Elite Sides Mod II released! (assets for disruptor pg 6)
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RAymo
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Rekubot
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One bug I found is that the first campaign level (Geonosis training thing) doesn't work because you need the sniper rifle to beat it, and the DC-17m sniper attachment doesn't count
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Delta_57_Dash
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ARC_Commander
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Regarding the Conversion Pack - I've been thinking...
What if you were to make a side that used the conversion pack spawn names, that would overwrite the lvl files that the pack inserts?
I'll explain - say you make a fancy recon unit, and call it "rep_inf_ep3_recon", like in the conversion pack. Then, make all the other units in the pack, and add them to this mod. Then, over-write one of the Republic levels (eg. rep212th, rep327th, etc) with the new Elite Sides Mod file. Should work.
Another thing - how'd you get the Wookiee Wampa attack to work without mutating the Wookiee?
What if you were to make a side that used the conversion pack spawn names, that would overwrite the lvl files that the pack inserts?
I'll explain - say you make a fancy recon unit, and call it "rep_inf_ep3_recon", like in the conversion pack. Then, make all the other units in the pack, and add them to this mod. Then, over-write one of the Republic levels (eg. rep212th, rep327th, etc) with the new Elite Sides Mod file. Should work.
Another thing - how'd you get the Wookiee Wampa attack to work without mutating the Wookiee?
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Delta_57_Dash
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Delta_57_Dash
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DeathRow
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Delta_57_Dash
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DeathRow
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Delta_57_Dash
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Achronos-117
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Delta_57_Dash
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Rekubot
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Achronos-117
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ARC_Commander
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t551
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Delta_57_Dash
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CamandoMichael
