Author Topic: TUROK 2 ASCENSION  (Read 36968 times)

Offline Victorious_Games

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« Last Edit: July 04, 2022, 02:47:47 PM by Victorious_Games »
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline ひまわりくん

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Re: TUROK 2 ASCENSION
« Reply #1 on: July 22, 2018, 10:23:32 AM »
Add some videos, this sounds kinda cool.

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #2 on: July 22, 2018, 01:33:32 PM »
I’ll be making some soon. I’m also gonna make a ModDB.com page for it as well. Progress for the mod will be posted there for the most part. I’ll post the link ASAP. Thanks for showing interest.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #3 on: July 22, 2018, 05:21:16 PM »
Made some changes to the Firestorm Cannon's new attack features.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Jay Doomed

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Re: TUROK 2 ASCENSION
« Reply #4 on: July 24, 2018, 03:08:44 PM »
Sounds nice look forward to it!
"Whatever it is, it doesn't belong in this world."

Offline Badger

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Re: TUROK 2 ASCENSION
« Reply #5 on: July 24, 2018, 08:43:22 PM »
Huh, I'll have to play through what you have when you release  :)

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #6 on: July 24, 2018, 09:42:04 PM »
Does anybody know how to get the enemies to check what weapon the player is currently using?

I know it has something to do with WeaponActor but I don't know how to code it properly. I just need a quick if statement if you guys don't mind.

Also how do I check if an enemy is on fire from the flamethrower? I was trying something like:

Code: [Select]
if (self.RenderMeshComponent().ToggleHotPoint(1, true))
{
        self.RenderMeshComponent().AltTexture() = 2;
}

but of course it's not working. Anybody?
« Last Edit: July 25, 2018, 06:29:56 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: TUROK 2 ASCENSION
« Reply #7 on: July 28, 2018, 05:00:47 PM »
Updated OP

Added a sticky mine alternate fire mode to the PFM Layer. Suckers stick to walls, floors, ceilings, and monsters.

Also Sunfire Pod's alternate fire mode throws out a projectile that actually explodes and causes fire damage to nearby enemies.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #8 on: July 29, 2018, 08:26:18 PM »
Figured out how to get the monsters to tell what weapon the player is currently holding when they die. So death skins are a go. Normal death skins for non explosive and non flammable weapons, exploded death skins for explosive weapons, and burnt death skins for flammable weapons will be made for all monsters. The monsters from the first 2 worlds, The Port of Adia and The River of Souls, are almost done. Lot's of good progress has been made.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

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Re: TUROK 2 ASCENSION
« Reply #9 on: July 30, 2018, 01:13:44 PM »
Today on top of finishing off the death skins for all of the monsters in the first 2 worlds I'll be adding a shoulder lamp that you can toggle on and off whenever you want, as long as you're not in scope mode with a weapon that has a scope or riding the Styracosaurus. The flashlight pickup item will be replaced with another item that already exists like a health pickup or something.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

 

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