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Gunslinger's Academy Gunslinger's Academy [working title] is a realistic take on the good old Jedi Academy. Technical Information: This mod expands upon the base game, offering modders expanded game limits. It uses the OJP Basic as a base.
The mod will focus on highly-realistic, minimal Star Wars content. Imagine a Rodian wielding an MP5. The weapons have been adjusted for this. For example, our MP5 (replacement for bowcaster) fires at about 12 rounds/second and does around 10 damage per round. In addition, there are these features:
Spoiler: Spoiler: Spoiler: Opinion? |
Re: Gunslinger's Academy I can help with raising MAX_WEAPONS to 32, 64 player support, and HUD improvements. Give me a shout later if you like. It requires hooking into the engine (So yeah, fair bit of ASM) Very proud to see someone doing something like this! |
Re: Gunslinger's Academy HUD improvements are easy, so is the Call of Duty health style system. I managed to implement the CoD style health system back in JK2: ZJK2 - Xfire Video |
Re: Gunslinger's Academy Nice idea, to add onto it I think improving animations (walking, shooting, jumping etc.) would be grand. |
Re: Gunslinger's Academy Quote:
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Re: Gunslinger's Academy Actually, more like the new CoD style. The vintage CoD games had a health system like JA. :P |
Re: Gunslinger's Academy So you're going to remove most of the Star Wars content, minus the character models? Including the lightsaber? |
Re: Gunslinger's Academy Just one question: Quote:
Anywho, hope this goes well. I'd kill for a pistol that could kill, and SMGs and AMGs would be most welcome. Neat idea just popped into my head: Y'ever think of trying to make a flamethrower a standard weapon? Might be a neat hook. |
Re: Gunslinger's Academy I like the idea and what ive seen so far, the only thing i would have to say is weapons, weapons, weapons weapons and weapons.... I think a large diversity in guns wouls make things much more.... interesting. and also i would refrain from making one gun more powerful over others so its not a noob spamming spree like the "Noob tube" in CoD. some dismemberment when you kill someone with high powered weapons or reprated shots to a specific area would be interesting but thats for you to think over. One thing i liked about forcemod 3 return of the sith was the addition of a class system that allowed different perks, like stealth and ammo regeneration. adding stuff in likr that would make it a bit more CoD like, Night vision, optic radar, Thermal immaging, ect... as for maps i dont know if your map making savvy but having maps that alter between night and day would add for a bit more interesting gameplay. scopes on other guns becides the sniper would be nice, like half the scoping ability of the sniper on some carbines or something like that. Finally the ability to swap between a "Nightvision" scope and a regular scope for darker maps. some food for thought. if you alerady have something like this content wise included sorry.... just ignore my banter :P :) |
Re: Gunslinger's Academy Doing nightvision and thermalvision are rather tricky. Post-processing could do the job fine, but..that's hard work, and I only know of one person to get it working :p Scoping on other weapons is a must - I recommend setting up a weapons table in code, and just checking whether the weapon has a scoping ability. It's a much more organised way of handling things weapon-wise. The radar is fairly easy (Steal from siege) but it won't be like Halo's where it blurs.. I'm not sure about a class system, really..it works for some mods, but not all. |
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