A map to test the cover system. Place covertestmap.ctm in your Maps folder. Once in-game, in the console type "open covertestmap". If you are standing...
REQUIREMENTS: Before Installing this mod, make sure you have the Graphics Fix installed. The fix can be found here: Moddb.com
INSTALLATION: To install this mod: simply drag the GameData folder to your main Star Wars Republic Commando folder. Make sure you have the Graphics Fix installed first as well.
CHANGES TO PLAYER: For starters, you actually look like 38 and not that white blob thing we got in the base game. Player health has been upped a bit, player now limps at critical(orange) health. Voicelines have been implemented for throwing grenades, reviving commandos, being revived by commandos, and having scav droids attached. The player now has new incap animations as well (It's the same ones as the AI) I made this change because when I opened the editor for the first time and saw that scary pretzel thing, I made a vow to change that. It can look a little weird in first person though. (For example if you are looking down, your head will go under the map) But for the most part, it's perfectly immersive.
CHANGES TO AI: The squadmate AI has been improved significantly. They shoot more often and with higher burst counts, as well as being more precise. They no longer stagger when taking heavy hits. (Does not apply to elemental damage like electricity, fire, or flashbangs) They are also able to utilize their full arsenal at their own leisure. (Sniper, Anti-Armor, and Grenades) Squadmate health also scales with the player's, based on the difficulty setting.
OTHER CHARACTER CHANGES: Shield color correlates directly to the character's hud color (Scorch = Yellow, Fixer = Green, Sev = Red, Boss(38) = Orange. Trandoshan mercenaries are supposed to have the hardware to match, so now they have regenerating shields, the color of their shields is a purple-ish pink, the limping mechanic also applies to them. Scavenger droids attaching to you will now halt your movement completely, so try to get rid of them quickly!
WEAPON CHANGES: The DC-17 Blaster now has a max ammo of 999 and the DC-17 Sniper no longer does team damage (Very helpful with droid dispensers where a squadmate would snipe the guy placing a charge to destroy it)
KILL MOVES: The player will now perform every kill move in the game through scripted sequences spread out through the campaign, just to give you that badass feel. Includes a 3rd person transition effect.
DOOR BREACHES: In sections of the game where you have a squad member not with you anymore. (As in not displayed on the hud) You will now partake in the door breach to fill in for the missing position. These will play out in 3rd person as well.
PROXIMITY MINES: There was a bug in the game where the player could not place proximity mines in all locations where the AI squadmates could. So I fixed that and added the locations for the player as well.
PREP SNIPER COVER: You know those barrels that the AI has to knock down before being able to snipe? Well now you can prep the sniper cover for them! Simply stand on the hologuy and press the use key. Be sure to not look directly at the sniper cover when you do this though, or you will just order the sniper position to initiate.
CHANGES TO RAPPEL ROPES: For every rappel sequence in the game, I found that the player was rappeling on thin air, so I added scripted rappel ropes to add that tiny level of immersion. Also all rappel sequences are in 3rd person now.
OTHER CHANGES: In the tutorial mission when the player gets hit by an artillery shell, the camera will now go in 3rd person and play a heavy impact animation for extra effect. The clones that call for a medic aren't calling it for a dead guy anymore, he now uses the incap animation and the other clones look like they are helping him now as well. When boarding the RAS Prosecutor, you will now see an animation play in 3rd person. I even added particle effects for the jump jets. The transition from the jets to the landing is rather jagged though. In one of the late Kashyyyk missions when you have to climb those boxes, a neat climbing animation will now play.
KNOWN BUGS: Sometimes the animations for scripted sequences will not trigger properly, or slight camera issues as well. But not to worry, these do not affect the functionality at all and the game will run smoothly either way. If you find anything game breaking, please let me know and I will fix it right away!
PLANS FOR THE FUTURE: In the future I plan on making kill moves a more random occurance like with Scav droids attaching to you. It will require a lot of scripting, but be totally worth it. I would also like to try to make elemental damage affect the player in the same way as it does with the AI. (Halting their movement and playing a short animation) I think it would add a whole new level of immersion and difficulty to the game. This may be a little far reaching, but I want to create a system where you can throw an enemy's grenade back at them as well. I have also made a recent breakthrough in implementing a cover system, where the player can lean left or right around certain corners. But I didn't include it in this mod. (Theres a lot of those corners and I would also have to make it user friendly via hologuys and hud descriptions) I also intend to remake the campaign from the perspectives of all the other commandos. The real challenge there will be changing sound cues for actions, and making an AI lead the squad. Another challenge would be the door breaches, as the few that were done here took me the most time. I would also have to get really creative with those gap missions where you are not with your squad. But I feel like there's a big opportunity there all in all.
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