BrutalFront Mod
Moderator: Moderators
-
Smug
- Corporal

- Posts: 158
- Joined: Sun Nov 16, 2008 1:47 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: New...what was is again....Hmm....
- Contact:
Re: BrutalFront Mod
Looks interesting.
- destructo_bot
- Chief Warrant Officer

- Posts: 329
- Joined: Sun Aug 10, 2008 3:14 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Orkney, a place of... well... farming. Scotland FTW!
Re: BrutalFront Mod
a good idea... gonna follow this project for sure.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: BrutalFront Mod
Well, I've made several new combo's for some new units for this. Let be breifly explain the dueling system in BrutalFront.
There are two main Jedi classes: "offensive" and "defensive".
"Offensive" units generally have a very short block period, in which their energy is drained 4X faster than normal. Their positive is that their slashes and other attacks are very much stronger than those of the "defensive" Jedi. Also, there will be attack specialization (e.i., those "offensive" units who focus around jump attacks will have ones like Aayla's or Vader's or Palpatine's rather than Obiwan's).
"Defensive" units have weaker, more fragmented attacks, but can sure block a lot. Their block runs out at normal speed (compared to the "offensive"'s 4 times faster) and, besides that, they can block incoming ordance through a normal saber swipe. Attack specialization will have less of an effect on this main class, because they are, again, mostly defensive units.
Tricks:
Quite by accident, I discovered how to add a little bounce after a Jedi completes a jump attack at a certain time. The result is that the Jedi goes through their normal jump attack, but if you use it at a certain point (towards the end of the Jedi's jump) then, after they are finished, they will immediately bound into the air again for a second, normal hop. Now, during this second hop, you could again do a jump attack. The end result is that you can chain up a sequence of jump attacks!
I'm still in the earlier stages of combo editing, but I also plan to add a limited deflect to the "offensive" units as well, so they are not completely unable to block fire.
That jump-chaining really does look nice though, if I do say so myself. I may get a video, once I figure out the xfire controls....
There are two main Jedi classes: "offensive" and "defensive".
"Offensive" units generally have a very short block period, in which their energy is drained 4X faster than normal. Their positive is that their slashes and other attacks are very much stronger than those of the "defensive" Jedi. Also, there will be attack specialization (e.i., those "offensive" units who focus around jump attacks will have ones like Aayla's or Vader's or Palpatine's rather than Obiwan's).
"Defensive" units have weaker, more fragmented attacks, but can sure block a lot. Their block runs out at normal speed (compared to the "offensive"'s 4 times faster) and, besides that, they can block incoming ordance through a normal saber swipe. Attack specialization will have less of an effect on this main class, because they are, again, mostly defensive units.
Tricks:
Quite by accident, I discovered how to add a little bounce after a Jedi completes a jump attack at a certain time. The result is that the Jedi goes through their normal jump attack, but if you use it at a certain point (towards the end of the Jedi's jump) then, after they are finished, they will immediately bound into the air again for a second, normal hop. Now, during this second hop, you could again do a jump attack. The end result is that you can chain up a sequence of jump attacks!
I'm still in the earlier stages of combo editing, but I also plan to add a limited deflect to the "offensive" units as well, so they are not completely unable to block fire.
That jump-chaining really does look nice though, if I do say so myself. I may get a video, once I figure out the xfire controls....
-
bhawkgoalie10
- Private Second Class
- Posts: 60
- Joined: Mon Dec 29, 2008 1:55 pm
Re: BrutalFront Mod
sort of like ki-adi mundi? he can chain those flip strikes.Fiodis wrote:Quite by accident, I discovered how to add a little bounce after a Jedi completes a jump attack at a certain time. The result is that the Jedi goes through their normal jump attack, but if you use it at a certain point (towards the end of the Jedi's jump) then, after they are finished, they will immediately bound into the air again for a second, normal hop. Now, during this second hop, you could again do a jump attack. The end result is that you can chain up a sequence of jump attacks!
there's always frapsFiodis wrote:I may get a video, once I figure out the xfire controls....
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: BrutalFront Mod
Yes, just like Mundi.
EDIT - Bit more XSI knowledge now, thanks to FragMe. I think I can make some basic MSH's now.
EDIT - Bit more XSI knowledge now, thanks to FragMe. I think I can make some basic MSH's now.
- Benndak Starhunter
- Recruit Womprat Killer
- Posts: 14
- Joined: Wed Dec 31, 2008 2:58 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Avantasia.
Re: BrutalFront Mod
For those of you wondering about this mod's status, it's still in production. Widdle Fyodiz is working very hard, and he deserves a cookie. No, seriously. He's working hard.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: BrutalFront Mod
Er, thanks for that. I think.
As a little update: chaining jump attacks proves to make more glitches than it solves, so I'm afriad that's out. The defensive/offensive setup will still be there, though. I've tested a few hero assault chars on Tatooine and I can tell you it's great. Adds a lot to the gameplay to be able to blcok with a normal attack.
Also, kinda to make up for the removal of chained jumps, I'll try and give most units a melee attack where they strike with the stock of their weapon. Some (rocketeer, gunner, SBD, Droideka) won't have this, for obvious reasons. I mean, I'm pretty sure a melee attack with a rocket launcher would end in success, but the success would be short-lived with all other AI sniping you.
As a further update, I can definatly model a few things in XSI for this, so I'll plan to have some custom models thrown in. Not unit models, but maybe some props/weapons/addon meshes.
As a little update: chaining jump attacks proves to make more glitches than it solves, so I'm afriad that's out. The defensive/offensive setup will still be there, though. I've tested a few hero assault chars on Tatooine and I can tell you it's great. Adds a lot to the gameplay to be able to blcok with a normal attack.
Also, kinda to make up for the removal of chained jumps, I'll try and give most units a melee attack where they strike with the stock of their weapon. Some (rocketeer, gunner, SBD, Droideka) won't have this, for obvious reasons. I mean, I'm pretty sure a melee attack with a rocket launcher would end in success, but the success would be short-lived with all other AI sniping you.
As a further update, I can definatly model a few things in XSI for this, so I'll plan to have some custom models thrown in. Not unit models, but maybe some props/weapons/addon meshes.
