Page 4 of 11
Posted: Sat Jul 14, 2007 11:12 pm
by ARC_Trooper_phi658
1 question, if you're using the ATR-6, does that mean there is no K-wing for the rebels?
Posted: Sun Jul 15, 2007 1:36 am
by XxDepredationxX
@ The CA secondary weapon problem, you could use a knife as a secondary. I remember Caleb posting in the Mos Eisley: Apocalypse thread that he has a knife model.
Posted: Sun Jul 15, 2007 8:35 am
by Taivyx
If this affects the Coruscant City sides (if), you can make hero assault like this:
Heroes - Mace Windu, Kit Fisto (Galactic_Marine might be willing), Plo Koon, and some other jedi (because we don't have a Sasae Tin (probably spelled that wrong) model).
vs.
Villains - The Emperor, Royal Guards (use dohnutt's skin with a reskined double saber), and Anakin.
Much more canon.
You don't have to do this if you don't want to, but I'm just throwing it out there, you know.
Posted: Sun Jul 15, 2007 9:19 am
by ARC_Commander
Q&A Time!
@Darth_Z13: Hmm... a problem this is. Are there any modellers out there willing to get a space on the credits list, I wonder?
@ARC_Trooper: No K-Wing. It's not really accurate, either - the K-Wing wasn't until the New Republic.
@XxDepredationxX: Really?! I'll look into that, that sounds good. I might even give it to some units...
@Taivyx: I've made a Royal Guard already, using the clone marine model. He uses Syth's vibroblade ATM. I do recall PMing Darth_Z13 about a Royal Guard model from JKA, so I'll be looking out for it. As for Coruscant City - I only just downloaded the files. It'll have Shock troopers. Coruscant Streets would too, but I can't find the sources.
And a little update... The Rebel commando pistol does a lot of damage now (110), but has an 0.4-second shot delay and consumes ammo. And the new Rebel Captain, designed with force choking in mind, has a DH-17 (semi-automatic, rifle-damage, ammo-consuming pistol), the commando pistol, a few grenades (crack and thermal) and a regeneration buff. I've made another grenade - the shock grenade. It has a Mace groundcrack explosion, so you've got a cool purple flash and a ton of dirt, and it's supposed to pull units inward and damage them. Pretty cool. I haven't been able to see if it pulls yet, though.
Posted: Sun Jul 15, 2007 12:43 pm
by Caleb1117
Hey ARC, I sent you a PM.
Also, I just made a dual bladed weapon... It was intended for Wookiees, as its rather large, but If you want it, I'd give it to you.

Its not exported yet though.
Posted: Sun Jul 15, 2007 2:31 pm
by {501st}Commander_Appo
Wow! The Blade looks awsome Caleb1117

shtr
Posted: Sun Jul 15, 2007 7:23 pm
by ARC_Commander
Yes, I like it! BTW, I PM'ed you, Caleb1117.
Now, for some updates! These concern locals. The Gungans have spear throwers, now. The Tusken Raiders have gaffi sticks instead of rifles, and the Tusken Hunters have the rifles. Wookiee engineers have a rifle - the "sawed" bowcaster from ML-Kashyyyk. All bowcasters now shoot one bolt at a time. All Wookiees have a claw attack, and they don't even look messed up! Thanks MasterSaitek! The Wookiee rocketeers have the RC rocket launchers. I haven't tested it yet, though. And I haven't reskinned them, either.

I can't find a decent model. I'll work on some more soon.
Another thing - RepSharpshooter sent me his amazing 501st skin, and I'm using it. I'm putting the reflections on all the other troops, too. And DarthDeathRow's giving me his Anakin skin, so I'm using that too.
Posted: Sun Jul 15, 2007 8:58 pm
by Darth_Z13
ARC_Commander wrote:@Darth_Z13: Hmm... a problem this is. Are there any modellers out there willing to get a space on the credits list, I wonder?
No, removing force jump is impossible if you're using a saber/sword (AFAIK).
Posted: Sun Jul 15, 2007 9:00 pm
by RevanSithLord
Great, Arc_Commander! Tell me when a test version is ready and I'll give it a whirl.
(Unless of course I read your PM wrong. lol)
Posted: Sun Jul 15, 2007 9:38 pm
by ARC_Commander
I'm gonna have to prove you wrong on this one, Darth_Z13. I've used units with swords (Wookiee Chieftain, Magnaguard, Grievous) that don't have force jump.
@RevanSithLord: When I get my ARC-170 tailgun working, I'll probably send it to you. I am having some... problems... with file size, so it might take a [cough-extremely long-cough] while before it uploads. I'm on cable, though, so it won't be days. If I can skim some excess weight off the files, even better.
I've added visor reflections to all the Ep3 clones. Stormies and Ep2 clones look weird with it, in my opinion.
Oh - and about Coruscant City. I don't have the world files for it, so I don't think I'll be doing anything with it.
And a question - if I loaded the Clone Assassin model into memory from a level file, would I be able to have a unit use it in its ODF?
Posted: Sun Jul 15, 2007 9:59 pm
by RepSharpshooter
Yeah, I think the ep2 clones have a different type of vizor, it's sort of like a mirror. This is going to be one of the best mods for BF2. Finally! The correct troops on utapau, kashyyyk, etc. The 501st didn't do all the work. Glad I could help out with my skin. I can't wait for it to be released!
Did you overwrite the original sides? I don't want to overwrite your awesome mod when I get it, but I also want to be able to make more modifications of my own, like a more maneuverable TX-130 tank (as seen in the pandemic's Clone Wars).
Posted: Sun Jul 15, 2007 10:02 pm
by Darth_Z13
ARC_Commander wrote:I'm gonna have to prove you wrong on this one, Darth_Z13. I've used units with swords (Wookiee Chieftain, Magnaguard, Grievous) that don't have force jump.
Well then use Saitek's trick to make your change, that way you can use Vyse's sword/combo and my skin.

Posted: Sun Jul 15, 2007 11:15 pm
by RevanSithLord
ARC_Commander wrote:I'm gonna have to prove you wrong on this one, Darth_Z13. I've used units with swords (Wookiee Chieftain, Magnaguard, Grievous) that don't have force jump.
@RevanSithLord: When I get my ARC-170 tailgun working, I'll probably send it to you. I am having some... problems... with file size, so it might take a [cough-extremely long-cough] while before it uploads. I'm on cable, though, so it won't be days. If I can skim some excess weight off the files, even better.
I've added visor reflections to all the Ep3 clones. Stormies and Ep2 clones look weird with it, in my opinion.
Oh - and about Coruscant City. I don't have the world files for it, so I don't think I'll be doing anything with it.
And a question - if I loaded the Clone Assassin model into memory from a level file, would I be able to have a unit use it in its ODF?
Don't worry, I also have Cable. Charter Digital. Pretty good connection IMO.
I'll leave feedback asap after I've rummaged through everything, unless of course it got me addicted to playing it while testing lol
Looking forward to it dude. Hope my testing it can help make it next to perfect, bug eliminating wise.
Posted: Mon Jul 16, 2007 8:43 am
by ARC_Commander
@Darth_Z13: That's the weird thing, Saitek's trick doesn't seem to work for force jump. I'll fiddle with it some more.
@RepSharpshooter: Sorry, it does overwrite the original sides. PM me with any changes you want and I'll consider them.
Another small update: The SBD has a wrist blaster and "Charged Blast". (It isn't charge-able, unfortunately - I haven't been able to figure that part out). They share the same heat, it's cool. I'm also planning to give the DC-15A a heavy, semi-auto mode, that consumes the same ammo as the normal mode.
Posted: Mon Jul 16, 2007 9:38 am
by VF501
I made a charged blast (like the one from RC which I assume is your influence) for the SBD for a SWBF1 RC mod. I can get it setup in the class parent system easily for you and send it with the effects.
Posted: Mon Jul 16, 2007 4:16 pm
by ARC_Commander
Okay, please do.
Posted: Tue Jul 17, 2007 3:48 pm
by RepSharpshooter
Would you be interested in this, or his weapon? Your mod is called battlfront EXTREME, so I thought you might want an extreme rifle.
Commando Sharpshooter.
Weapons:
-Commando Rifle- Like a normal clone rifle, only fires way faster. It can spray out bullets faster than a tommy gun. 1200 rounds per minute, with 8, 60 round magazines. It's awesome! Your ammo goes fast though!
-Commando Pistol - Same as award pistol.
-Thermal Det.- 8 of them.
Posted: Tue Jul 17, 2007 4:39 pm
by ARC_Trooper_phi658
uh, wouldn't that rapid fire unbalance the game?
Posted: Tue Jul 17, 2007 4:59 pm
by RepSharpshooter
I've tested it. I think it doesn't unbalance the game too much. In singleplayer, it makes a little difference, but it's not like you have complete power. Only about 1 other AI is a jet trooper anyway. Accuracy goes out of whack if you hold the trigger for too long and your two far away, short bursts are optimal. Simply, even with this rifle, one soldier cannot defeat an entire army, you're limited by health, and the number of rounds in a magazine. If you fire at full blast at a droideka with shields up, you kill faster than with an award pistol, but it still takes awhile. It definitely makes the game WAY more fun though.
Now if you played a multiplayer, and every single soldier had it, that would be unbalanced.
It has the same specs of a Thompson, so I don't think it's too unrealistic either.
Posted: Tue Jul 17, 2007 5:32 pm
by ARC_Commander
Thanks for the offer, RepSharpshooter, but I don't need any more commando units. I've already got a commando rifle for the commanders - almost identical to what you've posted.