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  • -> Re: Turok Lives Again Mod by Raptor Dan
    September 14, 2018, 12:56:02 AM
    I don't know why it's not working as it should but if you make the "OnBeginFire" section of the tommy.txt script file look like this it uses ammo. By adding the "ConsumeAmmo" command it fixes your problem.

    -snip-
    Champion, thanks for the help!
    After much troubleshooting, I'm proud to release a much more polished Tommy Gun for this mod!
    GET IT HERE: https://www.dropbox.com/s/8x82hdyyub92v12/lives-againv1-tommy-new.kpf?dl=0


    For comparison, the original Tommy Gun from Turok Lives Again wasn't much to brag about, and functioned more like an automatic shotgun because creating new weapons probably wasn't the original creator's forte.

    I've taken the liberty to completely overhaul the mod's Tommy Gun, turning it into a proper SMG with unique particles and projectiles, using a different animation set, new sounds, and some slight balancing. The gun is as powerful as the Pistol or the Mag 60 but is much less accurate than both, delegating it to short to medium range combat. It's faster to lay down firepower than the Firestorm Cannon, but it's much less efficient because of its spread and it doesn't fire 2 shots at once (not the case in multiplayer).

    There's still the issue of the model being WAY too long to render as a viewmodel and ends up cutting off the rest of the barrel, but to fix that requires a whole new model and I'm sure not many people are willing to model something like that.
  • -> Re: Turok Lives Again Mod by Victorious_Games
    September 13, 2018, 09:25:04 PM
    I don't know why it's not working as it should but if you make the "OnBeginFire" section of the tommy.txt script file look like this it uses ammo. By adding the "ConsumeAmmo" command it fixes your problem.

    Code: [Select]
        /*
        ==============================================================
        OnBeginFire
        ==============================================================
        */
       
        void OnBeginFire(void)
        {
            m_fYOffset = 5*GAME_SCALE;
            m_fReturnTime = 0.0f;

          self.Owner().ConsumeAmmo(1);
        }
  • -> Re: Turok Lives Again Mod by Victorious_Games
    September 13, 2018, 12:41:12 PM
    I'm at work already. I'll check it out when I get home.
  • -> Re: Turok Lives Again Mod by Raptor Dan
    September 13, 2018, 12:29:45 PM
    So it's not consuming ammo with the new animation? Have you checked the difference between the pistol bullet and the new bullet? Does it consume ammo with the new animation if it fires the original pistol bullet? You used fireprojectile not spawnparticle right?

    It's the same particle, animation, and all. All I changed is the particle it fires, and yes it's using the fireprojectile flag, nothing else has been changed.
    Don't have time to test some more because I have work, but if you want to troubleshoot it while I'm gone then have at it. I've tried everything, to defining lines unique to the tommy gun only and all. Here: https://www.dropbox.com/s/gg0uhknvqbleyig/lives-againv1.kpf?dl=0
  • -> Re: Turok Lives Again Mod by Victorious_Games
    September 13, 2018, 12:00:41 PM
    So it's not consuming ammo with the new animation? Have you checked the difference between the pistol bullet and the new bullet? Does it consume ammo with the new animation if it fires the original pistol bullet? You used fireprojectile not spawnparticle right?
  • -> Re: Turok Lives Again Mod by Raptor Dan
    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.
  • -> Re: Turok Lives Again Mod by Victorious_Games
    September 13, 2018, 09:14:01 AM
    Use ConsumeAmmo() in it's script.
  • -> Re: Turok Lives Again Mod by Raptor Dan
    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?
  • -> Re: Turok Lives Again Mod by Victorious_Games
    September 12, 2018, 09:44:36 PM
    Yeah I see what you’re saying. Thanks for the tip.
  • -> Re: Turok Lives Again Mod by Raptor Dan
    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
    }

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