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Re: <The Battlefront Project>

Posted: Wed Nov 14, 2007 7:57 pm
by Syth
OH!And I scanned through all the unused ODF code on freds site. Tested things that seemed interesting. Only one thing that was cool- stun grenade code. Ive added the grenade to the engineers inventory, i called it the Ion Grenade. You through on a vehicle and it is "stunned" (the units in it are kicked out for like 5 seconds).

Re: <The Battlefront Project>

Posted: Thu Nov 15, 2007 2:28 am
by XxDepredationxX
Nice! No need for any annoying "chase the AT-ST in fusion cutters" when being engineer, although the AI will still chase 'em for no reason.

Re: <The Battlefront Project>

Posted: Sun Nov 18, 2007 9:01 pm
by Achronos-117
Syth wrote:OH!And I scanned through all the unused ODF code on freds site. Tested things that seemed interesting. Only one thing that was cool- stun grenade code. Ive added the grenade to the engineers inventory, i called it the Ion Grenade. You through on a vehicle and it is "stunned" (the units in it are kicked out for like 5 seconds).
But wait, that makes slicing into vehicles obselete :|

Re: <The Battlefront Project>

Posted: Mon Nov 19, 2007 1:58 am
by Syth
Yah but you only have one grenade, and it has to actually hit and stick to the vehicle to work. Oh, and the grenade can stick to droids and kill them if your the rep (good luck attempting that)
I also found code for unit effects
Hidden/Spoiler:
HealthGainEffect
AmmoGainEffect
EnergyGainEffect
BuffHealthEffect
BuffOffenseEffect
BuffDefenseEffect
DebuffEffect
InvincibleEffect
JetEffect
JetIdleEffect // - Mike Z
JetType
FootSlideEffect
ChokeEffect
BlurEffect
WaterSplashEffect
FootWaterSplashEffect
WakeWaterSplashEffect
Could be usefull...

Re: <The Battlefront Project>

Posted: Mon Nov 19, 2007 9:02 pm
by Achronos-117
hhmm, how blurry is the blur effect? maybe you can add it when you get hit or something explodes near you, or when your running

Re: <The Battlefront Project>

Posted: Tue Nov 20, 2007 12:13 am
by Maveritchell
Achronos-117 wrote:hhmm, how blurry is the blur effect? maybe you can add it when you get hit or something explodes near you, or when your running
Those aren't specific effects, they're ODF labels for when an effect plays. E.g. "HealthGainEffect" is the effect of the blue rings flashing around you when you gain health. Add that line to an .odf and change it to, for example:

Code: Select all

HealthGainEffect = "com_sfx_explosion_lg"
And you'll get a fiery explosion every time you gain health. Likewise, BlurEffect is simply the effect that plays when you get motion blur when force dashing. So you should know how "blurry" the effect is, assuming you've used a Jedi before.

Re: <The Battlefront Project>

Posted: Sun Dec 02, 2007 7:44 pm
by Achronos-117
I dont understand, the blur is like the gain health/ammo effect right? Those two show up so I'm pretty much confused

Re: <The Battlefront Project>

Posted: Sun Dec 09, 2007 10:47 pm
by Syth
Ive been making some modely stuff lately (thanks to repsharpshooter's msh importer! :mrgreen: )

I have the dark trooper jet pack, shock trooper pack, 2 different pauldrons, a clone recon visor and an improved Phase 2 trooper helmet. All are intended to be addon msh's.

Whos this guy?
Image
Hes an alternate support unit for the republic, he has the same stuff i gave the imperial guy (laser canon, pistol deployable usable turret)

CHanged the transports in GCW space to special fighters (B-Wing, and TIE defender)

B-Wing has an accurate load out. 2 automated wing turrets, one heavy laser and 12 torpes. The defender has interceptor laser canons and 12 torpes.
Ow! And for some reason, i was able to make it so missiles can lock on to objects (like turrets and ship systems)
Finally, i changed the DC_15A model to JKA one (after i saw the difference in XSI)

Re: <The Battlefront Project>

Posted: Mon Dec 10, 2007 6:45 pm
by {501st}Commander_Appo
Finally, i changed the DC_15A model to JKA one
About time :thumbs: ,anyway its a 501st Airbone trooper

Re: <The Battlefront Project>

Posted: Mon Dec 10, 2007 9:23 pm
by Achronos-117
Good to see your still working on it :)

Re: <The Battlefront Project>

Posted: Mon Dec 10, 2007 11:39 pm
by Syth
Not an airborn, i was thinking more on the lines of this...
http://images2.wikia.nocookie.net/starw ... laster.jpg

Re: <The Battlefront Project>

Posted: Tue Dec 11, 2007 8:48 pm
by {501st}Commander_Appo
Try downloading this ARC Gunner moduel http://www.gametoast.com/forums/viewtop ... 35&t=11076 the link still works

Re: <The Battlefront Project>

Posted: Tue Dec 11, 2007 10:23 pm
by Achronos-117
Erm.... Its just the ARC Trooper with a rocket minigun....

Re: <The Battlefront Project>

Posted: Tue Dec 11, 2007 10:36 pm
by Grev
get darth maul off mustafar, you must.... :yes:

Also, you should include maps that were in the movie, but shown slightly or big parts that were overlooked. Maybe get a collection of modders to chip in. I would.

Next, give ur site a guestbook, so people can quickly pitch in ideas on the site...


EDIT1
sorry for not taking the time to read 15 pages, but if you can, add Qui Gon, also, instead of saber block, if you are blocking lightning, make it deflect at opponent.. Like a second aim show up when u are blocking to aim at opponent.. If this gets done, it will be a big hit


EDIT2
final post: give heroes vehicles..

Like make a big assault map with each characters vec.

Like give grev a scooter, jango and boba their slaves...

And only they can use their ship.... And make the hangar in which the ships will be in the only cp on a big map..


Edited by Staff - (merged triple post) Triple posting is not cool, especially when they are all posted within 6 minutes

Re: <The Battlefront Project>

Posted: Tue Dec 11, 2007 10:40 pm
by Taivyx
Double-posting is never a good idea. If you've got an idea you'd like to add on, edit your original post.

Nice ideas though :)

Re: <The Battlefront Project>

Posted: Tue Dec 11, 2007 10:48 pm
by Achronos-117
Where would jango and boba get their Slave 1? They are almost always located in an urban area which would make it unbalanced like hell. Grievious' wheel bike wouldnt make sense since you cant run anyone over and Utupau is way to small for that kind of action. And theres a space issue in the hangar. Grievious uses a trade-fed bomber, so if you added that "lock", the CIS wouldnt be able to use their bombers and the republic would win. Also, when Slave 1 takes off, it has to turn itself, and since the hangers arent big enough, it would crash down. I like your idea for the heroes though....hmm....

Re: <The Battlefront Project>

Posted: Wed Dec 12, 2007 2:39 am
by Syth
Grev wrote:get darth maul off mustafar, you must.... :yes:

Also, you should include maps that were in the movie, but shown slightly or big parts that were overlooked. Maybe get a collection of modders to chip in. I would.

Next, give ur site a guestbook, so people can quickly pitch in ideas on the site...


EDIT1
sorry for not taking the time to read 15 pages, but if you can, add Qui Gon, also, instead of saber block, if you are blocking lightning, make it deflect at opponent.. Like a second aim show up when u are blocking to aim at opponent.. If this gets done, it will be a big hit


EDIT2
final post: give heroes vehicles..

Like make a big assault map with each characters vec.

Like give grev a scooter, jango and boba their slaves...

And only they can use their ship.... And make the hangar in which the ships will be in the only cp on a big map..


Edited by Staff - (merged triple post) Triple posting is not cool, especially when they are all posted within 6 minutes
Okay... let me make this clear, this isn't the battlefront III thread on the lucasarts site, and this most definitely not swbfIII... this is a side mod... Its where the shipped sides are moded. No map stuff. kay.

OffTopic: Speaking of that freewebs site I should update it sometime...

Re: <The Battlefront Project>

Posted: Wed Dec 12, 2007 4:37 pm
by MandeRek
I must agree with Syth, i don't know if you're a modding person, but your cool ideas are really cool and will take years too work. It's impossible maybe... Syth, you've earned my respect dude! Far more better than the 51st RECON i had in WIP... I'll give this more than one try :thumbs:

Re: <The Battlefront Project>

Posted: Wed Dec 12, 2007 5:07 pm
by Grev
Sorry about the triple post.. kept coming up with ideas...

Also, Im sorry, just thought you would edit some maps as well. (MY APOLOGIES!!!)
Okay... let me make this clear, this isn't the battlefront III thread on the lucasarts site, and this most definitely not swbfIII... this is a side mod... Its where the shipped sides are moded. No map stuff. kay
Sorry about the trouble :oops:

Re: <The Battlefront Project>

Posted: Wed Dec 12, 2007 5:48 pm
by MandeRek
It's okay we all made faults when we were privates i guess... but just read the rules...they're so nice :P