July 22, 2018, 05:21:16 PM »Made some changes to the Firestorm Cannon's new attack features.
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