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bliv

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Everything posted by bliv

  1. I agree, and I'm starting to like the sound of your saber system idea.
  2. Not quite had the time to read the thread in full from top to bottom but I gather that you are trying to modify the system to make it more film like and involved more skill than the current system? If that is the case then a suggestion is that you remove the saber throw with all styles of saber and add the kick from the staff stance instead. But that is if you are going for a film like feel. Don't know if this qualifies for this thread but if you are looking for stance ideas.....try an inverted saber stance?
  3. Correct, it has not been proven. But there are plenty of weapon models out there. Grab a few and experiment with adding them to the game without overwriting what's already in.
  4. There is a cvar that lets you turn off the left blade. Looks daft but it works.
  5. I've turned off the blade on the left before. In doing so I got a sort of inverted style of saber combat using the staff moves.
  6. It doesn't do that. From what I've seen it gives the sabers their new sexy look. Turn it on and look at the sabers and then turn it off. You can see a significant difference in the glow around the blade.
  7. I've played on LivingDeadJedi's Sarlacc and the DotF v2.0 maps without any problems.
  8. I've not had one crash yet........
  9. It was released. Check jk2files.com
  10. lol, how many e-mails do you need to send?
  11. Sounds good. Anyone like to update me on the tweaks since beta 2. I really enjoyed playing beta 2. Hope this improves further on Forcemod.
  12. Beta testing has been going on for well over a month. And that's the 2nd beta. All the faults have been identified and are being worked on by Azymn. Just hang in there. It's good and worth waiting for.
  13. E3 is coming up in the summer. I'd expect that this game will be given it's first full featue then. The concept of vehicles sounds good as well as the customisation. I'd also like to point out how glad I am that it's Quake 3 engine. That way the larger audience can play the game. Especially those with systems running under 1GHz.
  14. http://alienjl.homestead.com/files/SFX2Installer.zip That's the file. There is a thread in the general showcase forum.
  15. Are shiny armoured troopers going to be included as well? Fresh from Kamino style?
  16. In the screens the flamethrower is accessed using the 'next force power' & 'use force power' hotkeys. It's not actually a weapon. In beta one it wasn't bound to any keys.
  17. I can't see any possible way to get the battletrooper thing sorted. I can only suggest that Azymn adds another class to the Mercs. How about 'Field Trooper' or 'Grunt' etc. With the only weapons available being Blaster Pistol and Blaster Rifle or something. Just while I'm on the point of classes maybe a Sniper class should be added with emphasis on cloaking and ammo regeneration. And one final thing. Remove the map limit thingy like you did with the model images. It's really annoying to have a limit.
  18. Ah right see what you are saying now. Give me time to take a look. I've not been on my Outcast compatible comp since Sunday morning.
  19. But the bots on initiate difficulty and use the cvars to disable merc funtions and jetpacks etc for bots? I think there is a cvar for that. cvarlist f_ look in there.
  20. I still think the jumping is fine. To get rid of the saber thing. Go into the your battledroidmodel .pk3 file. Extract the sciprts folder with the .bot file in it. Open it. { Name Model SaberColor etc. } Add, inside the brackets, Merc. And the value 1, 2, 3. Read the How to make a Merc file in your beta2 directory for more.
  21. But doesn't the Jetpack compensate for Force Jump? You only save on damage if you jump first. Jump reduces the force pool, while jetpack thrusting reduces the battery pool. Therefore it seems rather balanced. If anything I'd ask the Mercs shouldn't be able to wall run as it's rather unrealistic that they can reach a perpendicular platform by running up a wall. Health is similar. A merc can strike from a long range with all their weapons. They should use this to their advantage to keep a Jedi away.
  22. The last comment about the hook isn't strictly true. You do see the model when it's fired but not after it's hooked onto a surface.
  23. After 5 minutes playing Problems Still don't see the model for the grappling hook. Likes Being able to assign Merc tools to the same key as the similar Force powers. Makes them just as easy to use. Will report back when I've had a little longer with it.
  24. I think mercdismember gives the merc a chance to shoot an arm off an opponent or something like that.
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