I unvail my SATNRT TC mod for JK and with some minor changes, to MotS. (Special Anti-Terrorism New Republic Team, acronym pronounced SAT-nert, and I know the histroy of them, but then again there's a counter point of TDiR...) If you've played Rainbow Six (especially Raven's Shield), or Splinter Cell, its going to be a combo of the two games, along with Star Wars. As some have known, I've been working on a pair of levels that is based on this mod, those are still in the works for any whom care. I've compiled a list of things to model and code.
Note use of code tags to make list smaller
Here's some fetures of the mod:
And here's what I need feedback on:
So what'cha think?
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The Sniper Missions. Current project, The Sniper Missions
The Magician Saber System.
The 2 riddle!
[This message has been edited by Descent_pilot (edited October 06, 2003).]
Note use of code tags to make list smaller
Code:
= Weapons = - close combat - fists stun baton vibro-blade - pistols - Blastech DH-17 - energy cells Blastech D-13 - energy cells Blastech DL-44 - power cells Golan Arms FC-6p - flechette bullets Relby-23 - energy cells Imperial pistol - energy cells - carbines - Blastech E-11 - energy cells Blastech E-11b (w/ stun option) - energy cells Blastech E-11s (internally surpessed) - energy cells Golan Arms FC-6c - flechette bullets Mirr Sonn Mark IX - metallic bullets Tenloss DXR-6 disruptor - power cells - assault rifles - Blastech E-12 - energy cells Blastech DLT-19 - energy cells Blastech T-21 - power cells Blastech M-35 - metallic bullets Golan Arms FC-6f - flechette bullets or metallic bullets Mirr Sonn Mark X - metallic bullets Imperial repeater rifle - power cells or metallic bullets Imperial repeater rifle extended - power cells or metallic bullets Imperial light repeater rifle - metallic bullets + energy cells Imperial heavy repeater rifle - metallic bullets - sniper rifles - Blastech SR-7 - power cells or SR bullets Blastech SR-9 - power cells Blastech Phonix - power cells Golan Arms B-22 - energy cells Golan Arms darkshot - power cells Mirr Sonn L2 thunder - SR bullets Xerrol nightstinger - Xerrol gas Xerrol oblivion - Xerrol gas + SR bullets - shotguns - Blastech ES-3 - Blastech shells Blastech ES-4 - short shells Blastech ES-5 - self powered and energy cells Mirr Sonn MSS-14 - power cells Mirr Sonn MSS-14-2 - power cells - heavy weapons - Blastech light E-web - power cells Golan Arms GAL-41m - power cells or micro-grenades or dets Golan Arms FC-1 - flechette bullets or mirco-gernades GOlan Arms FC-2 - flechette bullets or power cells or micro-grenades Mirr Sonn light Mark II - power cells Mirr Sonn CR-28 - flame fuel Mirr Sonn PML-3 - Mirr Sonn missiles Imperial rail detonator - rails - extra weapons - Katana // sword Colt M1911 // start pistols FN AP Army (.57) H&K Mark 23 IMI Desert Eagle Ingram Mac 11/9 // start SMGs H&K MP5 H&K MP5SD Uzi AK-47 // start assault rifles Colt M-16 H&K G36K FN F2000 PSG-1 // sinper rifle SPAS-12 // shotgun H&K 21E // LMG - detonators - smoke dets flash det thermal det frag det flame det gas det EMP det concussion grenades = Attachments - # note: all scopes come in 4 forms # standard # NV # IR # thermal 4x scope 6x scope 4x - 16x scope 2x - 32x scope flashlight laser pointer stock high capacity clip concussion launcher micro-grenade launcher energy cell converter power cell converter = Ammo = energy cells power cells sniper rifle bullets flechette bullets metallic bullets Blastech shells short Blastech shells Xerrol gas rails Mirr Sonn missiles micro-grenades flame fuel = explosives = IM mines AP mines AV mines # all mines and charges after come in # det # gas # EMP trip wire mines laser trip mines remote mines // also comes in smoke proximity mines timed mines # note: charges work like remotes, but # has to have LOS or det line breaks small charges large charges beaching charges // only in norm = Items = - extra items - surpressor electro binoculars mini-cameras noise makers flashlight fieldlight - integrated items - radio GPS/map personal shield unit gas mask night-vision goggles ir scanner goggles thermal goggles
Here's some fetures of the mod:
- Reloading which on some will involve if you expanded the clip or not
- Capturing a character to use for a human shield (tho they can/will break loose)
- Little safe weapon key/feature, just for cool kicks
- Go into a steathy movement mode
- Grab and hang on certain things (custom levels only
)
- Only one or two primary weapon(s) and secondary weapon(s) (not added)
- Work with a squad and talk (not true speech tho) to team mates only using the ratio
- Leaning ability
- Attach the surpressor when you need it
- Use some attachments (like the laser) when you need it
- View down the sights of the weapon, like the scopes in R6, but even without can still view the iron sights
And here's what I need feedback on:
- Should I make the energy based weapons out of a by clip system, or by a pool of ammo (like in Perfect Dark for example)
- Any weapons that you want to add or remove or named wrong, please feel free to speak up, some things will stay though
- Items you want to add
- Any changes/ideas to the overall mod
So what'cha think?
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The Sniper Missions. Current project, The Sniper Missions
The Magician Saber System.
The 2 riddle!
[This message has been edited by Descent_pilot (edited October 06, 2003).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms
Completed
Judgement Day (HLP), My level pack
SATNRT, JK Pistol Mod, Aliens TC, Firearms
Completed
Judgement Day (HLP), My level pack