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Re: KotOR-era Sides for Convo Pack
Posted: Sat Mar 01, 2008 9:50 am
by Taivyx
Ah, neat solution Mav, glad it worked out.

Re: KotOR-era Sides for Convo Pack
Posted: Sat Mar 01, 2008 12:05 pm
by Xavious
Just wondering, do the Jedi Gunman's dual pistols have a working first person mode?
Re: KotOR-era Sides for Convo Pack
Posted: Sat Mar 01, 2008 12:11 pm
by Grev
Sorry if this was answered before, but why is this all on Mygeeto?
Re: KotOR-era Sides for Convo Pack
Posted: Sat Mar 01, 2008 1:05 pm
by Maveritchell
ARC_Trooper_phi658 wrote:Do they do anything different compared to just shooting with a rifle or blaster regularly?
Yes, Power Shot (I think that's the right name, I'll check before I make a localization list) fires a couple more-heavily charged but significantly less accurate shots. This shot can nearly deplete a full hero's health at very close range (but once you get any fair distance away it's tough to hit with). Sniper Shot charges up a slightly more powerful (than the normal shot, less powerful than Power Shot), highly accurate, high-velocity shot.
Xavious wrote:Just wondering, do the Jedi Gunman's dual pistols have a working first person mode?
I went ahead and removed first-person for the Jedi Gunman, because no, there is no working 1st-person for him.
Grev wrote:Sorry if this was answered before, but why is this all on Mygeeto?
Mygeeto is the map I'm using to test the sides, I figured it was a fairly well-balanced map that would let me explore the benefits of each unit.
Re: KotOR-era Sides for Convo Pack
Posted: Sat Mar 01, 2008 1:16 pm
by Grev
Ok! Thanks for explaining! It looks good with the new sides too.
Re: KotOR-era Sides for Convo Pack
Posted: Sat Mar 01, 2008 1:22 pm
by Taivyx
Just wondering, how would you rate the Fun Factor for this as a shooter, as KotOR blaster battling is not very shooter-like, and can get quite boring.
Re: KotOR-era Sides for Convo Pack
Posted: Sat Mar 01, 2008 6:01 pm
by Maveritchell
Taivyx wrote:Just wondering, how would you rate the Fun Factor for this as a shooter, as KotOR blaster battling is not very shooter-like, and can get quite boring.
You'll get to find out yourself, as I plan on releasing a sides beta shortly (soon as I finish them up). But I'm personally very satisfied and I like it a lot (although I would hope so). It feels a little different than standard Battlefront, because I've removed the extremes of long and short range battling (no rockets, shotguns, or sniper rifles - except for HK-47, who does have a sniper rifle). I really like that each unit can be used to great effect for its specific purpose, but that might just be creator bias. It'll probably just be best if you wait and try it out yourself. I'm sure you'll like it.
Re: KotOR-era Sides for Convo Pack
Posted: Sun Mar 02, 2008 10:11 pm
by Maveritchell
Please test and give input on the sides beta. Instructions and download are at the following link:
http://www.gametoast.com/forums/viewtop ... 35&t=13293
Remember to please leave input in that thread.
Re: KotOR-era Sides for Convo Pack
Posted: Tue Mar 04, 2008 1:41 am
by MasterSaitek009
Re: KotOR-era Sides for Convo Pack
Posted: Tue Mar 04, 2008 8:15 am
by Caleb1117
Syth has a force stasis power, that needs no lua work.
I think its choke with no damage, and no choking anim.
Oh and it doesn't lift the unit, just roots them in place.
Re: KotOR-era Sides for Convo Pack
Posted: Wed Mar 05, 2008 12:10 am
by MasterSaitek009
Right O'. Makes sense I guess.
Oh yeah, I made the other force stasis weapon too.
http://www.gametoast.com/forums/viewtop ... =64&t=7243
Re: KotOR-era Sides for Convo Pack
Posted: Wed Mar 05, 2008 12:33 am
by Maveritchell
MasterSaitek009 wrote:Right O'. Makes sense I guess.
Actually, fun fact, the power "burst of speed" is what's left over from when I made a force stasis power for my Sullust map. I was going to have stasis, but I couldn't get around the abovementioned issues, so I built on the fact that force choke could modify the speed of units. I think it's still set up to "freeze" units, but the range is adjusted so that it's impossible.
Re: KotOR-era Sides for Convo Pack
Posted: Fri Mar 07, 2008 11:18 am
by Darth_Cow
Just curiously, how will Kreia/ Traya be armed. With a single lighsaber, or with several floating purple ones?...
Re: KotOR-era Sides for Convo Pack
Posted: Fri Mar 07, 2008 12:20 pm
by Maveritchell
Traya will probably have floating purple lightsabers, but Kreia will just use a single lightsaber.
Re: KotOR-era Sides for Convo Pack
Posted: Sun Mar 09, 2008 12:54 pm
by Revan
Oh, I don't think Traya should have the three sabers as a primary weapon. I think she should have the sabers as a force power and a red lightsaber as the primary weapon. You know the map "Negative Zone City". There the blue Wama spawns four clones of itself. You could make the same for Traya, but she spawns then three invisible jedis each using a purple lightsaber.
But then you should disable that flickering effect in stealth-mode where you sometimes get visible for a second or so.
I think then it should look like as if there were three floating purple lightsabers...

Re: KotOR-era Sides for Convo Pack
Posted: Sun Mar 09, 2008 2:34 pm
by Caleb1117
Actually, I think its possible to actually make a player's Geometry completely transparent.
No need for a stealth power, but thats a clever idea!
Re: KotOR-era Sides for Convo Pack
Posted: Sun Mar 09, 2008 7:44 pm
by Maveritchell
Revan wrote:Oh, I don't think Traya should have the three sabers as a primary weapon. I think she should have the sabers as a force power and a red lightsaber as the primary weapon. You know the map "Negative Zone City". There the blue Wama spawns four clones of itself. You could make the same for Traya, but she spawns then three invisible jedis each using a purple lightsaber.
But then you should disable that flickering effect in stealth-mode where you sometimes get visible for a second or so.
I think then it should look like as if there were three floating purple lightsabers...

That'd be a fine idea, but I'm:
a) not using .lua weapons to make it easier for a lot of reasons, and
b) aware that spawning units like that doesn't let you control them or gain points from their kills.
Re: KotOR-era Sides for Convo Pack
Posted: Sun Mar 09, 2008 9:26 pm
by Caleb1117
Maveritchell wrote:
b) aware that spawning units like that doesn't let you control them or gain points from their kills.
Oh, yea that kills the idea alright.
Re: KotOR-era Sides for Convo Pack
Posted: Sun Mar 09, 2008 9:52 pm
by Syth
well you could have an auto turret with unnoticeable geometry that has a remote invisable jedi that weilds a purple light saber as a weapon with turret ammo of 4 and a limit of 4 on field at a time- but thats kinda complicated.
Re: KotOR-era Sides for Convo Pack
Posted: Tue Mar 11, 2008 9:55 pm
by Frisbeetarian
I do believe that the three light sabre idea has already been
DONE effectively, and Mav probably has a good idea of how to do it.