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SWBF2 Jettrooper Mod (99% done)

Posted: Mon Jul 02, 2007 12:07 am
by Master Fionwë
I've been working on a mod, in compliance with a request I've recieved from someone. It changes the jettrooper much like the swbf1 mod did, as far as I know, since I haven't played that one. I've made a number of changes to other units as well:

Rifleman: Now has award rifle, award pistol, more thermals, and emp grenades.

Heavy: Rocket launcher, faster reload time, more ammo, and better targeting, pistol, no overheating, more thermals, more mines.
Crackgrenades have now been added to his arsenal.

Sniper: More powerful sniper rifle, pistol, camouflage, emp grenades, recon droid.

Engineer:More powerful shotgun, faster reload time, better scatter effect with more ammo, fusion cutter, works against droids as well, more detpack, autoturrets, more health, stronger blaster, and more can be out, up to 12.
An extra cash of detpacks have been added, to increase flexability with them. His orbital strike has been removed as well.

Marine: Award Rifle, same as rifleman, Rocket Launcher, same as heavy, more thermal detonators, detpacks.
His thermals have been replaced with crackgrenades.

Pilot:Commando Pistol, from my first republic mod, though no overheating, fusion cutter, more timebombs.
His mines have been removed, and replaced with EMP grenades.

Officer: Chaingun, very powerful against shields, tears them apart, longer period before overheating, warms up faster and cools down faster, Commando Pistol, same as from my first mod, Orbital Strikedroid, easily traceable shot, larger number of bolts, able to be charged at times to get a much more powerful effect, more powerful Defense Buff, longer lasting and stronger defense, more ammo Health/Ammo Dispenser.

Jettrooper: Unlimited ammo, rapid fire EMP Launcher, larger blast radius, Award Rifle, from my first mod, EMP Thrower, first mod, Award Pistol, EMP grenades, mines. Unlimited jetfuel, faster jets, more armor and health.

Rail Arc Trooper: Now equipped with the Beam Cannon, first mod, Commando Pistol, Orbital Attack, increased number thermals, extra crackgrenades, timebombs.

The EMP launcher has been changed, though still rapid fire, it has been slowed down slightly to make it less overwhelming. Still unlimited rounds per clip.

The mines, autoturrets, timebombs, and other dispenser other than the detpacks, all have an increased limit of ords out. Some of the weapons from my first mod have been included, and refitted or adjusted as needed to suit this mod more. The ep3 units now are changed from the 501st to the 327th for the most part, where possible and desired, credit to Teancum and Hebes for getting those out.

More info tomorrow, as well as better and more screenshots. The release won't be for a week.

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Now 99% done. Last few changes are in the works. Release is four days, provided I have time for uploading.

RE: SWBF2 Jettrooper Mod

Posted: Mon Jul 02, 2007 7:19 am
by Taivyx
Well, let me say one thing.

Unlimited, automatic EMP launchers will overpower the CIS completely.
I'd suggest making it with 30 ammo, and semiautomatic.

RE: SWBF2 Jettrooper Mod

Posted: Mon Jul 02, 2007 7:26 am
by Phyzzle
Yeah, it sounds like constant carnage!

RE: SWBF2 Jettrooper Mod

Posted: Mon Jul 02, 2007 7:42 am
by Master Fionwë
It is! :twisted: I'm waiting to hear back from AlexSecura, as he's the one who has requested this mod, and so he'll tell me how much I should power it down. It's prettty cool, though, the first pic and the last four are emp launcher related. Click on them to get a better view, I couldn't get them up the way other people do.

RE: SWBF2 Jettrooper Mod

Posted: Mon Jul 02, 2007 8:21 am
by Taivyx
It sounds like something from a Dann Boeing map.

RE: SWBF2 Jettrooper Mod

Posted: Mon Jul 02, 2007 8:43 am
by Master Fionwë
Yeah, I didn't relize how easy it coud be to make a weapon like that. The fifth picture down was taken for a reason, look at the points to unlock. That was the result of a glitch that happens when you click resume game in the pause screen. It fired off the orbital attack beacon right by our cp in XL mode! :oops:

RE: SWBF2 Jettrooper Mod

Posted: Mon Jul 02, 2007 10:59 am
by Phyzzle
Since it is on Kashyyyk. Is it possible for you to model a Wookie rocketlauncher like in RC? That would turn it into insanity... in a good way of course.

RE: SWBF2 Jettrooper Mod

Posted: Mon Jul 02, 2007 12:08 pm
by Achronos-117
It seems to WAY to overpowered for a normal match if you ask me. But if its to fume your anger , thats good :twisted:

And modeling a wookie rocket launcher with skins etc. might make the mod even later. But I agree it should be done some time though Im tired of seeing them use GCW rockets when its Clone Wars!

BTW How did you get SWBF2 to be windowed? the version picker? It doesnt work for me

RE: SWBF2 Jettrooper Mod

Posted: Mon Jul 02, 2007 12:21 pm
by Taivyx
@Achronos: It's the BF2_Modtools.exe

RE: SWBF2 Jettrooper Mod

Posted: Mon Jul 02, 2007 4:21 pm
by Master Fionwë
No, it's a side mod, I'm pretty good with sides. Not much else though. But if anyone needs a side to be edited for a map or mod of their's, I'm the guy.

RE: SWBF2 Jettrooper Mod

Posted: Mon Jul 02, 2007 4:25 pm
by AlexSecura
normaly it should be a suppossed to be simple side mod with a modded Jettropper with a Commander Bly Skin from the 146th or 327th Legion.
But it rans out of control :P :P :P

Cant wait to see the result ingame :P

RE: SWBF2 Jettrooper Mod

Posted: Tue Jul 03, 2007 11:57 am
by Master Fionwë
There is a change in some of the weapons for a few units. Look at the first post and reread the unit setup. The stuff in bold is new.

RE: SWBF2 Jettrooper Mod

Posted: Tue Jul 03, 2007 1:34 pm
by Taivyx
What's a "crackgrenade"?

RE: SWBF2 Jettrooper Mod

Posted: Tue Jul 03, 2007 2:03 pm
by jango232
hey nice mod

OFFTOPIC:could you plz tell me how to have swbf open like that on your pc like in the screen shot

RE: SWBF2 Jettrooper Mod

Posted: Tue Jul 03, 2007 2:06 pm
by Taivyx
It's the BF2_Modtools.exe, for the second time.

Read other people's posts before asking something that's already been answered.

RE: SWBF2 Jettrooper Mod

Posted: Tue Jul 03, 2007 3:19 pm
by Master Fionwë
And modeling a wookie rocket launcher with skins etc. might make the mod even later. But I agree it should be done some time though Im tired of seeing them use GCW rockets when its Clone Wars!
May I ask what you mean? I can change that if I know what you're talking about. I'd started the sides mod months ago, and the wookies are one of the sides who will be changed.

Posted: Tue Jul 03, 2007 8:04 pm
by VF501
He's talking about a new model for the wookiee rocket launcher- Using the one from Republic Commando instead of the Mini-Mag Launcher that the Shocktroopers use.

Both the Wookiees and Shocktroopers use the same Rocket Launcher Model.

http://starwars.wikia.com/wiki/Image:Wo ... uncher.jpg <- this is the Launcher mentioned.

He didn't realize that you're a modder and not a modeler though. I'm working on a few Trando weapons but I have the Wookiee Rocket Launcher on my to do list.

Posted: Tue Jul 03, 2007 8:35 pm
by Master Fionwë
That's pretty cool! I also like some of the stuff I found in the link to the Republic Commando game. The flash-bang grenade, the elite geonosian. If someone could create the elite geonosian model for bf2, I could create a pretty cool Geo side with it, especially since I'm already creating the electro spears that they have in ep2.

Posted: Tue Jul 03, 2007 11:18 pm
by VF501
A geoelite model would take awhile to make.

As for the flash bang- getting the basic effect is easy enough- you cant make enemies dizzy with it though.

Take any grenade.odf- rename it to whatever you want- go inside and change the ords and exp to the new names.

In the grenade_exp.odf change the damage to 0, and change the effect to one of the flare/light .fxs. Reduce the push values to 0 and increase the Shake values and shake radius and length- this is the closest possible way to emulate the disorientation effect of a flashbang.

The damage scales can be left alone. Alter the lifespan values of the exp till you get what you desire- but a brief bright flash is the best.

Easiest way to make a new type of grenade.

Example file names:

rep_weap_inf_flashbang.odf
rep_weap_inf_flashbang_exp.odf
rep_weap_inf_flashbang_ord.odf

Posted: Tue Jul 03, 2007 11:39 pm
by Master Fionwë
Thanks for the idea! I've already created a few grenades of my own, the shock grenades, I've redone the crack and emp grenades as well. But I like this idea, I'll make it for one of my units.

EDIT: I played the game again tonight, to actually play it and not just test something. Well, I was holding on to the orbital attack, waiting for just the right moment to fire it. I shoot it off, and found something really cool happened. Instead of just a bunch of lasers, my second ordnance for it showed up: a ton of grenades! :twisted: :twisted: :twisted: It was really awesome seeing them come pouring down the way they did, and scattering all over the map. I'll get a picture, actually more like 5, up tomorrow morning if I can.
So, when you guys download this, hang on to your beacon before firing it off, while it doesn't look like you are charging it, you really are. For something that looks awesome!