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Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: Victorious_Games on June 30, 2018, 07:46:58 PM

Title: Secondary Fire Modes
Post by: Victorious_Games on June 30, 2018, 07:46:58 PM
Is it possible to add a secondary fire mode for the rocket launcher that would fire off missiles that flew in a straight line and did not lock on? I was thinking about doing this using the same button that activates some of the weapons' scope modes but of course it wouldn't active or deactivate a scope. It would just simply fire off the non lock on missiles using up the same ammo as the lock on missiles. Is this possible? Or is there another way?
Title: Re: Secondary Fire Modes
Post by: Drahsid on June 30, 2018, 08:32:44 PM
By modifying ammo types and particles you should be able to create more alternative fire modes. For reference check the src in game.kpf.
Title: Re: Secondary Fire Modes
Post by: Victorious_Games on June 30, 2018, 10:14:07 PM
I’m not talking about alternative fire modes I’m talking about having 2 different fire modes for the rocket launcher that are used by pressing 2 different buttons. I want the default fire button to shoot homing missiles and the scope activating button to shoot the straight missiles.
Title: Re: Secondary Fire Modes
Post by: Duke64 on July 01, 2018, 01:18:32 AM
From my understanding I think this is what you want. I had a mag 60 with explosive secondary and bullet primary fire on left and right mouse click lol its a killer weapon but its been awhile though since i was focused on it xD.

This would be a script function you need to do a script, search for this through the scripts to understand.

if((self.Owner().Buttons() & BC_ALTFIRE) != 0)

Its actually applied to the ridingGun.txt in scripts folder that will help to understand some I believe look for ALTFIRE in that document.
Title: Re: Secondary Fire Modes
Post by: Victorious_Games on July 01, 2018, 10:44:23 AM
That’s exactly what I was looking for. What can I download to get a better understanding of this? Did u release a mod with that mag60 feature? I could look at what u did and replicate it for other weapons.
Title: Re: Secondary Fire Modes
Post by: Victorious_Games on July 03, 2018, 12:30:24 PM
Ok so when you guys mod this game do you have to go into the game and start a new game every single time you add something or edit something to check it out? Or do games saved with your custom KPF mod file always show the new changes you've made as long as the same KPF file is being used?
Title: Re: Secondary Fire Modes
Post by: Duke64 on July 03, 2018, 06:50:44 PM
That’s exactly what I was looking for. What can I download to get a better understanding of this? Did u release a mod with that mag60 feature? I could look at what u did and replicate it for other weapons.

https://www.turokforums.com/index.php?topic=326.msg11956#msg11956

Ok so when you guys mod this game do you have to go into the game and start a new game every single time you add something or edit something to check it out? Or do games saved with your custom KPF mod file always show the new changes you've made as long as the same KPF file is being used?

When I test I just open the console and enter a map, you don't have to do new game. You can open console and type "map levels/level name".

Example

Open Console and type:
map levels/Blind_Lair_1.map
Title: Re: Secondary Fire Modes
Post by: Victorious_Games on July 04, 2018, 01:52:46 AM
Thanks for the help. I’ve already started working on a little project of my own. This is pretty easy to get into. Thanks for the help.
Title: Re: Secondary Fire Modes
Post by: Victorious_Games on July 04, 2018, 05:11:56 PM
What's the best way to resize the blood decals. They're way too big.