We will consider exploding At-At's critical hits, where you just hit it so hard there is nothing left but fire and screaming. The screaming probably coming from me because it was probs my At-At that just exploded.
I highly suspect that The ATATs explode when there is no room for their death clones. So if units occupy the space on both sides (IDR which side they fall: left or right so I assume both sides) and front, they will simply explode, that way there is no clipping.
Breddy gud =) Can you make the walkers fire like they did in the movies? Both blasters at the same time instead of a constant stream one after the other. It did this myself and it's so much more satisfying.
At 4:29 (Not exactly at the same time but a 0.05 sec interval makes it look like in the movie)
The one reason I've been putting it off is because the walker rarely faces its target head-on so the two side cannons will usually fire independently anyway.
I don't know how you have yours set up but mine are rotating turrets so they have to be independent from one another.
Oh no i'm really only talking about the chin mounted guns. Vanilla has it set to:
1.5 sec reload
4 shots
0.2 sec interval between shots
If you set it too:
1 sec reload
2 shots
0.05 sec interval between shots
The AT-AT wil fire like it does in the movies and battlefront 2.
I also increased the damage, since it fires less shots overall.
It's really a matter of taste but it feels more imposing with this firing pattern to me.
I wish i had side guns, but i'm working off of J's RE. (Making my own version) It's got vanilla ground and i'm no modeller. So far i've made do by just rebalancing.
It may be worth saying then that I'm actually pretty sure the stock model has muzzle bones for the side cannons...Petro just didn't code them in. Throw some hardpoints on there ;)
I'll tweak the settings and see how it plays. Slower fire rate means the ATAT will probs have a harder time hitting air units though but if it's not affected too badly, I might keep it.
Yeah i don't know how it impacts vs air units. In vanilla that's AT-AA terrain completely.
The only stuff i've done other than XML is overhaul the music, the graphical overlays and stuff. Which outside the software is also just XML.
When you say throw some hardpoints on there i have no idea where to start or where to even end :P
The AT-AT and AT-STs have side guns on the model so all i need to know is how does i add lazor.
Though my plan was to kinda just wait till i could get free released models for ground and try it that way. I eventually want to replace the dated stuff anyway.
Well yeah, if you don't mind waiting for free release models that would be better overall. The original models work for a lot but they are very simplistic in both detail and rigging.
For hardpoints though, I'd look at something like the T4B tank. Hardpoints.xml, do a search for the T4B. You can kind of see how they are set up that way.
Wel i've been screwing around with this game for 10+ years so what's a little more waiting :)
I'l take a look when i can't be bothered with anything else on my to do list. So far i've gotten by by looking at what's already there and copy pasting :P
Thanks for the tips.
Very cool...This was in the works for AGD V4 back in the day. Had other varients too using rancor special attack code to trigger specific interactions between melee and gunners (Like grabbing by the throat stabbing and groundslam).
HEROCLASH! My favorite ones planned/in development were the sith starkiller picking up soldiers and electrocuting them to death. And vader force crush animations for infantry. Was also going to do some bobafett kills too involving flying glamor shots ect(Who wouldnt) but lost interest.
We will consider exploding At-At's critical hits, where you just hit it so hard there is nothing left but fire and screaming. The screaming probably coming from me because it was probs my At-At that just exploded.
FATALITY
I highly suspect that The ATATs explode when there is no room for their death clones. So if units occupy the space on both sides (IDR which side they fall: left or right so I assume both sides) and front, they will simply explode, that way there is no clipping.
can't wait to play
Breddy gud =) Can you make the walkers fire like they did in the movies? Both blasters at the same time instead of a constant stream one after the other. It did this myself and it's so much more satisfying.
At 4:29 (Not exactly at the same time but a 0.05 sec interval makes it look like in the movie)
The one reason I've been putting it off is because the walker rarely faces its target head-on so the two side cannons will usually fire independently anyway.
I don't know how you have yours set up but mine are rotating turrets so they have to be independent from one another.
Oh no i'm really only talking about the chin mounted guns. Vanilla has it set to:
1.5 sec reload
4 shots
0.2 sec interval between shots
If you set it too:
1 sec reload
2 shots
0.05 sec interval between shots
The AT-AT wil fire like it does in the movies and battlefront 2.
I also increased the damage, since it fires less shots overall.
It's really a matter of taste but it feels more imposing with this firing pattern to me.
I wish i had side guns, but i'm working off of J's RE. (Making my own version) It's got vanilla ground and i'm no modeller. So far i've made do by just rebalancing.
It may be worth saying then that I'm actually pretty sure the stock model has muzzle bones for the side cannons...Petro just didn't code them in. Throw some hardpoints on there ;)
I'll tweak the settings and see how it plays. Slower fire rate means the ATAT will probs have a harder time hitting air units though but if it's not affected too badly, I might keep it.
Yeah i don't know how it impacts vs air units. In vanilla that's AT-AA terrain completely.
The only stuff i've done other than XML is overhaul the music, the graphical overlays and stuff. Which outside the software is also just XML.
When you say throw some hardpoints on there i have no idea where to start or where to even end :P
The AT-AT and AT-STs have side guns on the model so all i need to know is how does i add lazor.
Though my plan was to kinda just wait till i could get free released models for ground and try it that way. I eventually want to replace the dated stuff anyway.
Well yeah, if you don't mind waiting for free release models that would be better overall. The original models work for a lot but they are very simplistic in both detail and rigging.
For hardpoints though, I'd look at something like the T4B tank. Hardpoints.xml, do a search for the T4B. You can kind of see how they are set up that way.
Wel i've been screwing around with this game for 10+ years so what's a little more waiting :)
I'l take a look when i can't be bothered with anything else on my to do list. So far i've gotten by by looking at what's already there and copy pasting :P
Thanks for the tips.
This is simply amazing!
There is not much more to say, really ... amazing.
Thanks Kad!
Very cool...This was in the works for AGD V4 back in the day. Had other varients too using rancor special attack code to trigger specific interactions between melee and gunners (Like grabbing by the throat stabbing and groundslam).
That's basically what I'm doing here. I plan to add special Jedi vs Jedi animations as well that are more cinematic.
HEROCLASH! My favorite ones planned/in development were the sith starkiller picking up soldiers and electrocuting them to death. And vader force crush animations for infantry. Was also going to do some bobafett kills too involving flying glamor shots ect(Who wouldnt) but lost interest.
wait is this mod dead?
No...? Why would you think that? This video was uploaded THIS month.