TheWhiteRaider Posted October 10, 2002 Author Posted October 10, 2002 When did you say you would have this done? I got my friends hooked on ForceMod now so they are waiting for the mercary tecs. Oh! and one other thing. Are you going to add cvars so that merc tecs can be toggle in the way jetpacks are now(So like Jedi can, merc only, or Fett only?) And can you add a Cvar so that you can make it so to turn on and off the auto dodge with force seeing. I would rather that people have to turn on seeing to dodge. It is a pain to snipe people.
TheWhiteRaider Posted October 14, 2002 Author Posted October 14, 2002 Also could you find something else for lightning. When everyone has level 4 lighning it become useless. Keep up the great work. THis is the first mod since Jedimod(Even though part of it is JediMod) to keep my hopes up.
Azymn Posted October 14, 2002 Posted October 14, 2002 Also could you find something else for lightning. Lvl 4 Lightning will now cost force power to absorb, like having absorb on all the time for lightning. When did you say you would have this done? Not sure....end of this month, maybe sometime in November. Are you going to add cvars so that merc tecs can be toggle in the way jetpacks are now(So like Jedi can, merc only, or Fett only?) Right now, only the Mercs will have certain abilities. And can you add a Cvar so that you can make it so to turn on and off the auto dodge with force seeing. I would rather that people have to turn on seeing to dodge. It is a pain to snipe people. I'll look into balancing that. In the meantime, aim for their legs - they can't dodge that
TheWhiteRaider Posted October 15, 2002 Author Posted October 15, 2002 When you say only mercenarys will do you mean only merc in Jedi vs merc mode or anyone without force powers? Personly I would like it to have a cvar so I can have all merc tec and force powers at the same time when I am playing with bots and also when I play online I want some to have limits on people.
Azymn Posted October 15, 2002 Posted October 15, 2002 When you say only mercenarys will do you mean only merc in Jedi vs merc mode or anyone without force powers? Merc in Jedi vs Merc. The nature of the merc abilities is such that they replace force powers, so you have either Mindtrick or Cloaking - not both. It's possible to have Jedi powers replaced with Merc abilities, but not both at once.
TheWhiteRaider Posted October 16, 2002 Author Posted October 16, 2002 Though do you think that you could make it so it can be used in a normal ffa? Just sort of like you turn off all your force to get the tecs. Because though I like Jedi vs Merc there aren't alot of servers that run Force Mod with Jedi vs Merc mode on. I only see Force mod run on non JvsM FFA or CTF servers. Oh and about the grapple hook. Does it still use the same Cvar as in JediMod or what? It is just I like (And I think many agree with me) the ability to chose what features are on and off. That is one thing that mad JediMod great is that you could turn off anything you didn't want.
Azymn Posted October 16, 2002 Posted October 16, 2002 Because though I like Jedi vs Merc there aren't alot of servers that run Force Mod with Jedi vs Merc mode on. Perhaps that will change when all Mercs are given special abilities, i'll look into the other option however. Oh and about the grapple hook. Does it still use the same Cvar as in JediMod or what? For enable/disable, yes, and a new Jedi-Only option has been added for ANH fans.
TheWhiteRaider Posted October 16, 2002 Author Posted October 16, 2002 Perhaps that will change when all Mercs are given special abilities, i'll look into the other option however. Maybe. I just had a Idea for mercenary tecs. Maby you could use like the same way you set force powers. Like a menu and the more stars the better the tecs get, but I could see some problems.
mariners2001 Posted October 17, 2002 Posted October 17, 2002 Hey Syrup, any updates on the grappling hook yet? I look forward to the ChaosUT type of grapple hook you've been talking about. Will it have new sounds and a new model and rope? Sorry, if you've already mentioned this...
Azymn Posted October 17, 2002 Posted October 17, 2002 Will it have new sounds and a new model and rope? If i'm competent enough at coding and can find the time
mariners2001 Posted October 18, 2002 Posted October 18, 2002 cool. no rush. though i can't wait until this is done. this is the only mod i play. i think (unlikes someone else) you really do carry on the JediMod and add appropriately new good features. i really respect your effort on this. by the way, Syrup, I have one idea for an upcoming one if you think it may be easy to implement. do you think it'd be possible to make saber locks take a random amount of time....what i mean by this is having sabers clashes stick to each other just for about one second (ever so often) like in the movies. Otherwise called a "short saber lock." Think Count Dooku/Obi-Wan duel, they have many instances of this. This may be confusing but say you have an option scale from 0-3: 0- no stick 1- low stick time (occurs about as often as a long saber lock) 2- normal stick time (sticks appear more often than long saber lock) 3- frequent stick time (sabers sticking happens quite often, more so than normal blocks) What do you think? I don't know much of anything to do with coding so let me know if it's even possible. I hope this makes sense to someone besides me. ***EDIT*** Also, for a more extreme modification: what about ledge-grabbing? Definitely would be a huge asset to the game. Style over Substance managed to do it in there mod, but it really doesn't work very well. Anyway, I know you're busy, and I really respect your work so just wondering what you think
t3rr0r Posted October 18, 2002 Posted October 18, 2002 Originally posted by mariners2001 This may be confusing but say you have an option scale from 0-3: 0- no stick 1- low stick time (occurs about as often as a long saber lock) 2- normal stick time (sticks appear more often than long saber lock) 3- frequent stick time (sabers sticking happens quite often, more so than normal blocks) if i'm not mistaken, there's already a cvar like that in jk2... not sure what it is, though.
mariners2001 Posted October 18, 2002 Posted October 18, 2002 i know there is a cvar to make saber lock more frequent (g_saberlockfactor or something like that) but I'm talking more about changing the length of the lock.
razorace Posted October 18, 2002 Posted October 18, 2002 hmmmm...not sure how the mechanics would work for something like that. If you just make the locks shorter, it will make it a lot harder to win a saber lock. Good simple idea thou.
TheWhiteRaider Posted October 21, 2002 Author Posted October 21, 2002 Though one problem. If only merc will have the tecs.... I thought mercenarys can't fight other mercenarys(Correct me if I am wrong.).
mariners2001 Posted October 21, 2002 Posted October 21, 2002 whoops. i think i missed an important factor in my idea: the short saber locks would have no victor - so the sabers would just stick then let go without anyone winning.
Azymn Posted October 21, 2002 Posted October 21, 2002 I like that idea mariners....i personally turned saberlocks off because i don't like pounding my keyboard and mouse everytime i get into one. I'll see what can be done about that. Don't know about ledge grabbing though...interesting thought. I thought mercenarys can't fight other mercenarys(Correct me if I am wrong.). They will be able to, whether or not they could originally.
mariners2001 Posted October 21, 2002 Posted October 21, 2002 awesome...yeah i know nothing about coding but i know that ledge grabbing would be an extremely cool addition.
TheWhiteRaider Posted October 21, 2002 Author Posted October 21, 2002 Originally posted by Darth_Syrup I like that idea mariners....i personally turned saberlocks off because i don't like pounding my keyboard and mouse everytime i get into one. I'll see what can be done about that. Don't know about ledge grabbing though...interesting thought. They will be able to, whether or not they could originally. Well good at least. I wanted to have Merc fights.
razorace Posted October 22, 2002 Posted October 22, 2002 Originally posted by mariners2001 awesome...yeah i know nothing about coding but i know that ledge grabbing would be an extremely cool addition. I imagine it's a little tricky due to the limited amount of animations availible and the physics involved. But it's doable. if not pretty looking.
mariners2001 Posted October 22, 2002 Posted October 22, 2002 yeah in Style over Substance, they have the "surrendering" motion for grabbing onto ledges. it works decently but the problem is you have to push forward button in the air right in front of the ledge at a certain moment and it is very hard to do. i was hoping for final release they'd make a new button to grab onto ledges but it doesn't look like they're going to do that.
razorace Posted October 22, 2002 Posted October 22, 2002 That's probably a physic setup problem than a control problem. I think just pressing forward into the wall is easier to do than pressing a different button. (Think Tomb Raider.)
mariners2001 Posted October 22, 2002 Posted October 22, 2002 well in Tomb Raider you had to push the action key to grab a ledge...
razorace Posted October 22, 2002 Posted October 22, 2002 true, but Tomb Raider has a much more complicated jump system. I feel that more buttons is bad. JK2 has enough buttons as is.
TheWhiteRaider Posted October 22, 2002 Author Posted October 22, 2002 Hey I found a bug. I tried useing the g2animent code, but it will not work. I turned on all the needed Jedimod cvars. Has anyone else found this??
Recommended Posts
Archived
This topic is now archived and is closed to further replies.