Author Topic: Turok 2 Seeds Of Evil Modding (Get Started Guides)  (Read 46521 times)

Offline postal

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #50 on: August 01, 2017, 04:24:25 AM »
Thanks again for these guides. Here's a quick question hopefully someone will know: How do I go about making these green sectors that only block a player if the door they're on is closed or not? Unless I missed something, all I can find changed under their sector properties was 'block player' being checked, but that just makes the sector white and always block. Anyone know how to make it tie itself to the door as well?

<-- these (from lightship4)

i probably am missing something but any help would be gr8
« Last Edit: August 01, 2017, 04:29:44 AM by postal »

Offline BehemothProgrammer

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #51 on: August 01, 2017, 05:10:27 PM »
The color of the sector depends on what flags are set. You want to turn on "Block" to turn it green. And place the door actor over top the blocked sectors.
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Offline Duke64

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #52 on: August 01, 2017, 07:04:47 PM »
Thanks again for these guides. Here's a quick question hopefully someone will know: How do I go about making these green sectors that only block a player if the door they're on is closed or not? Unless I missed something, all I can find changed under their sector properties was 'block player' being checked, but that just makes the sector white and always block. Anyone know how to make it tie itself to the door as well?

If the sector is turning white and always blocking maybe there is a different sector property on it. As BP mentioned the Block property under behavior should turn it green. Well I made a quick guide now on how to do doors feel free to read it over. I will update it and organize more later when I get some time. But it should help out I didn't revise it much. Hope it helps.

https://turoksanctum.com/turok-2-editor-kex-studio-how-to-make-a-door/
« Last Edit: August 01, 2017, 07:11:52 PM by Duke64 »
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Offline ひまわりくん

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #53 on: September 30, 2017, 05:47:01 PM »
Which script controls what spawns in ammo/health drop zones?

I wanna make it so that only 10 health pick ups spawn there.

Offline Duke64

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #54 on: September 30, 2017, 08:07:11 PM »
Which script controls what spawns in ammo/health drop zones?

I wanna make it so that only 10 health pick ups spawn there.

They are generator actors. In T2 those are just actors like placing a weapon etc except they're 'generators' which could spawn ammo, weapons, and health. You could open the editor and change what's spawning there in the maps. Package them in a levels/kpf and that should replace the maps with your versions.

If you select and right click the generator then go to the kexGeneratorComponent tab you will see this.


singleObjectType # defines what the actor generates.

Health's singleObjectType numbers

#define kActor_Item_Health2             1701
#define kActor_Item_Health10            1702
#define kActor_Item_HealthFull          1703
#define kActor_Item_HealthUltra         1704

You can use the number to make sure you know which generators are health's and use it to change what it generates, that number controls what it will be even if you place a mag60 generator and change it to a different number it will change.. On the actor tab find generatorsPickUps and Health10 should be there for placing new ones if needed.

intervalTime1 means how long it takes to spawn in the first time. 0 would spawn right away the first time.

intervalTime2 means how long it will take to respawn after you pick it up

intervalTime is 15=1 second
« Last Edit: September 30, 2017, 08:10:02 PM by Duke64 »
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"Boo, No soup for you"
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Offline ひまわりくん

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #55 on: October 16, 2017, 09:38:38 PM »
Which script controls what spawns in ammo/health drop zones?

I wanna make it so that only 10 health pick ups spawn there.

They are generator actors. In T2 those are just actors like placing a weapon etc except they're 'generators' which could spawn ammo, weapons, and health. You could open the editor and change what's spawning there in the maps. Package them in a levels/kpf and that should replace the maps with your versions.

If you select and right click the generator then go to the kexGeneratorComponent tab you will see this.


singleObjectType # defines what the actor generates.

Health's singleObjectType numbers

#define kActor_Item_Health2             1701
#define kActor_Item_Health10            1702
#define kActor_Item_HealthFull          1703
#define kActor_Item_HealthUltra         1704

You can use the number to make sure you know which generators are health's and use it to change what it generates, that number controls what it will be even if you place a mag60 generator and change it to a different number it will change.. On the actor tab find generatorsPickUps and Health10 should be there for placing new ones if needed.

intervalTime1 means how long it takes to spawn in the first time. 0 would spawn right away the first time.

intervalTime2 means how long it will take to respawn after you pick it up

intervalTime is 15=1 second
Nice, thanks.

I have another question, is there a way to give each weapon it's own crosshair?

Like adding a small line of code in weaponinfo.txt.

Offline BehemothProgrammer

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #56 on: October 17, 2017, 09:48:00 PM »
Theres 3 types of crosshairs you can set for each weapon in weaponInfo and they are:
trackingCrosshair
lockonCrosshair
scopeCrosshair

You can see examples of them for the bore/rocket launcher/plasma rifle/tek bow. I don't see any default crosshair or something like that so you only got those 3 to work with.

Doing this with a weapon forces the weapon to always use the tracking crosshair and it won't actually track because of the maxTrackingDegrees set to 0. But it kinda lags behind like the bore and rocket launcher. Best I could get it.

Code: [Select]
trackingCrosshair       "gfx/hud/crosshair_bore_track.png"
lockonCrosshair         "gfx/hud/crosshair_bore_lock.png"
scopeCrosshair          "gfx/hud/crosshair_tekbow_scope.png"
allowTracking           TRUE
maxTrackingDegrees      0.0
« Last Edit: October 17, 2017, 09:56:11 PM by BehemothProgrammer »
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Offline Duke64

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #57 on: November 22, 2017, 02:00:33 PM »
Added how to create a local teleport/portal guide: Updated op also.

https://turoksanctum.com/turok-2-creating-a-local-teleport/
Dinosaur Hunter
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"You are tiny grasshopper"
"Suck it down"
"Boo, No soup for you"
"Arrrgghhhh"
"I live again"

Offline raul

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #58 on: January 01, 2018, 08:57:31 PM »
This is great thread! Im having one big annoying issue though. My editor crashes a lot. Turns out i cant even save a map. Would re installing the game help? anyone having any issues like this?  Thanks.

« Last Edit: January 01, 2018, 09:09:39 PM by raul »

Offline Badger

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #59 on: January 02, 2018, 05:35:30 PM »
This is great thread! Im having one big annoying issue though. My editor crashes a lot. Turns out i cant even save a map. Would re installing the game help? anyone having any issues like this?  Thanks.



Haven't come across an error like that yet D:

Ye, maybe uninstalling, delete root folder for good measure, and reinstalling will help...

 

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