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Re: Games Complex - theITfactor's next map - updates pg. 12-14
Posted: Tue Aug 04, 2009 3:23 pm
by Broken_box
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
Re: Games Complex - theITfactor's next map - updates pg. 12-14
Posted: Tue Aug 04, 2009 3:36 pm
by B-1Burt
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
Or even a stab finisher, I guess pandemic didn't put any in because it might be hard to hit enemies with it.
Re: Games Complex - theITfactor's next map - updates pg. 12-14
Posted: Tue Aug 04, 2009 3:52 pm
by MetalcoreRancor
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.
Re: Games Complex - theITfactor's next map - updates pg. 12-14
Posted: Tue Aug 04, 2009 4:04 pm
by Par3210
the emperor's finisher attack looks like a stab..
Re: Games Complex - theITfactor's next map - updates pg. 12-14
Posted: Tue Aug 04, 2009 4:38 pm
by Broken_box
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.
you mean It's possible to deal damage with the stock maul's foot during the standard combo?
Re: Games Complex - theITfactor's next map - updates pg. 12-14
Posted: Tue Aug 04, 2009 4:39 pm
by Par3210
I guess so. Let's try it and see.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Tue Aug 04, 2009 5:54 pm
by MetalcoreRancor
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
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Tue Aug 04, 2009 11:43 pm
by elitetrooper1999

when are you going to post hise mod
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Tue Aug 04, 2009 11:58 pm
by Xavious
When it's done. In the meantime you could download the sides tests that MetalcoreRancor posted, if you haven't already.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Wed Aug 05, 2009 8:36 am
by 0Anonymous0
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!!!!!!!!!!!!

Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Wed Aug 05, 2009 8:42 am
by Par3210
dude stop going crazy in every topic and be patient like the rest of us are being

Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Wed Aug 05, 2009 8:44 am
by 0Anonymous0
Xavious wrote:When it's done. In the meantime you could download the sides tests that MetalcoreRancor posted, if you haven't already.
can i get a link? i want to see. or i dont need a link just name

Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Wed Aug 05, 2009 8:53 am
by DarthD.U.C.K.
look at the previous page
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Wed Aug 05, 2009 10:18 pm
by MetalcoreRancor
-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/
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Thu Aug 06, 2009 10:09 am
by The_Emperor
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)
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Thu Aug 06, 2009 2:18 pm
by MetalcoreRancor
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Thu Aug 06, 2009 2:56 pm
by theITfactor
Those Jedi Knight skins need work

Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Thu Aug 06, 2009 3:01 pm
by MetalcoreRancor
I have something in the works now, thanks to our good friend D.U.C.K
So ignore the jedi knight skin

Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Fri Aug 07, 2009 3:14 pm
by Broken_box
Nice new combos! <plus another insightful comment>
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Sat Aug 08, 2009 1:43 am
by MetalcoreRancor
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.