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Topic Summary

Posted by: Raptor Dan
« on: 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.
Posted by: Victorious_Games
« on: 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);
    }
Posted by: Victorious_Games
« on: September 13, 2018, 12:41:12 PM »

I'm at work already. I'll check it out when I get home.
Posted by: Raptor Dan
« on: 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
Posted by: Victorious_Games
« on: 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?
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.
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