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Last Edit: September 03, 2018, 04:31:16 PM
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Type ot the full word: TUR**:
Finish the word: Turok 2: Seeds of ****:
Finish the word: Turok Dinosaur ******:

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Topic Summary

Posted by: Victorious_Games
« on: August 29, 2018, 04:58:48 PM »

Anybody interested in doing a little modeling? I've added a shoulder cannon energy grenade attack for Turok that can be fired at any time and requires 10 seconds to recharge. It's mainly to help with the increased numbers of enemies which can be a little staggering at times. Anyways I was wondering if anybody would be interested in adding a cool looking shoulder cannon to Turok's cinematic model. It would need to be on his left shoulder and would look something similar to what the Predator has but less alien looking. I really only need it added to his Character_High_detail and Cinema_Turok models since T2A is single player only and that's pretty much the only time you see his actual body. Correct me if I'm wrong.
Posted by: Victorious_Games
« on: August 22, 2018, 03:29:58 PM »

Oh hey thanks for the reply. I already found it though the long way. I used the console command "spawnactor particles/large_bonfire.particle". Good news is it and the other 2 versions of it do fire damage to nearby monsters and the player over time.  :have a nice day:
Posted by: Drahsid
« on: August 22, 2018, 02:31:36 PM »

Find it in kexstudio, that should help.
Posted by: Victorious_Games
« on: August 16, 2018, 10:17:24 PM »

Does anybody know what particle effect that fire that's burning at the beginning of the Port of Adia 1 map is? The one that's right at the beginning right after you walk up that first ramp and turn left.
Posted by: Victorious_Games
« on: August 11, 2018, 12:21:36 PM »

T2A is now live at ModDB.

Link: https://www.moddb.com/mods/turok-2-ascension

I will more then likely post updates there from here on out. I hope to see you guys there. I will however release the beta here as I said before for testing before an actual release at MODDB. So expect that.
Posted by: Victorious_Games
« on: August 09, 2018, 09:09:31 PM »

I got it all working now. The Nuke, Razor Wind, and Warblade now get red and green blood on them when hitting monsters with their melee attacks. And the blood only goes away when teleporting or loading up a map. So no more throwing the Razor Wind to clean it off.
Posted by: Victorious_Games
« on: August 08, 2018, 10:37:09 AM »

Thanks. I'm excited to get this out as well. When I'm done making all the death skins for the monsters there should be a release. I'll probably upload a beta here to let you guys test it out before making a full release at ModDB. You guys can be my guinea pigs.  :grin:

I'm currently trying to get the Warblade and the Razor Wind to use bloody versions of their skins when using their melee attacks. Of course the Razor Wind gets blood on it when throwing the weapon with the Alt Fire button like usual, but the primary attack which is a close range melee attack does not. I want to make it happen by getting the monsters to check what projectile and weapon is hitting them in their "OnDamage" section of their script and then make the weapon the player is using at that time change its skin to a bloody one. I've been trying some code out that I use to make monsters use their death skins which should work for this as well, but I keep getting Exception NULL errors and crashes. Any ideas?
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  :campaigner:
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  :treasure:
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.
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