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Topic Summary

Posted by: Raptor Dan
« on: September 13, 2018, 10:34:55 AM »

Use ConsumeAmmo() in it's script.

It consumes ammo rapidly instead of every time it fires.
The amount the gun consumes ammo every time it fires is supposed to be defined in weaponinfo.txt
Code: [Select]
Weapon kWpn_Tommy
{
    offset                  "10 70 27.2"
    actor                   kActor_Wpn_Tommy
    defaultWeapon           FALSE
    owned                   TRUE
    allowUnderwater         FALSE
    allowLand               TRUE
    allowMultiplayer        TRUE
    noCheatGiveWeapons      TRUE
    icon                    "gfx/hud/weapons/tommy-icon.png"
    ammo                    "Ammo_Tommy"
    initialAmmoAmount       25
    projectileParticle      kParticle_Bullet
    projectileOffset        "-2 4 2"
    ammoConsumption         1
    charMeshIndex           kWpnChar_Pistol
    priority                7100
    slot                    5
    pickupTypeID            kActor_Item_WpnTommy
    quickslot               4
}

After I changed the animation, it doesn't consume ammo.
However, changing the animation back to the base pistol animation makes it consume ammo again. This is stumping me, there should be no differences between the animations other than the particle they fire.
Posted by: Victorious_Games
« on: September 13, 2018, 09:14:01 AM »

Use ConsumeAmmo() in it's script.
Posted by: Raptor Dan
« on: September 12, 2018, 10:21:23 PM »


More tinkering with the Tommy gun. Muzzle flash and bullet particles are a bit of an issue in regards to aiming (though you don't really have to with this bullet hose), but it's not as big as an issue as the gun not consuming ammo after I had changed the animation. Anyone knows how to fix this?
Posted by: Victorious_Games
« on: September 12, 2018, 09:44:36 PM »

Yeah I see what you’re saying. Thanks for the tip.
Posted by: Raptor Dan
« on: September 12, 2018, 08:09:24 PM »

So you just import a model and then use another weapon's animation? This works for other models too like character models?

If the models have the same kind of bones, then probably! These can be defined in the def/actors/weapons.txt
I had to modify the pistol animation and save it as a separate file to incorporate a new bullet particle, since it looks like OP wanted the gun to have unique sounds.
Code: [Select]
Tommy kActor_Wpn_Tommy
{
    className                   "kexPlayerWeapon"
    initialScale                "0.2 0.2 0.2"
   
    Begin_Component "kexRenderMeshComponent"
        mesh                    "char/tommyturok64.skinnedmesh"
        anim                    "anims/Weapon_BloodTommy.anim"
        bRenderAsWeapon         TRUE
    End_Component
   
    Begin_Component "kexAnimTrackComponent"
    End_Component
   
    Begin_Component "kexScriptComponent"
        scriptClass             "Tommy"
    End_Component
}
Posted by: Jay Doomed
« on: September 12, 2018, 02:14:19 PM »

Hopefully more levels get added into this. If you get the motivation do it! I see you have a cut level from v1.0 description even add that one. But more Blood maps will be great though.
Posted by: Victorious_Games
« on: September 12, 2018, 01:37:32 PM »

So you just import a model and then use another weapon's animation? This works for other models too like character models?
Posted by: Raptor Dan
« on: September 12, 2018, 12:25:59 PM »

What exactly are you using to make the weapon model and the animations?

Don't know where he got the model, but judging from its detail it's probably downloaded from a model resource site.
The animation is just the shotgun animations sped up very fast, and honestly it's very messy from how its made. I've made some general improvements to it like putting it on the Pistol animations and giving it spread, but I have to come home to tinker some more with it.

Actually, here's a video of what progress I've done with it. Looks a ton better than it did initially.
Posted by: Victorious_Games
« on: September 11, 2018, 07:56:43 PM »

What exactly are you using to make the weapon model and the animations?
Posted by: Dinomite
« on: September 10, 2018, 03:44:45 PM »

Time flies like crazy.
Posted by: Jay Doomed
« on: September 10, 2018, 11:57:50 AM »

Time is flying like crazy because this is already a year old!?

 :campaigner: :campaigner:
Posted by: Revenant32
« on: February 06, 2018, 03:23:48 PM »

I finally played this in entirety and its just amazing how you made that map from scratch in Doom for Turok. Before I only got to play that dm map bodies. Now I just played them all and the sp!

You should definitely make another sp map here and put some more of the blood maps in mp. Sometime...no rush.
Posted by: Jay Doomed
« on: October 24, 2017, 03:28:57 PM »

Is there a reason why the tommy gun looks as if it has the shotgun animations sped up?
How difficult is it to implement new animations for new weapons?

Animations are nearly impossible to do or extremely hard and tedious. Here's to hoping Behemoth updates the fireseed tool to help us with that :)
Posted by: Raptor Dan
« on: October 19, 2017, 05:25:58 PM »

Is there a reason why the tommy gun looks as if it has the shotgun animations sped up?
How difficult is it to implement new animations for new weapons?
Posted by: Jay Doomed
« on: October 19, 2017, 09:57:46 AM »

Playing with Frooty Stripes ;p



Nice man xD


Yeah I'll release the Doom version. Uff just a matter of tidying the wad and don't really feel like doing it yet lol. Thanks for the challenge earlier today also its going very well ;)

Hope to play the Doom version no rush though.
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