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Re: <The Battlefront Project>
Posted: Thu Nov 08, 2007 7:21 pm
by Syth
Ace_Azzameen_5 wrote:Syth, I don't think LA will send laywers to your door if someone sent you their side lvl back up.
yah, silly me i didnt think about that before i uninstalled it...

Re: <The Battlefront Project>
Posted: Fri Nov 09, 2007 4:44 am
by ARC_Trooper_phi658
Teancum's suggestion certainly sounds user friendly. Not that my opinion matters, but I hope it is considered.
Re: <The Battlefront Project>
Posted: Fri Nov 09, 2007 4:26 pm
by Ace_Azzameen_5
I agree with Tean, that sounds good, of course backing up always works.
But I'd suggest using less generic mode names and go with, for example. cor_bfp_c and cor_bfp_con.
FYI, the creator ,I think, is just Syth.
Re: <The Battlefront Project>
Posted: Sat Nov 10, 2007 8:11 pm
by Syth
Well most of my sides already are renamed with a "2" at the end, and renaming the all the mission files would be a little redundant but easy. This does look interesting...
BTW: I got the game working again!

Re: <The Battlefront Project>
Posted: Sun Nov 11, 2007 8:35 pm
by Achronos-117
Syth wrote:Well most of my sides already are renamed with a "2" at the end, and renaming the all the mission files would be a little redundant but easy. This does look interesting...
BTW: I got the game working again!

WOOHOO

Re: <The Battlefront Project>
Posted: Sun Nov 11, 2007 10:02 pm
by Syth
Bit of a side configuration update. The stun shot is now part of the semi-auto mode of the carbine (you will charge it up to use it). Still some tweaking needed, but it will work eventually. Removed the medic class- basic troops will now carry 2 ammo/bacta pacts. And bacta doesnt "poof your health is up" anymore. They give you a 1 second health regen, which is more realistic. Now, with medic class removed, I have room for one more class. It will probability be a special class that depends on the map (like magna guard, RC, imp officer, clone assassin, some other possibilities)
Re: <The Battlefront Project>
Posted: Mon Nov 12, 2007 5:14 am
by Phyzzle
I would say.. RC tbh.
But hey, it's up to you?
Re: <The Battlefront Project>
Posted: Mon Nov 12, 2007 9:27 pm
by lt prudii
sounds like its coming along pretty well, i love how yall (modders) are making up mods that give the actual star wars fan something to enjoy
Re: <The Battlefront Project>
Posted: Mon Nov 12, 2007 11:23 pm
by Achronos-117
Syth wrote:Bit of a side configuration update. The stun shot is now part of the semi-auto mode of the carbine (you will charge it up to use it). Still some tweaking needed, but it will work eventually. Removed the medic class- basic troops will now carry 2 ammo/bacta pacts. And bacta doesnt "poof your health is up" anymore. They give you a 1 second health regen, which is more realistic. Now, with medic class removed, I have room for one more class. It will probability be a special class that depends on the map (like magna guard, RC, imp officer, clone assassin, some other possibilities)
Nice, I always thought that the medic class was pretty pointless, people just use them on themselves to stay alive longer. Oh yeah this reminds me, did you modify the medic and ammo droids in anyway?
Re: <The Battlefront Project>
Posted: Tue Nov 13, 2007 12:32 am
by Syth
I would but Im pretty sure I can't. THey are part of the WLD file. Maybe some time ill try some things though.
Re: <The Battlefront Project>
Posted: Tue Nov 13, 2007 1:36 am
by Achronos-117
Also, what do you mean by 1 second health regeneration? you mean it takes 1 second to fully heal to the right amount?
[size=0]W00T 400th post[/size]
Re: <The Battlefront Project>
Posted: Tue Nov 13, 2007 1:40 am
by Phyzzle
No he means your health regenerates for 1 second, it may not go all the way up to full. It's like the bacta award for Galactic conquest.
That's much more realistic, rather than as he said *Boom* your health is up to full!
Re: <The Battlefront Project>
Posted: Tue Nov 13, 2007 2:04 am
by Achronos-117
Is it possible to have bacta "gun" like you can hold on the fire button while the bacta canister is on to completely regenerate your health at a constant rate or you can fire the canister in bursts and it will heal a little at a time, I think that can help with conserving some bacta for later instead of wasting a full canister for a minor wound.
Re: <The Battlefront Project>
Posted: Tue Nov 13, 2007 4:07 pm
by lt prudii
there is a mod liek that out there, but unfortunitly the ai uses it like a gun, aka shooting the enemy with it, im sure they could make it so they dont use it but ya....
Re: <The Battlefront Project>
Posted: Tue Nov 13, 2007 7:39 pm
by Syth
I have a bacta gun ODF i made and the AI use it okay- but then youd have 3 secondary weapons (dets, ammo, bacta gun),3 primary and all the weapon toggling gets redundant. Ill consider it though. Another thing I probably will do is make it so most explosives/secondary weapons in general, can't be replenished by picked up ammo cartridges. Because all the grenades and such are way to powerful. I wish there was a way to distinguish different ammo types but there isnt.
Re: <The Battlefront Project>
Posted: Tue Nov 13, 2007 7:54 pm
by Achronos-117
Is it possible for you to make it not spawn any ammo when you kill someone? And then you could put respawning ammo packs at the main CP (the CP where you first spawn at in the beginning), like in Rise of the Empire #2, theres supplies back at the base. Also, the enemy from which the ammo came from probaly has a different gun type from you, so you probaly can't use it anway. For example, do you think you can fit a
DC-15A rifle's magazine into an E5 blaster rifle without suffering technical problems?
Re: <The Battlefront Project>
Posted: Tue Nov 13, 2007 8:51 pm
by Caleb1117
Just my opinion, but... Some times, realisim is overated.
Re: <The Battlefront Project>
Posted: Tue Nov 13, 2007 9:22 pm
by lt prudii
you guys like it complex eh? if you kinda think about, all star wars plasma bolt rifles run off tabana gas so... its not like bullets its more like just the cartridges fitting in
you should really have "tabana gas droids" instead of ammo ones but what about missles....
it gets too complicated really, but a bit of realism to the movies and books or whatnot helps portray star wars and not the mass driven stuff they give us (i feel like a star wars geek, but aren't we all in our own lil way)
ps i probably spelled tabana wrong... its that gas on Bespin
Re: <The Battlefront Project>
Posted: Tue Nov 13, 2007 9:56 pm
by Ateas
Also, the enemy from which the ammo came from probaly has a different gun type from you, so you probaly can't use it anway. For example, do you think you can fit a
DC-15A rifle's magazine into an E5 blaster rifle without suffering technical problems?
Well... I never really thought of the ammo boxes as ammo in terms of clips, but more like battery/spare tibanna packs that the unit could attach to an empty clip to recharge it. If you think about it like that, it kind of makes more sense, even if its not defined as an actual piece of equipment in the "holy book of star wars canon" (wookiepedia.)
As for the missiles... well, I dont think too hard about it.
Just my opinion, but... Some times, realisim is overated.
I agree, but if it helps to genuinely improve the mod and/or increase the need for tactics in the gameplay, I'm all for it. But generally, I'm less crazy about it when people think "realism" means unwavering canon to the series, even if it doesnt neccissarily contradict anything. Die in fewer hits? Recoil and gradual loss in accuracy? A wide range of unit classes, each with special abilities? Sure. Refusal to implement a cool innovative feature because it contradicts offical star wars equipment stats? Making one unit class crappier, or overpowered, because "thats the way it was in the movies/books/ other games?" Afraid that adding a vehicle/weapon/unit that wasnt said to exist at that time will make you look dumb in front of the other nerds? No.
Re: <The Battlefront Project>
Posted: Tue Nov 13, 2007 11:04 pm
by Achronos-117
Yeah I have to admit, I was going overboard on that idea