BFSM (battlefront skelltor's mod) Hero Update 4/21

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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skelltor
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by skelltor »

ok thx i am not sure how to fix the shield other than make it so you can't enter vehicles as him
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by commander501stappo »

I don't think you should stop him from enering vehicles, but it's not a huge bug, but you can try to stop him from entering vehicles when he has his shield up, if possible.
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by skelltor »

i don't know if thats possable but i will check it out another solution is to turn off his shield before getting in a vehicle
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by commander501stappo »

it's not a huge bug, but it just looks a bit wierd.
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by skelltor »

ok does this 501st skin look better http://www.xfire.com/profile/skelltor/s ... #106020008 or should i use sattis skins?
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by THEWULFMAN »

i dont like that skin personally, to much saturation, and please use img tags
Last edited by THEWULFMAN on Wed Oct 27, 2010 12:52 pm, edited 1 time in total.
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by acryptozoo »

Looks much better :D
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by skelltor »

acryptozoo wrote:Looks much better :D
should i keep it or replace all my clone skins?

edit what about the neimadain commando being replaced with the trandoshan commando how does this look for his skin/model
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by genaral_mitch »

skelltor wrote:
acryptozoo wrote:Looks much better :D
should i keep it or replace all my clone skins?

edit what about the neimadain commando being replaced with the trandoshan commando how does this look for his skin/model
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Wow te armor looks good! I think you should get rid of the nemodian.
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by skelltor »

ok i will thx i am glad you like the armor :)
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by Press_Tilty »

Sorry I haven't tested it yet. I will this weekend.
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by Tardis »

There is a problem I noticed with the model. Trandos only have three fingers on each hand. This model has 5 on each.

Another thing that I've noticed is that most trandos don't wear shoes. On this model your using they are wearing shoes.

If you had to fix one or the other I'd go for the hands and leave the boots because some trandos do wear boots.
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by commander501stappo »

the B2-RP battledroid's orbital strike, fires the same time you drop it, so it's impossible to get away before it fires.
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by skelltor »

commander501stappo wrote:the B2-RP battledroid's orbital strike, fires the same time you drop it, so it's impossible to get away before it fires.
its supposed to do that because its a vary powerful orbital strike
Tardis wrote:There is a problem I noticed with the model. Trandos only have three fingers on each hand. This model has 5 on each.

Another thing that I've noticed is that most trandos don't wear shoes. On this model your using they are wearing shoes.

If you had to fix one or the other I'd go for the hands and leave the boots because some trandos do wear boots.
i will see what i an do :)
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by commander501stappo »

skelltor wrote:
commander501stappo wrote:the B2-RP battledroid's orbital strike, fires the same time you drop it, so it's impossible to get away before it fires.
its supposed to do that because its a vary powerful orbital strike
I think you should make it less powerful and give us more time to get away.
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by skelltor »

maby but i wanted to make it like the bf1 orbital strike without the time
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by Deathplayer »

i think it's more realistic to leave time to get away because the vessels in the orbit need to arrange the turrets...
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by DarthD.U.C.K. »

the trandoshan armor looks very good, only the pelvisarmor could use some improvement
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by commander501stappo »

skelltor wrote:maby but i wanted to make it like the bf1 orbital strike without the time
I still think you should give us some time to get away, cause then you wont kill yourself every time you drop it, so no one will use it any more. and in multiplayer if you drop it you will kill yourself and maybe some on your team, cause no one has time to see if it's there before it's to late.
even the trade federation are smart enough to understand that droids are expensive, and they don't want to lose one to ten every time they try to attack the enemy.
Deathplayer wrote:i think it's more realistic to leave time to get away because the vessels in the orbit need to arrange the turrets...
yes, I agree.
no one/nothing knows exactly when you are dropping it, so they will not be ready to fire, every second.


EDIT:
after one stormtrooper got killed by the rancor, it came alot health/ammo dispensers...
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Re: BFSM (battlefront skelltor's mod) large update 10/11

Post by skelltor »

lol idk how that health and ammo thing would happen XD
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