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Re: Gunslinger's Academy well, it dosent have to be a total class system but like, choosing what perks you want... Like the forcepowers... only problem with that is that someone is gonna find a combination that is way to OP that everyone uses... Just an idea to break away from the "Run and gun" kinda thing we see alot of the time... Personally i think alot of aspects of forcemod 3 could be integraded, like the camo and optic radar that allows you to see target through walls if there a certin distance. its your mod though so you do what you think is good. |
Re: Gunslinger's Academy I think a skill points system like that seen in OJP/JKE would be nice in this. It's a great compromise for not implementing a class system. |
Re: Gunslinger's Academy Or you could have a mix of both, you choose a class, and then you have to choose what skills you think are the most valuable, example, Class: Scout, "Perks" ( I like the sound of that, perks.) Increaced speed, Cloaking, Sniper damage increace, Light weapons (pistol, light SMG's) damage increace, Imporved jump, Increaced speed, health regeneration, improved radar, (Opticic/thermal/night)camras, The person is free to choose what they want their scout to be, Like i would have a fast moving sniper that can go invis... :) and each person picks what they think is best. Oh and limiting persk, we cant have gods. have like a 3 perk limit or something to that effect. |
Re: Gunslinger's Academy If you used a skill point/perk system only you could get similar results. That would also be easier to code. |
Re: Gunslinger's Academy Lot of this sounds like a contemporary era MB2... |
Re: Gunslinger's Academy That's because a mod can only be so non-generic. It's not like MB2 have the rights to an idea or concept. Everything is a copy of a copy. And frankly, it annoys me when people complain about similarities. At-least he's doing something. |
Re: Gunslinger's Academy Quote:
Also one small quirk has been addressed for the bowcaster: it has no flesh impact effect, only an explosion effect that goes both for walls and flesh. So bowcaster now discriminates flesh/wall impacts (explosion.efx / the new flesh_impact.efx) Quote:
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Also, I have the killstreaks done, but they are buggy (whenever you get a 5 killstreak, the game crashes with no error =X). In the first release they are commented out in code (in g_combat.c) but you can enable them for testing. Here's the whole code: Code: //[Killstreaks] |
Re: Gunslinger's Academy Well hooray for opensource. :) Have you set your linker and debugger options to automatically attach? It's the cure for all crashes.. =p The code there looks fine..can't imagine why it crashes - unless the pointer to gclient_t was NULL'ed and you tried to access a member after that.. |
Re: Gunslinger's Academy I have always wanted a gun mod for jka that was realistic. |
Re: Gunslinger's Academy One thing i think would be fun is replacing the lightsaber with a customizable knife for close quarter/ asassination attacks. Have stuff like a regular Combat knife, or have some other ones, variance in size and design. Colors would be nice as well. carrying around a black combat knife backstabbing unknowing targets always makes me smile as they scream in bloody pain. :) Otherwise everything looks very cool so far, i cant wait until you come out with a test demo. I havent played OJP, but i assume its good. Really great idea. Ive played through all SP only using guns because sometimes you get bored with your lightsaber. its fun. but this for multiplayer looks more than fun, if you can get everything going good here you might come up uith a form of Jedi Academy crack. :D :D |
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