Author Topic: Modding Questions for my upcoming project  (Read 33491 times)

Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #10 on: July 06, 2018, 10:49:24 PM »
Well crap. Oh well I can live with those shortcomings. Not game breaking at all. Thanks for the help. I’ll be announcing my mod soon. Got lots of ideas and features already implemented.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #11 on: July 07, 2018, 01:56:17 PM »
Is it possible to increase the tranq time for monsters when shot by the tranq gun?
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline BehemothProgrammer

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Re: Modding Questions for my upcoming project
« Reply #12 on: July 07, 2018, 03:13:52 PM »
Short answer: No you can't change that.
Long answer: create an Enemy script for all Enemy Defs and OnTick check if their mode state == 30 (Reaction FallDown (Tranqulized anim start)) and try setting the mode time to 0 until you want them to wake up. If that doesn't work try checking if their mode state is not 30 then set it back to 30 until you want them to wake up. A list of all the modes states and other info can be found in my script api help file.
Very long answer: you have to make the tranq gun not fire that particle Type, and fire your own custom one. Then in script check if the ai was hit by your particle type and make them go into their sleep animation and then pause the animation until there done sleeping. You'll also need to disable the kEnemyAIComponent while sleeping.

Download this for a list of all the script classes and functions. It'll help show you what you can change from script.
Turok 2 Scripting API: https://www.dropbox.com/s/oyff8tb6z9klsgm/Turok2API.zip?dl=0

Download Fireseed to edit animation/skinned mesh data, or import/export static meshes.
Fireseed: https://www.turokforums.com/index.php?topic=388.0

While this is intended for Turok 1, Turok 2 is almost exactly the same for particles. So checking out smoke39's guide would help for particles. And also just open some existing particles in the games particle folder for examples.
smoke39 Turok 1 Fx Guide: https://smoke39.github.io/turok/fx.html
« Last Edit: July 07, 2018, 03:17:38 PM by BehemothProgrammer »
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Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #13 on: July 07, 2018, 08:45:08 PM »
He thanks a lot man. This will help me a lot.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #14 on: July 08, 2018, 09:58:16 AM »
Ok so I’m having trouble figuring out where exactly this script needs to be called on. I thought for sure the enemy defs would call a certain script like the weapons but they do not. So how do I get them to call on a custom script. And where is the default script for the enemies? I need to know what void statements are permitted.

Also is it possible to make a friendly turret?
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #15 on: July 08, 2018, 05:30:45 PM »
Ok I've been trying to get something like this to work:

Code: [Select]
self.Spawn(kActor_AI_Raptoid, self.Origin(), 0.0f, 0.0f, 0.0f, true, nRegionIdx);
But it never works. What am I doing wrong here?

Just noticed something else. After adding blood effects to explosion effects caused by explosive weapons when making contact directly with monsters they now make blood effects when hitting such objects as barrels. Is there any way to keep explosive projectiles when hitting explosive barrels from causing the same explosion effects as if they were hitting a monster? They should be making the explosion effect you'd see if they were to hit a wall or floor. Why are the explosive barrels using the same material type as monsters?
« Last Edit: July 08, 2018, 07:54:43 PM by Victorious_Games »
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #16 on: July 10, 2018, 09:20:20 AM »
Is there an event number for fire damage? I can't find one for shock either.

Also has anybody else noticed what I was asking about before? The exploding barrels using the same material as humans or creatures when hitting them with explosive projectiles?
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline BehemothProgrammer

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Re: Modding Questions for my upcoming project
« Reply #17 on: July 10, 2018, 10:06:08 PM »
Quote from: Victorious_Games
Ok so I’m having trouble figuring out where exactly this script needs to be called on. I thought for sure the enemy defs would call a certain script like the weapons but they do not. So how do I get them to call on a custom script. And where is the default script for the enemies? I need to know what void statements are permitted.
You need to set that up in the enemies defs like other defs that use a script component. Look at the defs in the game and copy and paste the text needed in the defs to add your script.

Quote from: Victorious_Games
Also is it possible to make a friendly turret?
You'd have to write a script to do that.

Ok I've been trying to get something like this to work:
Code: [Select]
self.Spawn(kActor_AI_Raptoid, self.Origin(), 0.0f, 0.0f, 0.0f, true, nRegionIdx);But it never works. What am I doing wrong here?
you spawn from ActorFactory not from the actor.
Code: [Select]
ActorFactory.Spawn(kActor_AI_Raptoid, self.Origin(), 0.0f, 0.0f, 0.0f, true, nRegionIdx);
Is there an event number for fire damage? I can't find one for shock either.
No such thing.

Also has anybody else noticed what I was asking about before? The exploding barrels using the same material as humans or creatures when hitting them with explosive projectiles?
I don't know what you did exactly but there could be a few reasons. If you're causing "violent" type of damage that always forces a flesh impact. And most projectiles that impact flesh and creature surface types spawn blood particles. So make sure your barrels surfaces aren't those types.
Turok 2 Co-Op Mod

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Offline Victorious_Games

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Re: Modding Questions for my upcoming project
« Reply #18 on: July 11, 2018, 12:01:08 AM »
Ok so I started using you work found here https://www.turokforums.com/index.php?topic=496.0 as a base for my project. I converted all my changes to your optimized layout and it's so much nicer now to work with. I understand now what you were saying about adding scripts to enemies. You have seriously made a very nice workspace for Turok 2 modding and I strongly recommend everybody to use your work as a starting point. Awesome job on your part. It has a much better streamlined approach and a nice set of cool features that can be easily tinkered with for both monsters, weapons, and the player. Again great job.

Ok so about my issue with the destructible objects acting like they're made of human or creature flesh, you said I should check if they are using improper materials. Would this be done using the map editor or scripts? Because I've never made changes to the barrels or other destructible objects with a map editor. I simply used this mod https://steamcommunity.com/app/405830/discussions/1/135513549100098472/ as a base to enhance the blood and gore in the game. Could there be an issue with his work?
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline BehemothProgrammer

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Re: Modding Questions for my upcoming project
« Reply #19 on: July 12, 2018, 04:31:58 AM »
Looks like it's the mod because I see some particles that are spawning blood particles on impact with: "default", "stone", "metal". You can look at each of those particle files and try changing them back to the way they were for those surface types by referencing the games particle files of the same name.
Turok 2 Co-Op Mod

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