Games Complex - theITfactor's final map - updates pg. 12-15
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- Broken_box
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Re: Games Complex - theITfactor's next map - updates pg. 12-14
Cool effects! tidal wave looks a lot more improved.
It would be cool if one of the characters did a backslash which was more of a "stab" instead of a "slash".......just throwing it out there
It would be cool if one of the characters did a backslash which was more of a "stab" instead of a "slash".......just throwing it out there
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B-1Burt
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Re: Games Complex - theITfactor's next map - updates pg. 12-14
Or even a stab finisher, I guess pandemic didn't put any in because it might be hard to hit enemies with it.Broken_box wrote:Cool effects! tidal wave looks a lot more improved.
It would be cool if one of the characters did a backslash which was more of a "stab" instead of a "slash".......just throwing it out there
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MetalcoreRancor
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Re: Games Complex - theITfactor's next map - updates pg. 12-14
If you notice, theres actually a cleverly hidden hitbox with Maul's foot that if aimed, can send people flying during his combo.
I believe thats the closest thing they implimented.
As far as I'm concerned, I require new animations to provide a "stab" that you would enjoy.
I believe thats the closest thing they implimented.
As far as I'm concerned, I require new animations to provide a "stab" that you would enjoy.
- Par3210
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Re: Games Complex - theITfactor's next map - updates pg. 12-14
the emperor's finisher attack looks like a stab..
- Broken_box
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Re: Games Complex - theITfactor's next map - updates pg. 12-14
you mean It's possible to deal damage with the stock maul's foot during the standard combo?MetalcoreRancor wrote:If you notice, theres actually a cleverly hidden hitbox with Maul's foot that if aimed, can send people flying during his combo.
I believe thats the closest thing they implimented.
As far as I'm concerned, I require new animations to provide a "stab" that you would enjoy.
- Par3210
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Re: Games Complex - theITfactor's next map - updates pg. 12-14
I guess so. Let's try it and see.
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MetalcoreRancor
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
Code: Select all
State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("com_weap_throw", 6, "Frames");
//set a duration so we will go to state RECOVER3 before the animation ends
Duration(26, "Frames");
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(8.0);
VelocityFromStrafe(3.0);
}
AlignedToThrust();
StrafeFactor(0.5);
TurnFactor(0.5);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(5, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(5, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(2); // left foot
DamageTime(18, 22, "Frames");
DamageWidth(0.4);
Damage(50);
Push(10.0);
}
Transition("ATTACK3-B")
{
If()
{
Break(26, "Frames");
TimeStart(5, "Frames");
TimeEnd(0.5, "FromEnd");
Posture("Stand");
Button("Fire", "Hold");
}
}
Transition("ATTACK3_LAND");
}
AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"
That is the foot edge from the doublesabre odf
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elitetrooper1999
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
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Xavious
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
When it's done. In the meantime you could download the sides tests that MetalcoreRancor posted, if you haven't already.
- 0Anonymous0
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
WHEN WILL IT BE OUT?????? IM GOING CRAZY!!!!
is this small?(only the text im writing now and the qustion)my cpu will punch me if it doesnt come out soon!!!!!!!!!!!! 
- Par3210
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
dude stop going crazy in every topic and be patient like the rest of us are being 
- 0Anonymous0
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
can i get a link? i want to see. or i dont need a link just nameXavious wrote:When it's done. In the meantime you could download the sides tests that MetalcoreRancor posted, if you haven't already.
- DarthD.U.C.K.
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
look at the previous page
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MetalcoreRancor
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
-Edited-
Upon discovering Ace Masterminds saber hilt pack in the assets forum, I have made it an important piece to the look and feel of this mod. Thank you, Ace!
You have made this Twilek very happy.

2 new units, the Sith Knight equipped with Force Hate, and the Jedi Knight equipped with Force Heal. These wield another set of similiar yet specialized combos. Inspired by Lyndis of Fire Emblem, who would roll, crouch and then leap at the enemy. These leaps can be controlled along with the roll to provide a freeing mobility to curve them into the enemy.
Updated on edit: Sith Knight
http://www.xfire.com/video/107a17/

Updated on edit: Jedi Knight
http://www.xfire.com/video/108003/

I have also given the Anakin model maulsabre sith a special advantage over the double sabre Twilek. The feet of the Anakin deal damage while in air.
------------EDIT---------
Improved Jedi master
http://www.xfire.com/video/107fff/
Improved Sith master
http://www.xfire.com/video/107ffb/
Upon discovering Ace Masterminds saber hilt pack in the assets forum, I have made it an important piece to the look and feel of this mod. Thank you, Ace!
You have made this Twilek very happy.

2 new units, the Sith Knight equipped with Force Hate, and the Jedi Knight equipped with Force Heal. These wield another set of similiar yet specialized combos. Inspired by Lyndis of Fire Emblem, who would roll, crouch and then leap at the enemy. These leaps can be controlled along with the roll to provide a freeing mobility to curve them into the enemy.
Updated on edit: Sith Knight
http://www.xfire.com/video/107a17/

Updated on edit: Jedi Knight
http://www.xfire.com/video/108003/

I have also given the Anakin model maulsabre sith a special advantage over the double sabre Twilek. The feet of the Anakin deal damage while in air.
------------EDIT---------
Improved Jedi master
http://www.xfire.com/video/107fff/
Improved Sith master
http://www.xfire.com/video/107ffb/
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The_Emperor
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
The jedi knight looks kinda weird, especially in contrast to the rest of the map, this kinda seems like a low quality skin (no offence, everything else you've shown so far is freaking awesome)
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MetalcoreRancor
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theITfactor
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
Those Jedi Knight skins need work 
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MetalcoreRancor
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
I have something in the works now, thanks to our good friend D.U.C.K
So ignore the jedi knight skin
So ignore the jedi knight skin
- Broken_box
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
Nice new combos! <plus another insightful comment>
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MetalcoreRancor
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Re: Games Complex - theITfactor's final map - updates pg. 12-15
Thanks to Itfactor, I have now taken the first steps at moddelling with xsi.
This video shows my first model, pieced many times together into a semi-cool jedi temple.
http://www.xfire.com/video/10a03b/
This is something like I want to have in the actual map, as the place the jedi defend.
This video shows my first model, pieced many times together into a semi-cool jedi temple.
http://www.xfire.com/video/10a03b/
This is something like I want to have in the actual map, as the place the jedi defend.

