Posted by: Raptor Dan
« on: July 29, 2018, 08:32:34 PM »More progress
Posted by: Raptor Dan« on: July 29, 2018, 08:32:34 PM »More progress Posted by: Victorious_Games« on: July 26, 2018, 10:19:20 PM »You have to define a script to the player.def file so it can use new scripts. I’m not sure if this is for u right now. Maybe start using BehemothProgrammer’s MP addon as a base. It has everything already separated into scripts. U can easily drop your new sounds into it with no problem.
Posted by: Raptor Dan« on: July 26, 2018, 09:32:19 PM »Ok here man this will do things when the player's health is below whatever you want. Place it anywhere in the OnTick section of the players script file which you must add yourself if you haven't yet: My problem with adding stuff like that is finding the file I need to edit in the first place, where exactly do I find the script that edits the player? Is it the one that's in the game/defs/actors? Posted by: Victorious_Games« on: July 26, 2018, 07:42:57 PM »Ok here man this will do things when the player's health is below whatever you want. Place it anywhere in the OnTick section of the players script file which you must add yourself if you haven't yet:
Code: [Select] float PlayerHealth = self.Health(); Just change the 10 to whatever you want as well as the "Danger Low Health" message. You'll also need to put this: Code: [Select] int ShowOnce = 0; up in the top section of the player script where other variables are declared. Posted by: Victorious_Games« on: July 26, 2018, 10:36:14 AM »That's something I'll be adding for my own project. The only way I can think of doing it is by going into each enemies melee animations and adding a flag that spawns a particle projectile. The projectile only goes so far before destroying itself. If it hits an object it makes a sound and spawns blood or sparks or whatever. I've done this for the warblade, razor wind, and nuke weapons already but I did it by way of script. I'm sure it can be done using the Fireseed model and animation editor for monsters which I think is the best way to do it.
Posted by: Raptor Dan« on: July 26, 2018, 10:16:47 AM »Another question, and it's a feature I sorely miss in the first Turok, but how does one get enemies to make impact sounds when they melee you?
It's entirely absent in 2 and the attacks feel less impactful. Posted by: Victorious_Games« on: July 25, 2018, 10:45:40 PM »If u don’t get an answer by the the time I can do some modding tomorrow I’ll try to whip something up for u that u can drop into the ontick section of the player script.
Posted by: Raptor Dan« on: July 25, 2018, 10:28:46 PM »I have a question, but is there a way to add in a Low Health indicator, much like the Low Oxygen indicator where Adon would tell you you're running out of air?
Posted by: Raptor Dan« on: June 24, 2018, 05:54:39 PM »Remade my old T2 FEAR SFX replacement, changing several sounds around and making liberal use of the .ksnd text editing so there's less conflicting usage of sounds compared to outright replacing them. - New menu sounds, ammo pick up sounds, and health pick up sounds - MAG60 has its sound changed to the ceiling turret's firing sound, as it's previous sound had a burst of 5, not 3. Plus it needed some more beef. - Tranquilizer and Charge Rifle has completely new sounds - Shredder has an amalgamation of sounds put together (nail gun, metal thunk, cannon rotation), not too sure what to do with it but I'll leave it for now. - Plasma Rifle had the double sound removed and sounds a lot cleaner. - Firestorm Cannon had the entirety of its sound overhauled, almost 1:1 to the Minigun from Perseus Mandate. - Grenade Launcher had its reload sound changed, but I might change it back to what it was previously. - Scorpion is still WIP once I figure out how its draw and holster servos work, new reload servo sounds. - Explosions have been tweaked some. - New impact effects, ricochets, and gib effects. Posted by: ひまわりくん« on: March 31, 2018, 07:18:37 PM »You could post it for now, the UI is gonna take me a while to get it to work.Off to work on the UI. Translating it isn't the issue, I can't get UI messages to display in Japanese. Posted by: Duke64« on: March 31, 2018, 05:59:23 PM »Off to work on the UI. Nice man and should I wait for you to finish all parts before I put on Turok Sanctum or? Posted by: ひまわりくん« on: March 31, 2018, 04:32:20 PM »AND DONE:
https://mega.nz/#!ClIUgQ6R!ZrDngDR5yd8QqaVVLohVCQ6SzOpLB_5OyFvibVO0M9s This was fun, but holy shit how did I or anyone for that matter put up with playing T2 on the n64? I don't know what's worse, a hangover right after NYE or a season of Turok 2 on the n64. Some of the weapons had interesting names in Japan: -MAG60 is called オートマグナム (lit. Automagnum) -Cerebral Bore is called ブラインブラスタ (lit. Brain Blaster) -PFM layer is called サーチマインランチャー (lit. Search(?) Mine Launcher) -Harpoon gun is called スピアガン (lit. Spear Gun) -Torpedo launcher is called アクアマインランチャ (lit. Aqua Mine Launcher) -Triceratops is called ツインキャノン (lit. Twin Cannons) Off to work on the UI. Posted by: ひまわりくん« on: March 25, 2018, 05:19:04 PM »psst. you transliterated "violence" wrongOPS. \_( シ )_/ Posted by: Smoke39« on: March 25, 2018, 03:42:32 PM »psst. you transliterated "violence" wrong
Posted by: ひまわりくん« on: March 25, 2018, 12:32:54 PM »Someone once told me a language barrier prevents people from communicating.
I said to hell with your barrier, I'm a free spirit. |