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Old 03-08-2003, 09:40 PM   #81
Wamprat013
 
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argh, damn geocities site, i need beta 2 and geocities is overflowing w/ poeple dling it, grumble... grumble



P.S.: w00t, first on 3rd page!


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Old 03-08-2003, 10:40 PM   #82
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other than the grappleing hook, i see only 2 things wrong with this mod
1) I cant seem to get tck sabers to work right, it just keeps reverting to the standard saber coloring (worked fine in beta 1)
2) crouching backslash dosnt work (didn't work in beta 1 either)
other than that this mod is unstopably kickass definitely the best mod for jk2 by far, puts everything else to shame
cant wait til final is out and there are 100s of servers playing ForceMod 2.0!
Also, might it be posible to change purple stance's idle animation to match green's? the fact that one saber goes into the ground all the time really annoys me, not to mention green's idle animation looks really badass, even if the stance sucks compared to purple (using two sabers).
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Last edited by Wamprat013; 03-08-2003 at 10:51 PM.
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Old 03-09-2003, 02:36 AM   #83
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Question LINK???

the Geocities site doesnt have the download

or did i miss it? (stupid Tunisian Internet)


OR is there some secret site with a dl link?


anywho look foreward to playing whenever i get a chance


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Old 03-09-2003, 05:01 AM   #84
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After 5 minutes playing


Problems

Still don't see the model for the grappling hook.


Likes

Being able to assign Merc tools to the same key as the similar Force powers. Makes them just as easy to use.




Will report back when I've had a little longer with it.
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Old 03-09-2003, 08:13 AM   #85
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The last comment about the hook isn't strictly true.

You do see the model when it's fired but not after it's hooked onto a surface.
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Old 03-09-2003, 10:48 AM   #86
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another weird thing about the grapple is now, if you latch it on to somthing it pulls u across the ground til u jump or til u slide off a ledge.

also is it possible to make merc tool binds completely seperate from force so when ur a jedi u get the force and when ur a merc u get the tools? that way, u could say, bind force grip and cloak to the same key.


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Last edited by Wamprat013; 03-09-2003 at 12:06 PM.
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Old 03-09-2003, 02:48 PM   #87
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Alright, just got back after a short testing period of ForceMod 2, and I found these two bugs, and I have pics as proof and will post them, if you don't want the pictures there, I'll edit and remove.

1. i accidently ended up grappling to Desann, (grapple model did not show in air, but showed the multicolored object instead, before and after attachment) and he killed me as soon as I got to him, then, when I went over to my dead body, the multicolored object was on top of it.

Proof:



2. This isnt much of a bug, its about the lightsaber issues, the saber seems to have this faint white line on the edge of the blade. Also, no offense, I like the mod completely, but the way the lightsabers look visually arent pleasing, i mean, the big core an' all, even on thin.

Proof of White Line:



That's all I have for now, I'm going to see what else I can find. Oh yeah, and Jango is frickin hard to kill without being a Jedi!
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Old 03-09-2003, 03:03 PM   #88
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i think that force jump is unbalanced becuase of all the fall damage a merc takes, i think there should be some alliveation of fall damage for mercs, also i think mercs should be able to jump a little higher, like 3-4x the height they can now,just so they dont have to use jetpack so much, they already got it tough from being whailed on w/ lightsaber, i think mercs should be a little more resistant to injury too, becuase they dont have saber block, so a few blaster shots souldn't phase them , and one saber throw wont set a merc back 100 health


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Old 03-09-2003, 03:16 PM   #89
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But doesn't the Jetpack compensate for Force Jump? You only save on damage if you jump first. Jump reduces the force pool, while jetpack thrusting reduces the battery pool. Therefore it seems rather balanced. If anything I'd ask the Mercs shouldn't be able to wall run as it's rather unrealistic that they can reach a perpendicular platform by running up a wall. Health is similar. A merc can strike from a long range with all their weapons. They should use this to their advantage to keep a Jedi away.
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Old 03-09-2003, 04:22 PM   #90
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ya, but the problem is that regular, un force enhanced jump is unrealistically short even for ust a regular guy. And, who's to say what kind of technology mercs could use to jump a little higher than normal? i mean boba fett had most of his nerves removed so he'd feel less pain. and the distance thing it is good, but the only problem is what is a merc's counterpart for lightsaber defence? or what if the jedi is a "lightsaber & guns" sort? by the way i dont think there should be a lightsaber and guns jedi. in jedi v merc mode u should have to chose one or the other.


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Old 03-09-2003, 05:27 PM   #91
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what with the realease of this thing i thought it was gonna be out yesterday! But i guess i can wait


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Old 03-09-2003, 06:02 PM   #92
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the insider's beta was released yesterday....it is not known when the public will be released. if you want to become a beta tester, i'd drop your e-mail here


Skin Projects: (click on the links provided to download the files or view the current progress)
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Old 03-09-2003, 06:07 PM   #93
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Okay mine is mayaglubpany@aol.com . But i thought he was'nt taking anymore BETA testers?


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Old 03-09-2003, 06:51 PM   #94
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Quote:
un force enhanced jump is unrealistically short even for ust a regular guy
Who are you, Micheal Jordan?
Quote:
what is a merc's counterpart for lightsaber defence?
Umm... shields?
Quote:
i dont think there should be a lightsaber and guns jedi. in jedi v merc mode u should have to chose one or the other
Amen brother... I couldn't agree more. Technically, I think there should be three classes; Jedi, Mercs, and regular Joes (no saber, force, or merc goodies).

Which brings me to my only beef so far with beta 2 (phenominal mod)...

My Battledroids spawn with sabers. Argh.

Jango's been a good boy so far (well good if you mean bad ass!). He sticks to guns and merc goodies. I'd still like to see more bot use of the jetpack... but I don't know how you'd code that. BTW, that new flame thrower fx ROCKS! Awesome, awesome work!

I've got to do a little more testing, but so far Desann sticks to force powers and his trusty saber. Looking good there.

But the Battledroids... hmm. They run around almost exclusively with sabers - weird since I've modified their bot files so they aren't saber specialists and have zero preference for using sabers. They also have absolutely no force powers. Very strange they now obsess in using them. Stranger still, they've managed to beat me a couple times with them. That's not right!

Also, I've yet to do any digging in the .pk3 file, but suddenly "Han Solo" appears as one of my bot choices. Hehee... me thinks a little bot file still snuck it's way into beta 2.

Lastly, someone brought up altering stances... their idles, etc.. I've seen this before in little mini-mods (you might wanna take a peek at some of them like "Cool Moves" and "Jedi Moves" - though my favorite is "Mace Stances") - I'm curious how they do this. I can see they are altering the _humanoid/animation.cfg file... I just don't know what their reference is - how do they know what to change to what? Anyone have a clue? I'd love to fiddle with this myself.

Anyhow, thanks again Syrup for the opportunity to beta! You're the bomb!
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Old 03-09-2003, 10:37 PM   #95
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I have an idea. Mercs need somthing to combat saber defence. I give you deflector screen. A new merc goodie that, when the key is pressed and held, an impenetreble shield (that deflects blaster fire) goes up in a small arc around your crosshairs, so you can aim it. Large enough to defend your torso but not large enough to defend the whole body, like a shield from roman times. it would of course drain your battery faster than any other thing though.

On another note, I am not Michael Jordan, it just these guys jump about 2 feet high!

I think that the mercs should have the skills of a Jet Li or Jackie Chan, I mean a Merc wouldn't live long if he couldn't do some jumping and dodging.

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Old 03-09-2003, 10:45 PM   #96
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Hell Ya!! I graduated to pit droid!! No more Bantha Fodder for me!!


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Old 03-10-2003, 02:29 AM   #97
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Update:

Seems that if there isn't a specific flag set in a bot's file (merc - as instructed in the readme) the bot takes on the role of Jedi/Merc or "Jerc" - heehee!

Me no likey Jercs!

Azymn, how bout adding a flag for bots that aren't Jedi or Mercs? Either that or add a seriously watered-down merc class... say blasters only?

Wamprat013, I hear what you're saying... but I somewhat disagree. I don't think Mercs need something to combat saber defense - first off saber defense isn't all that it's cracked up to be... second, Mercs already have personal and portable shields - and they can recharge them using the battery. I think giving Mercs more goodies would be unbalancing.

Ultimately, it's melee vs. ranged fighting. Jedi are the Jackie Chan, acrobatic, melee fighters - Mercs are the big gun toting ranged fighters. It's hard enough to get close to them - if they could jump like Jet Li, you'd never wack one with your happy glow stick of death.

Oh and by the way, Azymn, perhaps this is a dumb question, but do we still need/use the assets_forceMod.pk3? I've got it in there, but on quick lookey loo inside the pk3, it looks like it's the same stuff as in the mod itself... is this redundant or necessary?

Another suggestion...

Allow players to "spec out" their favorite setups, like model/skin, saber, saber colors, force powers, etc. and save them into a .cfg - sorta like how force powers theoretically lets you save custom settings (I've never gotten that feature to work, even in vanilla JK2). It would be cool to join a server and choose your favorite setups from a menu or something rather than having to scroll around and pick them manually every time. Just a thought.
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Old 03-10-2003, 02:32 AM   #98
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I still think the jumping is fine.


To get rid of the saber thing.

Go into the your battledroidmodel .pk3 file. Extract the sciprts folder with the .bot file in it.

Open it.

{
Name
Model
SaberColor
etc.
}

Add, inside the brackets, Merc. And the value 1, 2, 3.

Read the How to make a Merc file in your beta2 directory for more.
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Old 03-10-2003, 02:56 AM   #99
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Thanks bliv... um, but I got that.

My problem is what if you want a Stormtrooper bot that neither uses a saber NOR a jetpack, cloak, flame thrower, etc.?

Yes, I'd like some easy targets for my uber Jedi/Mercs!
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Old 03-10-2003, 06:23 AM   #100
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But the bots on initiate difficulty and use the cvars to disable merc funtions and jetpacks etc for bots?

I think there is a cvar for that.

cvarlist f_

look in there.
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Old 03-10-2003, 08:03 AM   #101
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bliv, I appreciate your help... but I don't think you understand...

Picture this scenario:

Three bots...

1. Jedi, saber only (Mace Windu)

2. Merc (Jango Fett)

3. Trooper (BattleDroid)

I'd like all three in the same game.

If I turn off Merc cvars, Jango is a wuss.

If I leave them on, Battledroid carries a saber.

That's the problem.

I don't want a Merc or Jedi Battledroid. I want Merc & Jedi features for some bots, just not all.

Can you dig it?
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Old 03-10-2003, 10:39 AM   #102
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HUH?

all this is cool and all but where is Azymn Amidst all this beta testing

Where did he go?


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Old 03-10-2003, 11:12 AM   #103
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Ah right see what you are saying now.

Give me time to take a look. I've not been on my Outcast compatible comp since Sunday morning.
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Old 03-10-2003, 11:30 AM   #104
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I can't see any possible way to get the battletrooper thing sorted.

I can only suggest that Azymn adds another class to the Mercs. How about 'Field Trooper' or 'Grunt' etc. With the only weapons available being Blaster Pistol and Blaster Rifle or something. Just while I'm on the point of classes maybe a Sniper class should be added with emphasis on cloaking and ammo regeneration.

And one final thing. Remove the map limit thingy like you did with the model images. It's really annoying to have a limit.
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Old 03-10-2003, 05:01 PM   #105
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I'll try to hit as many replies as i can before i head up to take a test (i'm in school, that's where i've been)

mariners2001 - I'll check out the scope code, but the grapple isn't finished (the little bugger, i've put it off to get other stuff up and runnin...).

Wamprat013 - Which Tck menu are you using? How do you exit from it?
And with crouching backslash - do you crouch, press back, and hit attack and it doesn't work? If you make Merc binds separate from the equivalent forcepowers, you CAN'T use the same key for both, you'd have to have 5 more separate keys for each merc power. The way it is now, you can have cloak and mindtrick on the same key, which is the most economical.

AOTJ_Craig - That xyz line is a remnant of a lack of model for the anchored hook. I'll check out the lightsaber graphics - i threw them together really quick and just shrunk the thin core from the base tck_saber jpgs.

KaiaSowapit - Han Solo and Jango Fett are the only two *.bot files in beta 2, put there for reference To make your battledroids, you can set f_powerbots to 0 - that should get rid of their lightsabers & forcepowers.
Quote:
Azymn, how bout adding a flag for bots that aren't Jedi or Mercs? Either that or add a seriously watered-down merc class... say blasters only?
I'll add a trooper class to the next build so you can have basic stormtroopers in the future.

[quote]
i dont think there should be a lightsaber and guns jedi. in jedi v merc mode u should have to chose one or the other
[\quote]
I'll be setting it up so that "Saber Only" servers will force all jedi to use sabers exclusively.

Quote:
do we still need/use the assets_forceMod.pk3?
I think so....i added the files to both just in case, but for some reason the menus don't seem to display the new force levels (Sith Apprentice, Sith Lord, etc...) unless they're in the base directory. You could remove it and see.

Quote:
Remove the map limit thingy like you did with the model images. It's really annoying to have a limit.
I'll take a look.

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Old 03-10-2003, 07:45 PM   #106
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Suggestion

I think the following:
1. Have the mercs be able to jump a little higher, so they can at least get up a 2-foot wall. (even I can jump even higher, like 3-feet in the air)
2. Fix the grapple's look when it is attached to something, and have it pull you straight towords your target, not drag you on the ground until you jump, ect.
3. Mercs need some way, other than the jetpack, to get the jedi away from them. Add like a simple 1-button push that does like a kick or add a force power that stuns, or blinds the jedi for like 6 seconds so he/she can get away.
There you have it.
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Old 03-10-2003, 08:06 PM   #107
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I need some help. I can't get the bot's to be anyone other than the person i pick! Can someone help?


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Old 03-10-2003, 10:14 PM   #108
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I haven t spent much time playing this mod but the time i spent i thought it was much improved. Out of curiousity i was wondering if Azymn could include a more of a fett class and try making some of the weapons like in Bounty Hunter for PS2. Such as poison darts, id scanning system, gaunylet whipcord, and instead of stunner have them use fists as last resort.
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Old 03-10-2003, 10:31 PM   #109
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Hehee, I have a suggestion... name the final release, "ForceMod II: the Mandalorian Edition."
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Old 03-10-2003, 10:33 PM   #110
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hey i kow it would be make it harder to develop but i think it would make it even better then it is.
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Old 03-11-2003, 12:09 AM   #111
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Well now lets see...Alright now i diddnt look but im sure everyone else has told you about these bugs but i dont know so...Ok first of all the grapple hook has the multi color thing going on wich is weird and i also thought the grapple wire should be either black or white not blue it just looks too messed up. This sux! I cant attach a pic! Well... I guess everyone knows about the mutil color grapple anyway so there is no reason to attach it. Also whats up with the sabers? The thin blade is WAY WAY WAY too big and the wide pretty much covers the whole blade! I also downloaded the cartwheel and when i have 2 blasters and try cart wheeling it screws up I dont know what it is but when i cartwheel it starts out fine but at the end when i stand back up again i stay with my waist twisted and my guns in the air (like i just stoped cartwheeling but even if i walk around i am still like it!) and the only way to get rid of it is (as far as i know) jumping off something high and falling to the ground. And another thing is i was wondering if there was any way to make a rocket firing jetpack and i dont think it would be hard to make either like when you switch to it you would knee down and put your head against your chest then when you fire it would just send a rocket from you back. Well anyway i think this is a VERY good mod for playing as merc's but NOT as jedi if i will play as a jedi then i will use the first forcemod mainly cuz of the saber blades. So 8/10 (thats good considering the bugs such as the grapple, saber, and the cartwheel)


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Old 03-11-2003, 12:17 AM   #112
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yeah...the main thing that bugs me is the width of the blades. i like the option for wide, normal, and thin but it's still too wide.

and i also experienced the line problem on the thin saber.


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 03-11-2003, 12:50 AM   #113
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Quote:
I also downloaded the cartwheel
"The cartwheel"? Well, whoever made the cartwheel didn't expect anyone but jedi with lightsabers to use it (Raven didn't expect people with guns to do flips and the like), which could be the problem...
Quote:
yeah...the main thing that bugs me is the width of the blades. i like the option for wide, normal, and thin but it's still too wide.
Good to know, but interesting...out of the 3 saber blade thickness, the normal one is the same exact file from ForceMod 1 & JediMod (which is one Tchouky modified for his mod). I took out one line of code at Tchouky's suggestion because he said it would make them look just like the originals, but i guess not, eh?

The thin one is the normal normal blade shrunk down, and the wide ones are the "perfect ep2 sabers" by StarWars from jk2files.com.
There will be at least 5 types of blades in the final release, including Exar Kun blades. I was going by what was most downloaded at jk2files.com.
If you have any other requests/preferences, lemme know.

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Old 03-11-2003, 01:12 AM   #114
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Well then the "perfect EP2 saber" maker made the core too big cuz its almost like the whole saber is just made of the core and nothing else. Anyway i just thought of something...If someone could make a lightsaber coloring thing (TCK saber mod or something) then why cant someone make something that you can choose your lightsaber core with the color (i am not talking about how you have it where its just thin normal or wide i am talking about diffining the size of your core so it can be whatever size you want) Well anyway it was just a thought and i know it most likly wont be possible but maybe it is i dunno. Also what do you think about the rocket firing jetpack? Would that be possible? I mean common if you can make 2 blasters and whoever it was that made the two sabers and all the other amazing things couldnt it be possible it make those things?


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Old 03-11-2003, 09:38 AM   #115
Darth Pablix
 
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Thumbs up beta 2

excelent!

-in some cases, when i used the ammo regen, its consumed batteries as normal. but when i used again, dont eats battery, it just was stopped in regeneration. I was wielding the dual balster and jetpack on the two times

- its possible to CARRY more than a sentry?

- mercs may have some way to confront an flying lightsaber, i think
(maybe turns off the lightsaber when you shoot it)

- how to use the grapple!!!!!?????


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Old 03-11-2003, 01:08 PM   #116
Bogus
 
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cool

Lots is being done and Im getting more excited by the minuet

Whats the ETA on a public "release"

If I keep watching all the resonses I could almost Imagine Myself playing even though ive never seen it

ONE thing. in beta 1 how the heck do you become a merc?


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Old 03-11-2003, 01:46 PM   #117
Azymn
 
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darthmaul_541 - All those things are possible, but i'm not planning on adding any more new features so we can release this mod in the near future. Perhaps a later edition.
Quote:
-in some cases, when i used the ammo regen, its consumed batteries as normal. but when i used again, dont eats battery, it just was stopped in regeneration. I was wielding the dual balster and jetpack on the two times
Were you full of ammo? It should only stop if you've maxed out your ammo supply. Lemme know if this is not the case.
Quote:
- its possible to CARRY more than a sentry?
No.
Quote:
- mercs may have some way to confront an flying lightsaber, i think
(maybe turns off the lightsaber when you shoot it)
I'll try to find some way to balance this, as it's the most powerful weapon against mercs. Does everyone else agree that saberThrow is too strong?
Quote:
- how to use the grapple!!!!!?????
Look in the menus under controls->forcemod and bind it to a key, and make sure in the main forcemod menu that your class can use it.

Oh.....bliv and KaiaSowapit - try making the droids merc 4 right now....it just might have the effect you want in making them basic droids without having to set f_powerbots to 0.

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Old 03-11-2003, 02:14 PM   #118
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Yea i think it would be...a little better if there was some way to destroy a saberthrow but...it that even near possible? Well anway who here is ibidetalitis? Well i gots to go so cya all later.


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Old 03-11-2003, 05:11 PM   #119
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Is there a way to select the flamethrower as a weapon? The screens had it but I can't figure how to do it.
When you model the grapple, what are you going to model it after? Jango's grapple would be good.
I know you don't want to put in new features now, but if you make a later version a jetpack missle would be great. It would aslo be cool if you could make lightning come out of two hands , if that's posible.
Oh yeah, I almost forgot. You know how you can select thin, standard, or thick blades. Could you make it so we could download different kinds of blades (flame, super, Jk1, etc.) and be able to select them like that?



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Old 03-11-2003, 05:19 PM   #120
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Out of curiousity i was wondering if Azymn could include a more of a fett class and try making some of the weapons like in Bounty Hunter for PS2. Such as poison darts, id scanning system, gaunylet whipcord, and instead of stunner have them use fists as last resort. ?
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