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View Poll Results: Is having this addition to force sight cool or lame?
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Cool
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50.00% |
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Lame
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50.00% |
12-29-2002, 11:14 PM
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#1
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Join Date: Jul 2002
Posts: 510
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Cool Mods for JK2: Force Sight
I'm eventually going to do my own mods for JK2, I already have a Cool Mods for MoHAA which is pretty popular, if they ever realease the SDK I will finish it. Anyways, this is about JK2. Here are some mods I was considering doing & wanted to know if you guys liked the ideas or not.
This is an addition to force sight, force sight level 2 would allow you to see your opponents shield points & force level 3 would allow you to see your opponents health points.
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12-30-2002, 01:05 AM
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#2
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PH34R TEH INSANE JAWA!!!
Join Date: Apr 2002
Location: Finland
Posts: 1,486
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I doubt that anyone would spend precious force points to Sight in FF duels and even if they did, I think the "Fun" would suffer, if you'd know how many hp the other guy has. I don't see that it would make playing more fun. It might cut down the "hp?"-questions, but otherwise I think it's cool to not know exactly how hurt the opponent is.
We do have the pain-sounds that give a general idea of how much damage you've done.
As for FFA, I think it is a good idea. Buffing up Sight would not tip the balance of forces in a bad way.
Don't know how you would implement it though... I mean..in a crazy 20-people FFA you would get new hp-readings 5 times per second depending on who you're facing at the moment. Wouldn't that affect performance?
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12-30-2002, 05:25 AM
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#3
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Join Date: Jul 2002
Posts: 510
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Quote:
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Originally posted by Luc Solar It might cut down the "hp?"-questions, but otherwise I think it's cool to not know exactly how hurt the opponent is.
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I have a simple mod for that, what it does is it says your health points in the death messages. Like when it says "so&so was saber by so&so" it would say "so&so was sabered by so&so with ## health". I am encouraging the Vulcanus coder to do the same, he seems to like the idea.
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Originally posted by Luc Solar We do have the pain-sounds that give a general idea of how much damage you've done.
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You hear the same pain sounds for knicks that only do 1 damage or 1 hit kill.
Quote:
Originally posted by Luc Solar As for FFA, I think it is a good idea. Buffing up Sight would not tip the balance of forces in a bad way.
Don't know how you would implement it though... I mean..in a crazy 20-people FFA you would get new hp-readings 5 times per second depending on who you're facing at the moment. Wouldn't that affect performance?
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No more than viewing the players name does, all your doing is showing the players health with the name.
All in all I'm not exactly sure how everything is goign to work out. I have tons of ideas & just wanted some feedback, thanks for yours.
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12-30-2002, 05:58 AM
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#4
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PH34R TEH INSANE JAWA!!!
Join Date: Apr 2002
Location: Finland
Posts: 1,486
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Quote:
Originally posted by Marker0077
I have a simple mod for that, what it does is it says your health points in the death messages. Like when it says "so&so was saber by so&so" it would say "so&so was sabered by so&so with ## health". I am encouraging the Vulcanus coder to do the same, he seems to like the idea.
You hear the same pain sounds for knicks that only do 1 damage or 1 hit kill.
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I see nothing wrong with letting others know your hp *after* the fight. What annoys me is the constant "hp? hp? hp? hp?" *during* a duel.
Aren't there different pain sounds for hits that drop the opponents hp down to near-death-state? thought so... I recall that some problems with that were fixed in the latest patch..?
Oh well, no biggie. 
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12-30-2002, 06:00 AM
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#5
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Join Date: Jul 2002
Posts: 510
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Quote:
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Originally posted by Luc Solar I see nothing wrong with letting others know your hp *after* the fight. What annoys me is the constant "hp? hp? hp? hp?" *during* a duel.
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Ya I hate that too, I don't even say my HPs in that case.
Quote:
Originally posted by Luc Solar Aren't there different pain sounds for hits that drop the opponents hp down to near-death-state? thought so... I recall that some problems with that were fixed in the latest patch..?
Oh well, no biggie.
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I think there is 2 different sounds, I'm not exactly sure. My point is you don't always know.
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12-30-2002, 08:10 AM
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#6
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LFN Staff Emeritus
Join Date: Apr 2002
Posts: 2,793
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Seeing should make you nearly always dodge sniper fire. Why? There are a few servers that make sniping 1 shot kills and also make then unblockable. That's right, and seeing half the time, doesn't even dodge it...but the seeing dodge chance wasn't decreased.
Perhaps force seeing level 3 would also show the name of the weapon they are carrying (useful when they are behind some walls,and you need to know what they have before you jump in)
Current in-game name is #include
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12-30-2002, 03:33 PM
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#7
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Join Date: Jul 2002
Posts: 510
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In response to RpTheHotrod
Well I don't know how I would modify the code to allow people to see snipers taking aim at them, or seeing the sniper round in slo-mo. This is multiplayer, not single player, I can't slow the game down for everyone or anyone for that matter to make this happen, slo-mo lags everyone out so everything has to be real time.
As for what weapon their carrying, you can see what weapon their carrying already, just look at the weapon in their hands. I think I know what your getting at though, perhaps some binoculars would be useful in multiplayer, but I don't see how. Thanks for your post though.
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12-30-2002, 03:48 PM
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#8
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Yeah, I also noticed that the Jedi Evasion code doesn't seem to active in MP.
This is part of the reason why I implimented Dodge for MotF.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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12-30-2002, 04:09 PM
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#9
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Join Date: Mar 2002
Location: Overlord of the Paranoia
Posts: 882
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Ah I'll tell ya why seeing lvl 3 sometimes doesn't dodge sniper shots: It's the feet. The feet don't dodge, so snipers aim at the feet.
Sue, it's the American way!- I forgot.
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12-30-2002, 04:30 PM
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#10
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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I have tested it by attacking the torso/head area. It still doesn't seem to work. It's probably a problem with the evasion possiblity calculations.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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