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Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Wed Oct 27, 2010 8:37 am
by skelltor
ok thx i am not sure how to fix the shield other than make it so you can't enter vehicles as him

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Wed Oct 27, 2010 8:40 am
by commander501stappo
I don't think you should stop him from enering vehicles, but it's not a huge bug, but you can try to stop him from entering vehicles when he has his shield up, if possible.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Wed Oct 27, 2010 8:42 am
by skelltor
i don't know if thats possable but i will check it out another solution is to turn off his shield before getting in a vehicle

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Wed Oct 27, 2010 8:44 am
by commander501stappo
it's not a huge bug, but it just looks a bit wierd.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Wed Oct 27, 2010 9:21 am
by skelltor
ok does this 501st skin look better http://www.xfire.com/profile/skelltor/s ... #106020008 or should i use sattis skins?

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Wed Oct 27, 2010 12:48 pm
by THEWULFMAN
i dont like that skin personally, to much saturation, and please use img tags

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Wed Oct 27, 2010 12:50 pm
by acryptozoo
Looks much better :D

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Wed Oct 27, 2010 6:03 pm
by skelltor
acryptozoo wrote:Looks much better :D
should i keep it or replace all my clone skins?

edit what about the neimadain commando being replaced with the trandoshan commando how does this look for his skin/model
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Wed Oct 27, 2010 6:37 pm
by genaral_mitch
skelltor wrote:
acryptozoo wrote:Looks much better :D
should i keep it or replace all my clone skins?

edit what about the neimadain commando being replaced with the trandoshan commando how does this look for his skin/model
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Wow te armor looks good! I think you should get rid of the nemodian.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Wed Oct 27, 2010 6:41 pm
by skelltor
ok i will thx i am glad you like the armor :)

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Wed Oct 27, 2010 11:24 pm
by Press_Tilty
Sorry I haven't tested it yet. I will this weekend.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Oct 28, 2010 2:38 am
by Tardis
There is a problem I noticed with the model. Trandos only have three fingers on each hand. This model has 5 on each.

Another thing that I've noticed is that most trandos don't wear shoes. On this model your using they are wearing shoes.

If you had to fix one or the other I'd go for the hands and leave the boots because some trandos do wear boots.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Oct 28, 2010 4:22 am
by commander501stappo
the B2-RP battledroid's orbital strike, fires the same time you drop it, so it's impossible to get away before it fires.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Oct 28, 2010 8:50 am
by skelltor
commander501stappo wrote:the B2-RP battledroid's orbital strike, fires the same time you drop it, so it's impossible to get away before it fires.
its supposed to do that because its a vary powerful orbital strike
Tardis wrote:There is a problem I noticed with the model. Trandos only have three fingers on each hand. This model has 5 on each.

Another thing that I've noticed is that most trandos don't wear shoes. On this model your using they are wearing shoes.

If you had to fix one or the other I'd go for the hands and leave the boots because some trandos do wear boots.
i will see what i an do :)

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Oct 28, 2010 8:55 am
by commander501stappo
skelltor wrote:
commander501stappo wrote:the B2-RP battledroid's orbital strike, fires the same time you drop it, so it's impossible to get away before it fires.
its supposed to do that because its a vary powerful orbital strike
I think you should make it less powerful and give us more time to get away.

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Oct 28, 2010 9:04 am
by skelltor
maby but i wanted to make it like the bf1 orbital strike without the time

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Oct 28, 2010 10:14 am
by Deathplayer
i think it's more realistic to leave time to get away because the vessels in the orbit need to arrange the turrets...

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Thu Oct 28, 2010 3:08 pm
by DarthD.U.C.K.
the trandoshan armor looks very good, only the pelvisarmor could use some improvement

Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Oct 29, 2010 12:24 am
by commander501stappo
skelltor wrote:maby but i wanted to make it like the bf1 orbital strike without the time
I still think you should give us some time to get away, cause then you wont kill yourself every time you drop it, so no one will use it any more. and in multiplayer if you drop it you will kill yourself and maybe some on your team, cause no one has time to see if it's there before it's to late.
even the trade federation are smart enough to understand that droids are expensive, and they don't want to lose one to ten every time they try to attack the enemy.
Deathplayer wrote:i think it's more realistic to leave time to get away because the vessels in the orbit need to arrange the turrets...
yes, I agree.
no one/nothing knows exactly when you are dropping it, so they will not be ready to fire, every second.


EDIT:
after one stormtrooper got killed by the rancor, it came alot health/ammo dispensers...
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Posted: Fri Oct 29, 2010 9:09 am
by skelltor
lol idk how that health and ammo thing would happen XD