2nd Airborne Paratroopers

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trainmaster611
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2nd Airborne Paratroopers

Post by trainmaster611 »

This is just kind of an idea thread for making a paratrooper that could jump from extreme heights and land unharmed. :P

Here is a 501 Sniper skin to start any possible skinning

Image

Cape:

Image

Paratrooper:

Image

More about the Paratrooper:

http://starwars.wikia.com/wiki/Clone_paratrooper

All ideas are welcome! :P[/img]
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RE: 2nd Airborne Paratroopers

Post by Alpha »

There should be an attriubte that allows you to not take damage form extremeheights, because the jet troopers usually don't. As for making a parachute, I'd say stick with a jet pack.
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RE: 2nd Airborne Paratroopers

Post by Dohnutt »

Idea thread = Map/Mod/Character Request thread. No?
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RE: 2nd Airborne Paratroopers

Post by trainmaster611 »

They didnt use parachutes Alpha. I dunno why but they just float down. They didnt have jet packs either so I'm not sure I want to have a visible one there. :?
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Post by Elmo »

Trainmaster, they used zip lines :wink:
Last edited by Elmo on Sat Dec 23, 2006 10:57 pm, edited 1 time in total.
Alpha

RE: 2nd Airborne Paratroopers

Post by Alpha »

I didn't think they used parachutes, but it could happen. :P
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RE: 2nd Airborne Paratroopers

Post by PvtParts »

To make them not die on jumps, make them a hover class. Wookieepedia says they wore repulsorlift harnesses, which would basically slow their drop, and hypothetically allow them to hover or at the very least jump higher than otherwise. So, make them hover, and give em a bit of a hover/high jump (nothing close to jedi/jet trooper)...
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Post by Syth »

oh i got a acuratized skin of the para trooper just a sec ill post it...

Image

Image

I think this should make the unit fall slowly
JetType = "hover"
JetJump = "0.0" //The initial jump-push given when enabling the jet
JetPush = "3.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "0.0"
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0

CollisionScale = "0.0 0.0 0.0"
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Post by -_- »

If I remember correctly, all infantry fall at the same rate. The only thing that makes the jet trooper immune to falling damage is this line: CollisionScale = "0.0 0.0 0.0"
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Post by wazmol »

in the TEC2 mod there is Paratroopers.
-(DW)-Arc9[E]

Post by -(DW)-Arc9[E] »

in valianteagle's(or whatever his name is) utapau atack mod(my personal fav map due to big battle) there is a para trooper
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Post by Dragon93 »

ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
Syth that skin isn't exactly accurate, you need to make the shoulder and the hand orange, otherwise its good.
Also like Wazmol69 said the TEC2 mod has paratroopers/Parjai Squad/2nd Airborne Company.
ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
- Dragon93
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Post by trainmaster611 »

-(DW)-Arc9[E] wrote:in valianteagle's(or whatever his name is) utapau atack mod(my personal fav map due to big battle) there is a para trooper
You're right. There was a sharpshooter with the right skin but it was just a sniper and it was just as suseptible to any other damage. :(

Syth, what exactly would those effects be doing? It wouldn't luanch into the air like a jet trooper would it? :? 8)

All I could think of is if the paratrooper had an invisible jetpack that ran for less than 0.5 seconds so its not even like they jet jumped and then they fall to the ground unharmed. Just an idea and I doubt that would even work. :roll:
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Post by Syth »

the jet pack odf i posted if activated should slow your fall down. i just made everything 0 besides the JetPush it gives. a low number like 3 or 4 should make the unit fall slowly.
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Post by trainmaster611 »

But how long is the jetpack activated? :?
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Post by PvtParts »

same as always.. i believe the 'double-jump' deal comes with the hover class..its not changeable
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Post by Teancum »

rep_inf_default_jettrooper wrote:JetJump = "5.0" //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)
Hopefully that's clear, if not feel free to ask questions and I'll post the answers
SymbolS

Post by SymbolS »

NOTE: in the skins, it wont be too accurate, you don't have things like the hand and part of the arm shaded orange, and i'm not sure if its possible to have those two lines over the head correctly, the one you have will just make a V.
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Post by The_Emperor »

It isnt possible to have a completele accurate skin, thats true. But we can get close :P
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Post by trainmaster611 »

So the first jetjump code posted goes to its full extent and then drops you down slowly. How do you shorten the jet pack use so that the fuel is used up in something like 0.25 seconds. :? I know Dann Boeing made the jetpack in the Realm of Chaos last about two minutes. :|
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