[WIP] 153rd Legion Mod
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kinetosimpetus
- Imperial Systems Expert

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Re: 153rd Legion Mod - HUD Update
EventEnable("player1.spawn")
EventDisable("player1.die")
in the outer group will disable the iron-sights after death and on the cp screen.
EDIT: I have posted a tutorial HERE
EventDisable("player1.die")
in the outer group will disable the iron-sights after death and on the cp screen.
EDIT: I have posted a tutorial HERE
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JAWSFreelao
- First Lance Corporal

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Re: 153rd Legion Mod - HUD Update
Dude This Is Amazing! I've never seen a mod of this magnitude! 
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kinetosimpetus
- Imperial Systems Expert

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Re: 153rd Legion Mod
Worked on AT-AT weapons.
http://www.youtube.com/watch?v=ANCwYZkQolw
I think they're pretty good. Might change the impact effect of the beams.
EDIT

Whadaya think of these hailfire missiles? It also has a blaster for defence against troopers that get too close, but the missiles aren't effective close up. The missile pods are locked at 30 degrees up.
I can make the missile lock more accurate too.
http://www.youtube.com/watch?v=ANCwYZkQolw
I think they're pretty good. Might change the impact effect of the beams.
EDIT

Whadaya think of these hailfire missiles? It also has a blaster for defence against troopers that get too close, but the missiles aren't effective close up. The missile pods are locked at 30 degrees up.
I can make the missile lock more accurate too.
- ShadowWing
- Command Sergeant Major

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Re: 153rd Legion Mod
This mod... it lives!!!
Great to see that you're working on it.
Great to see that you're working on it.
- Cerfon Rournes
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Re: 153rd Legion Mod
Sweet. Nice effects.kinetosimpetus wrote: Whadaya think of these hailfire missiles? It also has a blaster for defence against troopers that get too close, but the missiles aren't effective close up. The missile pods are locked at 30 degrees up.
I can make the missile lock more accurate too.
- commander501stappo
- Jedi

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Re: 153rd Legion Mod
Nice misile and ATAT weapon effects!
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kinetosimpetus
- Imperial Systems Expert

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Re: 153rd Legion Mod
Transferred my Darktrooper Phase 2 from a dead mod to this one, and tweaked it to comply with this mod's style, except the jetpack settings... but I was going to update every jetpack anyway.
And added VO's for it and the SBD's, from the SBD VO's in RC.
Also, AI Hailfire drivers are idiots. They don't stay back and bombard like I want them to. Instead they drive around, charging into the enemy with a lightly armored vehicle, and then don't shoot at anything. I've checked things like minrange, maxrange, lock distance, etc, and compared them to the spider droid, which by default does behave the way i want the hailfire to, and i can't find a difference. My current ideas are: to make them fire more missiles, make them fire in salvos that empty the magazine. to make them behave right, make the missiles a copilot/autoturret and use lua to eject all AI drivers. This would let them bombard from fixed positions set by players or the spawn nodes. unfortunately, that would mean players couldn't shoot the missiles themselves. kinda boring... does anyone have Hailfire droids that aren't idiots?
And added VO's for it and the SBD's, from the SBD VO's in RC.
Also, AI Hailfire drivers are idiots. They don't stay back and bombard like I want them to. Instead they drive around, charging into the enemy with a lightly armored vehicle, and then don't shoot at anything. I've checked things like minrange, maxrange, lock distance, etc, and compared them to the spider droid, which by default does behave the way i want the hailfire to, and i can't find a difference. My current ideas are: to make them fire more missiles, make them fire in salvos that empty the magazine. to make them behave right, make the missiles a copilot/autoturret and use lua to eject all AI drivers. This would let them bombard from fixed positions set by players or the spawn nodes. unfortunately, that would mean players couldn't shoot the missiles themselves. kinda boring... does anyone have Hailfire droids that aren't idiots?
Last edited by kinetosimpetus on Sun Feb 05, 2012 3:25 am, edited 1 time in total.
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Twilight_Warrior
- Droid Pilot Assassin

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Re: 153rd Legion Mod
Take notes, mmmmmmmmaggots. Kinetos ideas are the best ideas.[/TF2soldier]kinetosimpetus wrote:And added VO's for it and the SBD's, from the SBD VO's in RC.
- Cerfon Rournes
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Re: 153rd Legion Mod
Cool, nice update.kinetosimpetus wrote:Transferred my Darktrooper Phase 2 from a dead mod to this one, and tweaked it to comply with this mod's style, except the jetpack settings... but I was going to update every jetpack anyway.
And added VO's for it and the SBD's, from the SBD VO's in RC.
- yuke5
- Field Commander

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Re: 153rd Legion Mod
Do you suppose if you could post a couple pics of the Dark Trooper? It sounds really cool so far, but I want to see what you've done to make it fit in the mod itself.
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kinetosimpetus
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Re: 153rd Legion Mod
It's appearance hasn't changed since the other mod, the changes I made were to weapon performance, health, and agility mostly. I might update the appearance to make it even more like EAW:FOC's Phase 2. Not sure though. It's 16 PTU, but I think I meant to make it 20 since I'll use it as a hero support type.
There, that's about how they look now, except the muzzle flash is green. The weapon load-out is:
Repeating Blaster Cannon - basically the same weapon that my turrets and tanks have for anti-infantry, but I added spread values to lessen the OP factor. It is effective against turrets, but I *might* add an alt fire for anti-tank duties.
Melee (Heavy) - like my basic melee, but more heavy handed. Force push based, not true melee.
Despite the pic showing nades, it doesn't have nades any more.
I might redo the cannon model. Here's the ref I'll use.
Hidden/Spoiler:
Repeating Blaster Cannon - basically the same weapon that my turrets and tanks have for anti-infantry, but I added spread values to lessen the OP factor. It is effective against turrets, but I *might* add an alt fire for anti-tank duties.
Melee (Heavy) - like my basic melee, but more heavy handed. Force push based, not true melee.
Despite the pic showing nades, it doesn't have nades any more.
I might redo the cannon model. Here's the ref I'll use.
Hidden/Spoiler:
- yuke5
- Field Commander

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Re: 153rd Legion Mod
Whoa. That's gonna be a pretty complex model, but if anyone is up to the challenge it's you! Good luck!
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kinetosimpetus
- Imperial Systems Expert

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Re: 153rd Legion Mod
I was going to try just making an addon mesh for the darky's chest... stuff... but ended up making a new model starting with the standard clone and adding a few darktrooper parts.

Clone trooper shown for scale. The darktrooper is 1.2 times as large. I think... or was it 1.25... anyway, it's 1.2 in the pic.
The UV's will be off, and I plan to remove the belt attachments; make a new helmet and probably a skin.
Clone trooper shown for scale. The darktrooper is 1.2 times as large. I think... or was it 1.25... anyway, it's 1.2 in the pic.
The UV's will be off, and I plan to remove the belt attachments; make a new helmet and probably a skin.
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Marth8880
- Resistance Leader
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Re: 153rd Legion Mod
WHOA! Now THAT is what I call intimidating! Great work!
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kinetosimpetus
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Re: 153rd Legion Mod
Updated stealth abilities.
Recon units will have a more powerful stealth ability, and snipers will have a camouflage ability that lets them shoot while remaining invisible, but moving makes them visible. Currently, full strength of both kinds of stealth is completely invisible. Stealth flickers less often, and lasts longer as well.
I'm also testing a weapon that will act as an alarm for the sniper, so they can be warned of approaching units while they are scoped in, but it's not all that effective right now. Assuming I keep this idea, the sniper loadout will be:
Primary:
-Sniper Rifle
-Pistol
Secondary:
-Camouflage
-Proximity Alert Sensor
Recon units will have a more powerful stealth ability, and snipers will have a camouflage ability that lets them shoot while remaining invisible, but moving makes them visible. Currently, full strength of both kinds of stealth is completely invisible. Stealth flickers less often, and lasts longer as well.
I'm also testing a weapon that will act as an alarm for the sniper, so they can be warned of approaching units while they are scoped in, but it's not all that effective right now. Assuming I keep this idea, the sniper loadout will be:
Primary:
-Sniper Rifle
-Pistol
Secondary:
-Camouflage
-Proximity Alert Sensor
- SAMofBIA
- Major General

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Re: 153rd Legion Mod
so much for sniper v sniper battles lmfao
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kinetosimpetus
- Imperial Systems Expert

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Re: 153rd Legion Mod
Assuming "sniper v sniper battles " refers to unrealistically acrobatic and close range duels between riflemen with sniper rifles, then yeah. Snipers can still can still be fun and challenging, but the focus is more on finding them, and hiding from them, they way I think snipers should be.
The commando level snipers will probably mostly stay how they are now, which is closer to stock usually, like, sniper rifle, pistol of some sort, nades, melee is common for them.
I want to include a stealth hunt mode or something, that would include only snipers and recon units against each other.
The commando level snipers will probably mostly stay how they are now, which is closer to stock usually, like, sniper rifle, pistol of some sort, nades, melee is common for them.
I want to include a stealth hunt mode or something, that would include only snipers and recon units against each other.
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Noobasaurus
- Droid Pilot Assassin

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Re: 153rd Legion Mod [update 2-26]
A stealth hunt mode would make for some fun and interesting gameplay.
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THEWULFMAN
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Re: 153rd Legion Mod [update 2-26]
Noobasaurus wrote:A stealth hunt mode would make for some fun and interesting gameplay.
Yeah, Kinetos and I had thought about that. It's not a for sure thing, but it's on the table.
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Noobasaurus
- Droid Pilot Assassin

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Re: [WIP] 153rd Legion Mod [update 2-26]
Once upon a time I used to play those online sniper only battles, and I must say they were quite fun, especially when you got someone. This should enhance the fun factor of that.THEWULFMAN wrote:Noobasaurus wrote:A stealth hunt mode would make for some fun and interesting gameplay.
Yeah, Kinetos and I had thought about that. It's not a for sure thing, but it's on the table.



