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Topic Summary

Posted by: Raptor Dan
« on: August 22, 2018, 12:14:36 PM »


Found the sound Terminator 2 uses for its shotguns, wanted to test it in Turok 2 if it fits the shotgun. Result is, kind of?
Posted by: Victorious_Games
« on: August 20, 2018, 09:27:03 AM »

Hey that's a good tip. I could use this myself in the future. Thanks Behemoth.
Posted by: BehemothProgrammer
« on: August 19, 2018, 11:00:57 PM »

Maybe try doing one of the play sound events on tick in the particle.

Code: [Select]
[11] //active
{
eventID = 0 //Play Sound
params = { 15210.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 }
}

If one of the play sound events don't work try the others. And if the sound keeps playing every tick set bOneInstancePerSource = 1 in the sounds .ksnd file. And if none of that works then I guess you'd need to do scripting.
Posted by: Victorious_Games
« on: August 18, 2018, 01:59:50 PM »

That sucks.
Posted by: Raptor Dan
« on: August 17, 2018, 09:51:30 PM »

If you make the particle create the sound it should work.

startsound = "your sound number"

I may be wrong though.

That's exactly what I did, Endtrail_grenade.particle with my custom sound. The problem is that the sound does not follow the particle at all, just where it was spawned.
Posted by: Victorious_Games
« on: August 17, 2018, 02:50:57 PM »

If you make the particle create the sound it should work.

startsound = "your sound number"

I may be wrong though.
Posted by: Raptor Dan
« on: August 15, 2018, 12:24:57 AM »


Testing out a grenade trail SFX from bioshock on the Endtrail's grenades, not too pleased with the result as it doesn't follow the projectile so no matter where you are the sound will be at where the endtrail grenade particle was created.
Posted by: thebestmlTBM
« on: August 13, 2018, 03:08:28 PM »

Not bad.
Posted by: Raptor Dan
« on: August 12, 2018, 10:57:39 PM »

EVEN 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:

Code: [Select]
float PlayerHealth = self.Health();

if (PlayerHealth <= 10 && ShowOnce != 1)
{
      Hud.AddMessage("Danger Low Health",120);
ShowOnce = 1;
}
else if (PlayerHealth > 10 && ShowOnce == 1)
{
ShowOnce = 0;
}

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.

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();

if (PlayerHealth <= 10 && ShowOnce != 1)
{
      Hud.AddMessage("Danger Low Health",120);
ShowOnce = 1;
}
else if (PlayerHealth > 10 && ShowOnce == 1)
{
ShowOnce = 0;
}

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.
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