Author Topic: BehemothProgrammer's MP addons v1.0  (Read 13599 times)

Offline ilgm

  • Iguana
  • *
  • Posts: 34
  • T:REP 109
    • View Profile
Re: BehemothProgrammer's MP addons v1.0
« Reply #10 on: July 21, 2017, 03:20:51 PM »
Yeah it only happened online, and apparently only for me. So I think it just affects hosts
« Last Edit: July 21, 2017, 03:21:16 PM by ilgm »

Offline BehemothProgrammer

  • Endtrail
  • ****
  • Posts: 224
  • T:REP 791
    • View Profile
Re: BehemothProgrammer's MP addons v1.0
« Reply #11 on: July 21, 2017, 04:42:06 PM »
I just tested it with the purlin gunner and he hits me fine. It must be something in combination with your mod. If you can send me it I can maybe see if I can help you fix it.
Turok 2 Co-Op Mod

QTurok | Turok: Mountain of the Sun | WolfenTurok 3D | and more...

Offline ilgm

  • Iguana
  • *
  • Posts: 34
  • T:REP 109
    • View Profile
Re: BehemothProgrammer's MP addons v1.0
« Reply #12 on: July 21, 2017, 06:52:18 PM »
I just tested it myself and it works again, it really seems random. I uploaded the kpf with the gunner as the first spawn in raptor fest if you want to try it out anyway, I doubt it's a problem with your mod though
https://www.dropbox.com/s/9n5uro89eu0ozkg/dodgeballraptorfest.kpf?dl=0


Offline BehemothProgrammer

  • Endtrail
  • ****
  • Posts: 224
  • T:REP 791
    • View Profile
Re: BehemothProgrammer's MP addons v1.0
« Reply #13 on: July 21, 2017, 07:45:05 PM »
Yeah it's your mods skinnedmeshs. The problem is you didn't enable interaction with the bones. In Fireseed if you click on the bone number and turn Flags 0 on then that means that bone is hittable. So you need to do that with the meshs you made.
Turok 2 Co-Op Mod

QTurok | Turok: Mountain of the Sun | WolfenTurok 3D | and more...

Offline ilgm

  • Iguana
  • *
  • Posts: 34
  • T:REP 109
    • View Profile
Re: BehemothProgrammer's MP addons v1.0
« Reply #14 on: July 21, 2017, 08:23:48 PM »
Oooh so it was the playermodels I had. Thanks for the help, fixed now

Offline Victorious_Games

  • Raptor
  • ***
  • Posts: 123
  • T:REP 397
  • I AM TUROK!!
    • View Profile
Re: BehemothProgrammer's MP addons v1.0
« Reply #15 on: July 14, 2018, 04:47:50 PM »
Does this kind of particle spawn statement:
Code: [Select]
BP::Spawn::.Particle(BP_Particle_Groundpound, @self, self.Origin() + kVec3(0.0f, 0.0f, 20.0f)); not work for weapon scripts? I've been trying everything to get this to work with weapons.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Victorious_Games

  • Raptor
  • ***
  • Posts: 123
  • T:REP 397
  • I AM TUROK!!
    • View Profile
Re: BehemothProgrammer's MP addons v1.0
« Reply #16 on: July 19, 2018, 08:53:50 PM »
Hey man how come the Damage Type for Nukes which is Event Type 33 causes explosive damage event  type 17 instead? Did you disable this somehow? Can it be fixed?
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline BehemothProgrammer

  • Endtrail
  • ****
  • Posts: 224
  • T:REP 791
    • View Profile
Re: BehemothProgrammer's MP addons v1.0
« Reply #17 on: July 21, 2018, 07:11:26 PM »
Does this kind of particle spawn statement:
Code: [Select]
BP::Spawn::.Particle(BP_Particle_Groundpound, @self, self.Origin() + kVec3(0.0f, 0.0f, 20.0f)); not work for weapon scripts? I've been trying everything to get this to work with weapons.
You have a period before .Particle

Hey man how come the Damage Type for Nukes which is Event Type 33 causes explosive damage event  type 17 instead? Did you disable this somehow? Can it be fixed?
I don't know. I'll have to look into that sometime.
Turok 2 Co-Op Mod

QTurok | Turok: Mountain of the Sun | WolfenTurok 3D | and more...

Offline Victorious_Games

  • Raptor
  • ***
  • Posts: 123
  • T:REP 397
  • I AM TUROK!!
    • View Profile
Re: BehemothProgrammer's MP addons v1.0
« Reply #18 on: July 21, 2018, 07:38:16 PM »
Yeah even after removing that dot I still got errors for some reason. I went about getting what I wanted another way. It's all good.

Please check into that NUKE event type 33. Something changed after I started using your script set up as a base. I really don't know why it happened either.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline BehemothProgrammer

  • Endtrail
  • ****
  • Posts: 224
  • T:REP 791
    • View Profile
Re: BehemothProgrammer's MP addons v1.0
« Reply #19 on: July 24, 2018, 11:46:20 AM »
Seems it doesn't do the Nuke effect on enemies if they have a ScriptComponent attached to them.
Turok 2 Co-Op Mod

QTurok | Turok: Mountain of the Sun | WolfenTurok 3D | and more...

 

SimplePortal 2.3.6 © 2008-2014, SimplePortal