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Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Mon Jan 17, 2011 6:33 pm
by skelltor
Yes I wanted them to be able too do that it sets the droids trooper apart just like the clone trooper is the only trooper class the have a pistol which 1 headshot will kill a basic battle droid and is ranged. Don't worry I just gave all clone units more health so I will see if that helps balace at all

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Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Mon Jan 17, 2011 11:40 pm
by Dairosh
that sounds good. I guess i understimated the pistol. and as a suggestion why dont you use the DC-17 model of Darth Duck for the DC-17 light pistol??
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Fri Feb 04, 2011 8:21 pm
by skelltor
While its a great model and it looks awesome on ep2 clones I just don't like the look on ep3 clones that much but i will think about changing the model for that.
PROGRESS UPDATE:
custom sounds added credit to THEWULFMAN for setting them up for me
New Stun HUD and effect
http://www.xfire.com/profile/skelltor/s ... #110008941 http://www.xfire.com/profile/skelltor/s ... #110008956
working out some last minet balence issuse Toning the imp shadowtrooper down and stuff like that
I unfortinatly still don't have a release date as I can't figure out some bugs double Marvel4s maps and no cps on moseisley and space mygeeto.
PROGRESS UPDATE: 2/4 smaller update
I reredid the 501st skins desaturated them some and changed their gunner to use a 501st atrt trooper skin also Multiplayer is implemented now (thx lephenex) Also I am doing some small combo work like exploshions and blocking changes and stuff I plan for one more BETA before the first release.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Fri Feb 04, 2011 8:57 pm
by Sky_216
About the Double map thing, where are Marvel4's maps kept? "addon" folder or "data" folder?
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Fri Feb 04, 2011 10:29 pm
by Dairosh
hey have you noticed that in space tatooine in the rebel hangar the X wing and K wing explode every time they spawn??? im not sure but i think its because the k wing is too big for the hangar
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Feb 05, 2011 3:07 am
by inky
Sorry for not postin my thoughts.
Mainly, besides the bugs and glitches already mentioned, I have a prob with the pistols. It seems like every pistol kills anything in one shot.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Feb 05, 2011 9:49 am
by skelltor
Sky_216 wrote:About the Double map thing, where are Marvel4's maps kept? "addon" folder or "data" folder?
addon
Dairosh wrote:hey have you noticed that in space tatooine in the rebel hangar the X wing and K wing explode every time they spawn??? im not sure but i think its because the k wing is too big for the hangar
yea i have noticed that and I cosidered that but than why does the convopack use it in space and it works fine?
inky wrote:Sorry for not postin my thoughts.
Mainly, besides the bugs and glitches already mentioned, I have a prob with the pistols. It seems like every pistol kills anything in one shot.
basic its about 1 head shot kills other basics and like 3-4 for the heavyer classes ie commando and gunner I am sorry that you don't like that part but I am happy with pistols now as they don't get much ammo and overheat before a clip is fired.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Feb 05, 2011 3:05 pm
by Lephenix
Did you checked my tuto for your mp bug ? (your era dont show up in mp select screen)
If no , you can fix with it

:
http://www.gametoast.com/forums/viewtop ... 27&t=25378
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Sat Feb 05, 2011 6:36 pm
by skelltor
yes i did use that and it worked

Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Wed Feb 09, 2011 11:45 pm
by Dairosh
skelltor wrote:
Dairosh wrote:hey have you noticed that in space tatooine in the rebel hangar the X wing and K wing explode every time they spawn??? im not sure but i think its because the k wing is too big for the hangar
yea i have noticed that and I cosidered that but than why does the convopack use it in space and it works fine?
i think it's because the K wing and X wing spawn too close to each other. maybe one of the wings of the K wing enters the same spot where the X wing is, causing them to "crash" with each other. maybe you have to change the place where the K wing spawns
Edit: hey I noticed your mod is playable in coruscant in campaign mode. are you going to make it compatible with the campaign??? that would be great

Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Thu Feb 10, 2011 12:02 am
by THEWULFMAN
You cant change the location for the vehicle spawn without making a brand new map.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Thu Feb 10, 2011 12:41 pm
by skelltor
Dairosh wrote:skelltor wrote:
Dairosh wrote:hey have you noticed that in space tatooine in the rebel hangar the X wing and K wing explode every time they spawn??? im not sure but i think its because the k wing is too big for the hangar
yea i have noticed that and I cosidered that but than why does the convopack use it in space and it works fine?
i think it's because the K wing and X wing spawn too close to each other. maybe one of the wings of the K wing enters the same spot where the X wing is, causing them to "crash" with each other. maybe you have to change the place where the K wing spawns
Edit: hey I noticed your mod is playable in coruscant in campaign mode. are you going to make it compatible with the campaign??? that would be great

I might change the k-wing to an old republic gunship and yes I added corascaunt campaign as an easter egg good job on finding it

idk if i will do them all as campaign what do people think?
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Thu Feb 10, 2011 6:24 pm
by commander501stappo
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Thu Feb 10, 2011 6:27 pm
by acryptozoo
that would be awesome

Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Thu Feb 10, 2011 6:30 pm
by skelltor
Ok how does it sound to release a campaign addon pack that people can downlode if they want so it doesn't delay the release anylonger than now.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Thu Feb 10, 2011 6:34 pm
by commander501stappo
That sounds good enought for me.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Fri Feb 11, 2011 2:02 pm
by Lephenix
For me too

Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Fri Feb 11, 2011 2:39 pm
by commander501stappo
The rebel jet trooper is still named reb
al jet trooper.
Pluss, it never stops going up when you start flying.

Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Fri Feb 11, 2011 2:51 pm
by skelltor
Localization is fixed now and it is supposed to take you up like that.
Re: BFSM (battlefront skelltor's mod) large update 10/11
Posted: Fri Feb 11, 2011 2:53 pm
by commander501stappo
skelltor wrote:Localization is fixed now and it is supposed to take you up like that.
Just one problem: how are you ever going to get down?