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Old 06-05-2003, 05:19 AM   #161
Azymn
 
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Mace_Windu21 - i don't know what you mean by "defensive stance." The saberthrow anim looks fine on my end.


Doctor Shaft:

Q: 1.) Is the saber powerful? I.e., it's not abysmal ala 1.04. If so, let's say I made a guy stand there, how many swings would it take?
A: Pure Saber user in red stance vs. Merc with 100 health, 25 armor: 1 swing. The sabers are more powerful by default, especially against Mercs.

Q: 2.) Some people keep mentioning that they're killing jetpackers with saber throw...Is there something about it in Forcemod that i'm missing?
A: See previous answer.

Q: You got the double and twin sabers in there. Granted, there's probably going to be all kinds of clipping and wierd looking stuff going on with them, but how did you do damage scaling with them also? are they just fancier wiffle bats, weaker than normal, etc?
A: They naturally enhance chances to hit and block sabers, but are penalized in terms of speed, form, and projectile blocking.

KaiaSowapit:
I took you up on coding a couple of the easy cvars. And actually, how fast could you whip a manual together...could you have it done by friday? That'd be stellar.

Padawan_7:
Thanks for the tips, hope i can iron everything out in time.

nucular_jedi_14:
Sorry, you'll have to wait for the public release. But you won't have to wait long.

mariners2001:
Team Skin disabling will be in the Player menu. The team problems from g_forceBasedTeams should be fixed.

RJW_ca:
Sorry, no custom guns or custom lips.

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Old 06-05-2003, 05:54 AM   #162
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Azymn, Friday might be pushing it, but Sunday is quite doable. Either way, I'd be happy to give it a go.

I'll probably need your insights/philosophies on a few issues, so if you like we can correspond via email.

Format can be as fancy/vanilla as you like - from plain-Jane ASCII to eye candy rich PDF or HTML. Just say the word.

Thanks again for all your hard work! I love this mod!!!
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Old 06-05-2003, 06:21 AM   #163
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Thanx Azymn

For adding a Cvar to disable team colours.

I have been beta testing ForceMod 2 since you released it and I must say the JO gaming community are in for a real treat .

Last edited by rut-wa jodar; 06-05-2003 at 06:44 AM.
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Old 06-05-2003, 10:23 AM   #164
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Just some LATE ideas

I know its abit late, but maybe for a later release, could you take advantage of the ability to add in animations. I'm sure it'd be quite an undertaking, but just giving two sabers one stance each, which really makes trhe most of the extra weapon.
Say edit green style for two sabers, which rely could give increased blocking as well as utilising a contineous style of fighting, where instead of performing amazing moves, the wielder goes for more of a "hit-him so much he won't be able to block" style. Also force powers like push and pull could have one level taken off as the Jedi uses his mind alone, no hand movements (he's holding a saber in the offhand ) to make the telekenetic attack. Each saber attack could also do slightly less damage then other sabers as theres only one arms strength behind each blade.
Saber throw should be hampered as well, it's just a bit hard to concieve some one guiding a weapon with their mind while foreseeing incoming attacks. Maybe cap it at level one, as this is a simple toss.

The double-bladed saber could use an edited version of the purple style, where moves are more or less copied by darth maul, meaning quick attacks which utilize both blades. Blocking chances against ranged weapons could be decreased as the blades wouldn't be as effective for defence, the weapons is a sith's and probably designed for slicing up an enemy as quickly as possible.
Force powers would not hampered like using two sabers, but the decrease in defence should compensate for this.

I think this would be a great add on to your all ready col mod, as the extra blades would actually be put to use, sure the sabers LOOK cool now but one of the attacks are really DESIGNED for them, so the extra combat potential more or less goes to waste.

Could you please tell me what you think on these ideas, I know its alot to ask but I think it'd be a great addition. And I'd like to know if anyone cares at all, as last time I posted a rant I got no reply, if its not gonna happen ( my idea) just tell me.
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Old 06-05-2003, 01:39 PM   #165
boinga1
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I can tell you that adding that would take an ETERNITY. He said forcemod2 in "three weeks". He can't really go back and say that "I decided to add totally new saber stances with new animations, so it'll be another (month? two months?)".

Maybe in Version 3.
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Old 06-05-2003, 03:33 PM   #166
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Littleman206: Actually, boinga1 is right, both about it taking an eternity and about the imminent release. Unfortunately, tinkering with animations is too great an undertaking at this point.
Thanks for the suggestions, though.
Saber throw damage can be hampered with a new cvar.

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Old 06-05-2003, 04:24 PM   #167
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Kicks have damage modifier right?
So last week of testing? I hope nothing wrong comes out from nowhere.
This will be the resurrection of JO and for myself, I will still be playing ForceMod after getting Jedi Academy. (merc stuff rocks)
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Old 06-05-2003, 04:30 PM   #168
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Actually, there ain't a damage modifier for kicks. I'll add one.
Last week indeed.
I hope i haven't missed anything in my personal regression testing.

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Old 06-05-2003, 05:47 PM   #169
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release

so how long before its going to released???
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Old 06-05-2003, 07:04 PM   #170
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In this same page a few post up azymn asks: could you have it done by friday? and KaiaSowapit answered: Friday might be pushing it, but Sunday is quite doable.

Then I ask: So last week of testing? and azymn answer was: Last week indeed.

That says all.
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Old 06-06-2003, 12:49 AM   #171
Crowy
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hey azymn, when you release it release it to more hten just jk2files.com... pcgamemods.com put things up pretty much straight away!!!

its running near perfect... ive pmed you the very minor animation problems(i think) there is that ive found... and nothing to worry about everyone

this mod is bound to be a sucess(scuse my english im a carpenter)
thank you for letting me beta test this mod for you azymn...

off topic: are you going to mod for ja?
thank you for your time


In Loving Memory Of Corinne Brittan.

September 3rd 1986 - November 30th 2003
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Old 06-06-2003, 02:20 AM   #172
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:) :) :)

Azymn, seeing as how the mod will be released soon, I must thank-you for letting me beta test it for you. Your efforts are much appreciated by the community, guess I'll be SEEING YOU ONLINE
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Old 06-06-2003, 04:22 AM   #173
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Quote:
Originally posted by boinga1
I can tell you that adding that would take an ETERNITY. He said forcemod2 in "three weeks". He can't really go back and say that "I decided to add totally new saber stances with new animations, so it'll be another (month? two months?)".

Maybe in Version 3.
When I said maybe a later release, I didnt mean pospone the date, I know that'd be stupid, I meant a later VERSION of the mod.
Like you said version 3 or something. Sorry about the mix up.
I'm all for releasing as soon as possible and an extra 2 months would be pointless.

Quote:
Originally posted by Classic Luke
Azymn, seeing as how the mod will be released soon, I must thank-you for letting me beta test it for you. Your efforts are much appreciated by the community, guess I'll be SEEING YOU ONLINE
Ditto to that aswell
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Old 06-06-2003, 06:05 AM   #174
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Thank you, ladies and gentlemen...

I appreciate the feedback you've all given, it was invaluable in shaping this mod up.

Check out my homepage in the next few days for updates on where and when.

[cheese]May the ForceMod be with you.[/cheese]

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Old 06-06-2003, 06:06 AM   #175
rut-wa jodar
 
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I agree with my fellow beta testers that it has been an honour and a privelige to test a mod that will undoubtedly breathe new life into JO.

Thanx Azymn.
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Old 06-06-2003, 12:44 PM   #176
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Yes. Thanks a lot for giving me the privilege to test as well. You've been really cool about everything and you've crafted the best mod for JK2. Hope you update and/or continue your impressive work for Jedi Academy!


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 06-06-2003, 02:31 PM   #177
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ForceMOD II...

Another question:

I was using Forcemod 1 and had, in my opinion, a major problem...might or might not be mod related, but it works in Gen-X....

Cheataccess... give all and noclip do not work...even when rcon grants cheataccess to a client the client cannpot use them (can use g2animent however).

Now, under the base game (no modding) or gen-X...these do work when cheataccess is granted through the console.

These commands, while not used by most, are VERY usefull for Admins and Clan Leaders. It supercedes ALL MOD admin commands and gives over TRUE control of the server.

Anyway...something to think about.
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Old 06-06-2003, 09:33 PM   #178
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BUG!

I'm not sure if I got a bug or if it's just my machine. But when I give the bots a number five in the fm_classes.cfg to make them a trooper, they all come out as heavy troopers. So instead of stormtroopers using blasters they all start with rocket launchers and repeaters then start flying everywhere. very annoying so if you could fix it up I'd appreciate it.
Thanking you in advance, Littleman
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Old 06-07-2003, 03:07 PM   #179
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Yeap, Littleman is correct. I'm experiencing the same thing.


"For God so loved the world, that He gave His only begotten Son, that whosoever believeth in Him should not perish, but have everlasting life."
- John 3:16
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Old 06-07-2003, 05:19 PM   #180
DarkLord60
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We at Aotctc have it on our servers but we must put it on site. For those you cant wait I could probably email it to you.


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Old 06-07-2003, 09:35 PM   #181
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Yes Dark Lord, if at all possible please email it to me. Addy should be at the bottom. I've been lurking in this thread since the start, and can't wait any longer Email here


"The world doesn't just disappear when you close your eyes, does it?"
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Old 06-07-2003, 09:40 PM   #182
DarkLord60
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yes sir will do


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Old 06-07-2003, 09:48 PM   #183
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Well, you don't have to bother anymore...if you happen to read this before you email it. I just found the file lurking on pcgamemods. Thanks anyway.

Now...I plan to play this for several hours. Good Day!


"The world doesn't just disappear when you close your eyes, does it?"
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Old 06-07-2003, 09:50 PM   #184
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Hey, been lurking here for a while. All I ever play with is the original ForceMod.

Just thought some would like to know that it's up at PCGameMods.
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Old 06-07-2003, 10:12 PM   #185
DarkLord60
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:EDIT: Due to reasons that dont concern anyone I am removing this alternate link to download mod Sorry.


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Last edited by DarkLord60; 06-08-2003 at 05:48 AM.
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Old 06-07-2003, 11:18 PM   #186
Hellfire Jedi
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Azymn what the hell? PCgamemods.com has the mod up. A guy tested it and you went on and abused HIS admin when he didn't give it?? This you or f!!king what?!? DO NOT LIE!


I would like to beta test YOUR models
I love graves. You should love him too.
Thanks SupremePain for the avatar.
Mike-
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Old 06-08-2003, 12:05 AM   #187
Azymn
 
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Hellfire Jedi - i just saw that post. :S

The answer is simple: it's a lie.

Would i really log on as "Azymn" and abuse the first person to try out the mod?
It's an unfortunate thing that this person would accuse anyone of such a thing. I don't even know who the guy is, or why he would say something like that.

I encourage everyone to go see the post for themselves. I have nothing to hide, and no lies, or tricks up my sleeve:
http://www.pcgamemods.com/forums//sh...5212#post15212

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Old 06-08-2003, 03:13 AM   #188
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what the hell is wrong with people? some people have waaay too much time on their hands....

i hope this doesn't ruin the release of this brilliant mod. i'm behind you 100% Azmyn.

5.4 on pcgamemods.com???? Seriously, someone is being a huge !@#$. Screw off whoever you are.


Skin Projects: (click on the links provided to download the files or view the current progress)
Emperor Palpatine: Completed
Jerec: Completed
Raas Avlow: Completed, but being redone
Mara Jade: Completed, but being redone which is nearly complete, New Mara WIP
Anakin Skywalker: Completed
Count Dooku: Done, not released
Ibtisam (Mon Calamari model) normal and rogue flight suit: Pending release
Talon Karrde: Completed
Rock Fisto (Kit Fisto model): Never released

E-mail me if you'd like to see or try one of these skins that I've not yet released.
Also, if you have an idea for a skin for me to make (Star Wars based preferably), please e-mail me with that idea and I'll take it under consideration for a future project.
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Old 06-08-2003, 03:40 AM   #189
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Re: "SlimShady"

Who pee'd in this guy's Cheerios&#153?

I think anyone who would pick a handle like "SlimShady" needs no further comment.

ForceMod II rocks... 'nuff said.
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Old 06-08-2003, 05:24 AM   #190
DarkLord60
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Azymn I agree with you. oh and by the way

one downside is that even though I edited certain bots so they cant use sabers they still do in ForceMod so then I went and edited the CLass cfg file in forcemod and chnged the one I wanted to have no jetpack and saber to "Clonetrooper" 50-000 and I still get cool troopers with sabers ahhh.

OK so I know that my bot files are edited and they work with no sabers in regular game but when I launch new game with ForceMod 2 they still do like I said above.
Here is exactly what I changed in fm_classes.cfg file:

IGNORE the missing spaces between the model name and the numbers because for some reason you cant have aton of spaces in one line when you post in forums
EXAMPLE: "tex_qui-gon" 50-122

//--------------------------------------------------
// ForceMod Model Class Config
//
// <name> - name of the actual model as found in the file path
// <class> - 0 = Jedi/Sith, 1 = Scout, 2 = Bounty Hunter, 3 = Heavy Soldier, 4 = HotShot, 5 = Trooper
// <jetpack> - 0 = No jetpack, 1 = Single Thrust, 2 = Dual Thrust, 3 = Tri-Thrust, 4 = Dual Thrust (No Model), 5 = No FX (For Flying Characters)
// <sabertype> - 0 = Jedi/Sith will also use guns, 1 = Single Blade Only, 2 = Dualblade Only, 3 = Twin Sabers Only
// <saberblade>- 0 = Standard, 1-6 = "Episode #" Saber blade type, 7 = Ancient Blade
// <acrobatics>- 0 = Default Roll, 1 = Butterflies, 2 = Cartwheels, 3 = Arial Flips
//
// Syntax:
// "<model name>" <class><jetpack>-<sabertype><saberblade><acrobatics>
//--------------------------------------------------

"4lom" 10-000
"Aayla" 00-122
"ackbar" 50-000
"adi" 00-122
"admiral_rieek" 50-000
"ak-buz" 30-000
"Anakin" 00-322
"anhluke" 00-020
"ani-gel" 00-122
"arco_palpatine" 00-120
"atatpilot" 50-000
"aurra" 00-322
"bartender" 10-000
"battle3po" 50-000
"battle_droid" 50-000
"battledroid" 50-000
"beedo" 20-000
"bespin_cop" 40-000
"blacktrooper" 50-000
"boba_fett" 22-000
"BobaFett" 22-000
"boushh" 10-000
"c3po" 50-000
"calsann2" 00-122
"camotrooper" 50-000
"canor_jax" 00-122
"cheshire_vader" 00-150
"chewie" 40-000
"chiss" 10-000
"chromeshadowtrooper" 00-122
"clonecommander" 50-000
"CloneTr" 50-000
"clone_trooper" 50-000
"clonetrooper" 50-000
"coleman_trebor" 00-122
"commander" 50-000
"ct_fisto" 00-122
"ct_sidious" 00-100
"d" 00-121
"darkyoda" 00-122
"Darth_Sidious" 00-120
"darthseph" 00-121
"dash rendar" 40-000
"dash_rendar" 40-000
"desann" 00-222
"dooku" 00-123
"gl_dooku" 00-123
"dug_jedi" 00-121
"eerin_bant" 00-122
"eerin_bant_robe" 00-122
"ep1_obi" 00-122
"ep2anakin" 00-122
"ep2windu" 00-122
"epiI_obi" 00-122
"esb_ghost" 00-122
"esb_yoda" 00-122
"ewok" 40-000
"exar_kun" 00-121
"exarkun_sithii" 00-121
"fenn_shysa" 20-000
"galak" 20-000
"gamorrean" 50-000
"gee" 50-000
"geonosis" 50-000
"gl_dooku" 00-123
"grafox_palpatine" 00-100
"gran" 50-000
"grayfox" 20-000
"greedo" 40-000
"gungan" 50-000
"han_anh" 40-000
"han_esb" 40-000
"han_roj" 40-000
"han_solo" 40-000
"hornett_trooper" 50-000
"hutt" 50-000
"ig-88" 20-000
"imperial" 50-000
"imperialcommando" 50-000
"imperial_worker" 50-000
"infantry" 50-000
"jan" 10-000
"jango_fett" 22-000
"JangoFett" 22-000
"jar-jar" 50-000
"jarjar" 50-000
"jawa" 50-000
"jawa_hybrid" 50-000
"jedi" 00-122
"jedi_dooku" 00-123
"jeditrainer" 00-122
"jerec" 50-000
"jodo_kast" 20-000
"kaia_yoda" 00-122
"keiran" 50-000
"ki_adi" 00-122
"ki_adi_mundi" 00-122
"ki_adi_vm" 00-122
"ki_moot" 00-122
"kir_kanos" 00-122
"kit_fisto_vm" 00-122
"kit_mitsu" 00-122
"koh_tu" 00-122
"krussk" 30-000
"kui_masu" 00-122
"kyle" 00-062
"kylearmor" 00-022
"kyparmor" 00-022
"khyron_jinn" 20-000
"lando" 40-000
"leia" 40-000
"luke" 00-122
"luke-bespin" 00-022
"luke-dagobah" 00-022
"lukearmor" 00-121
"luminara" 00-122
"mace-windu" 00-122
"mara jade" 00-122
"mara" 00-122
"mara_jade" 00-122
"master_yoda" 00-122
"Maul" 00-221
"maul_deluxe" 00-221
"maw" 05-321
"mc_jarjar" 50-000
"monmothma" 40-000
"morgan" 40-000
"motskyle" 00-122
"obivm" 00-122
"oldben" 00-120
"padme" 40-000
"padme2k3" 40-000
"padme_geonosis" 40-000
"padme_geonosis_battle" 40-000
"palpatine" 00-122
"pilot" 50-000
"plo koon" 00-122
"plo_koon" 00-122
"plokoon" 00-122
"prince_xizor" 00-122
"prisoner" 50-000
"Qui-Gon" 00-122
"quigonvm" 00-120
"quigonvm2" 00-120
"ra7" 20-000
"raith_armor" 20-000
"realluke" 00-120
"rebel" 50-000
"reborn" 00-121
"reelo" 10-000
"rodian" 50-000
"royalguard" 00-322
"samuel_l" 00-123
"sand_shoulder" 50-000
"sariss" 00-122
"sebulba" 50-000
"sebulba_racer" 50-000
"security" 50-000
"shaak ti" 00-122
"shaak_ti" 00-122
"shadowtrooper" 00-120
"sirrya" 00-123
"sithlord_palpatine" 00-120
"sithyodavm" 00-221
"solo" 40-000
"stormcommander" 50-000
"stormpilot" 50-000
"stormtrooper" 50-000
"swamptrooper" 50-000
"swluke" 00-020
"tavion" 00-121
"tc14" 20-000
"terpfen" 00-122
"tex_quigon" 00-122
"the_emporer" 00-120
"trandoshan" 50-000
"trooper" 50-000
"trueanakin" 00-322
"tusken" 50-000
"tusken_raider" 50-000
"tyranus" 00-121
"ugnaught" 50-000
"ulic" 50-000
"vader" 00-120
"vigo_morn" 50-000
"watto" 35-000
"weequay" 50-000
"windu" 00-123
"wolfe" 00-322
"wookiee" 40-000
"yarael" 00-112
"yarael_poof" 00-122
"yarael_sith" 00-322
"yin" 00-122
"yoda" 00-122
"esb_yoda" 00-122
"yoda_ghost" 00-122
"yodaghost" 00-122
"yodamaul" 00-122
"yuuzhanvongketo" 00-322
"zabrak" 00-222
"zabrak_jedi" 00-222
"zam_wesell" 11-000


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Old 06-08-2003, 05:40 AM   #191
KaiaSowapit
 
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DarkLord60, I used to have problems like you're describing, but for several builds now my bots have all been well behaved (figuratively speaking of course ).

I just added Watto as a flying Trooper and he's working out fine.

If you'd like I could send you some of my bot files and .cfg's to see if that works.

Feel welcome to PM me if there's anything I can do to help.
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Old 06-08-2003, 05:46 AM   #192
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send them to me at J_hamp60@hotmail.com or post them in aotctc forums


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Old 06-08-2003, 06:09 AM   #193
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Oh and while I'm thinking of it, speaking of bots...

This might sound silly, but is there a way to create a bot that doesn't use ANY weapons (neither saber nor guns)?

Before you all start chuckling, I ask for two reasons. First I'd like to make a Palpatine/Sidius bot who uses nothing but the Force. Secondly I thought it might be fun to create an "innocent bystander" bot - a bot Light Side players could try to protect and Naughty Side players could try to abuse (sort of a twisted version of capture the flag).
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Old 06-08-2003, 10:35 AM   #194
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Terrific Mod. I have two questions though.

1. When using the Darth maul saber hilt, I get two strange effects. You seem to have implemented some code that makes the second blade extend from where the second emitter should be, but the hilt appears as only being half as long as it should be.

2. Did you say that you could add your own custom skins? If so, is it possible to make the blade vanish altogether for forcepikes and things?


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Old 06-08-2003, 04:01 PM   #195
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question

I was thinking in an up comming update maybe that thier could be different saber sounds to choose from like for example Darth mauls saber sound, yodas saber from epo.2 also when saber fighten u could in knock the saber out of the players hand then while fighten try to retrieve it. Just a thought for updates
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Old 06-08-2003, 06:30 PM   #196
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Re: question

Quote:
Originally posted by JEDICW
I was thinking in an up comming update maybe that thier could be different saber sounds to choose from like for example Darth mauls saber sound, yodas saber from epo.2 also when saber fighten u could in knock the saber out of the players hand then while fighten try to retrieve it. Just a thought for updates

Some interesting ideas you have for future updates but I think they would be difficult implement into the game especially the custom saber sounds. I`m sure though if anyone can do it Azymn can.
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Old 06-08-2003, 07:17 PM   #197
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I'm running into a few problems...one of which is that my bots don't have class. I.E. When I try to bring in Jango instead of being a bounty hunter the screen gives me a "class could not be found" and Jango starts to use a lightsaber as well.

Second problem is the scaling. Simple enough, it doesn't work. Yoda is the same size as the others. However the scaling still does work in the original forcemod.

Please suggest any solutions you might have.


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Old 06-08-2003, 07:18 PM   #198
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I think anything is possible anymore this forcemode 2 is awsome, but im kinda lost on a few things.......where u can pick your classes i caint seem to find out how to do that.
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Old 06-08-2003, 09:27 PM   #199
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A few things I've noticed:

Enabling client-side size controls causes all of my characters to start at the minimum size, not their tck defaults.

Mod_timescale no longer works at all for me, and this feature was VERY important for playing JKII with my 56k friends.

Finally, how can I enable a new model as a "Mandalorian" without enabling jetpacks for all of a certain class. I ask because the Montross model is not considered a Mandalorian by ForceMod II, and it should be.

Great mod, otherwise.
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Old 06-08-2003, 10:16 PM   #200
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Here's a few things that I've discovered that may help some of you...

First off, there are many different models (and model names) floating around out there. We can't expect Azymn to keep track of them all. For example, there are at least 3 different BattleDroid models (and probably at least as many Jango's and Clone Troopers). Make sure your model name matches what is in both the tckmodel.cfg and the fm_classes.cfg files respectively. To find out the exact name of your model, use a pk3 viewing utility or choose the problem model in-game and in the console type: "model."

For example, if I look inside the pk3 of my Zam Wesell model, I see this:

models/players/zamvme

"zamvme" is the official name of my model not zam_wesell (an older Zam model) as appears in the currently shipping version of ForceMod II.

Also, both the tckmodel.cfg and fm_classes.cfg files appear to be case sensitive. What I mean by that is, I had problems when I added Zam as "ZamVME" - after I changed it to "zamvme" the model worked perfectly.

Don't forget there is also a handy cvar called "f_defaultclass" that should help if you've added a new model not listed in the fm_classes.cfg file (read more about how to use it in ForceMod's documentation).

Ol-Gil, I too had problems getting mod_timescale to work for me at first (I love a good slow-mo game every now and then). But as soon as I complained about it, it started working again (isn't it funny how that happens sometimes?). I can guarantee you that it still works, I'm just afraid I don't know what I did differently. I suggest you make sure you're hosting the server you're trying to set it in and don't give up trying.

JEDICW, leave no stone unturned... make sure you look at every menu item in-game (some are a lil tricky to find). If you're trying to chose a Jedi/Sith class, you should find that where you choose your Force Powers. As for Jedi/Merc, that should be right in the same spot you pick your model.

Hope that helps!
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