gw_leader Posted June 18, 2002 Posted June 18, 2002 I've decided to make a mod for jk 2, caled Galactic Weaponry, Heres a taste of what will be in the mod, a full list of details will be available soon for download. I can do the site and code, I don't enjoy level design or modelling so I'd rather not do those, this is where I need the help the most. Please give me any comments or questions you may have. We will not be looking for testers for another month at least. ------------------------------------------------------------------------------------ Galactic Weaponry Please note: These plans are only for the multiplayer side of the mod. Key Aspects · VGUI Menus · Futuristic Weaponry · Takes place in the Star Wars Galaxy · Credits System, credits will be awarded for completing an objective or for killing an enemy. · Skills Placement · Team play, Death match and Objective game play. · Players will bleed when hit, bleeding will result in a 5 hp loss every 10 seconds, one may stop bleeding by taking a bacta tank. · Health is based on 100. · Shields are based on 100. · Team killing, if friendly fire is on, will result in instant death. · All weapons will be bought, you will just start out with fists, a punch deals 5 damage, a kick deals 10 damage.- Weapon Classes: · Melee · Energy Cell · Power Cell · Nuclear · Particle Weapons · Explosives · Projectiles · Equipment Please Note: All Damage will depend on where on the body you hit them. Melee Weapons: · Light-saber: 1. Attack 1: Short Swing 2. Note: You may block low charged energy or power bolts while using the short swing 3. Attack 2: Broad Swing · Power Axe 1. Attack 1: Short Swipe 2. Attack 2: Broad Swipe · Stun Baton 1. Attack 1: Extends and whatever it touches it shocks 2. Attack 2: None Energy Cell: · Blaster Pistol 1. Attack 1: Chargeable energy bolt 2. Attack 2: Self-Destruct Grenade · Blaster Pistol with Scope 1. Attack 1: Chargeable energy bolt 2. Attack 2: Scoped View · Blaster Rifle 1. Attack 1: Single Energy Bolt 2. Attack 2: Rapid Fire · Sniper Rifle 1. Attack 1: Highly Chargeable Energy Bolt Note: When hit with fully charged energy bolt instant (vaporization) 2. Attack 2: Zoom-able Scope Power Cell: · Crossbow 1. Attack 1: Chargeable bolt Note: When the fully charged the crossbow will fire five bolts, charging the cross bow will not increase a bolt’s potential damage 2. Attack 2: Bouncing bolt · Repeater 1. Attack 1: Rapid fire of small pellets 2. Attack 2: Concussion Grenade · Concussion Rifle 1. Attack 1: Small ring like projectile 2. Attack 2: Large Long Range Concussion Blast · Tribow 1. Attack 1: Three blots are fired forward 2. Attack 2: One highly charged bolt is fired forward causing reasonable damage. Nuclear: · Nuke Launcher: 1. Attack 1: One Nuke is fired 2. Attack 2: Self-Destruct · Gluon Gun: 1. Attack 1: Swirl like destructive beam 2. Attack 2: Weaker beam for a longer range · Tao Canon 1. Attack 1: Quick Beam of energy 2. Attack 2: Chargeable Beam of Energy Particle Weapons: · Ion Cannon 1. Attack 1: ionic grenade 2. Attack 2: Ionic concussion blast · Lightning Gun 1. Attack 1: A single beam of Lightning shoots forward 2. Attack 2: Three beams of lightning shoot forward Explosives · Thermal Detonator 1. Attack 1: Delayed Explosion 2. Attack 2: Explosion on impact Note: throw length is equal to the time held back · Detonation pack 1. Attack 1: Throw 2. Attack 2: Detonate · Time Bomb 1. Attack 1: Plant Bomb 2. Attack 2: None Projectiles: · Rocket Launcher 1. Attack 1: One Rocket Fired Straight Forward 2. Attack 2: Two Rockets Fired Forward · Rail Gun 1. Attack 1: One Rail is fired forward 2. Attack 2: One rail is fired and clings onto whatever it hits, it then starts its timer and explodes in 5 seconds. Equipment: · Light Amplification Goggles · Bacta Tank · Utility Belt · Portable Shield · Electro-Binoculars · Shield Generator Items- objects which can be picked up. · Small Shield Recharge-restores 25 shields · Large Shield Recharge-restores 50 shields · Ammo Backpack-Contains last used weapon of a player plus what was selected in his or her inventory. · Health Kit-restores 25 health · Bacta Tank-stops bleeding Skills: · Marksmanship- Higher the skill level the better the person aims · First Aid- able to heal temates, skill level decides how many bacta tanks you start out with. · Stealth · Agility · Endurance · Strength Entities: · Ammo Boxes – store all types of ammo · Force fields - blocks the path from users, and fire. · Laser Turrets- fires two medium charged energy bots rapidly. · Missile Turrets- fires one rocket ever 3 seconds. · Elevators- takes the user up and down in a level · Conveyor Belt-moves objects and or players in a certain direction. Please note: Additional information will be added later.
ASk Posted June 18, 2002 Posted June 18, 2002 this could be a bit difficult (19 weapons) but since i see that they share ammo (about 9 types of ammo), it only comes down to lots of bitwise operations to pack them together.
gw_leader Posted June 18, 2002 Author Posted June 18, 2002 I understand this will be difficult, and I am willing to go all the way. If you want to see a mod that somewhat similar in gameplay go to http://www.firearmsmod.com . This mod will be similar in some aspects to firearms ha-life, also please note, the PLANS HAVE BEEN UPDATED.
gw_leader Posted June 18, 2002 Author Posted June 18, 2002 Galactic Weaponry really needs the jedi outcast community's help! We need: mappers modellers sprite designers additional coders texture artist artists if you think of anything more let me know You can reach me at: Email: scc@modpages.com Yahoo: hl_mod_maker MSN: hl_mod_maker@yahoo.com AIM: aocface ICQ: 155494826
Recommended Posts
Archived
This topic is now archived and is closed to further replies.