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Azymn

Latest Posts

Page: 6 of 9
Posted in: ForceMod II - Final beta feedback
 Azymn
05-17-2003, 5:52 PM
#22
KiLLeR_SqUiRReL - I'm trying to find ways of fixing those anims...i'll check out the other stuff you mentioned. Dual e11's (i assume that's the blasters) can only be had if you're a heavy soldier, and f_dualgunshow is "1"....  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-17-2003, 5:43 PM
#21
bliv: lol - you're right. I can't believe i posted the wrong version initially. Make sure everyone who has problems has downloaded the version with the main menu that reads: ForceMod II The Mercs Strike Back ,or else you have the old beta 2. I wil...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-16-2003, 11:38 PM
#10
rut-wa: saberbreaks occur when the very first thing you hit on the opponent is the arm or hand holding the blade you want to destroy. So you must hit the right arm to destroy the dualblade, and the left arm to break the 2nd saber. This is actually qu...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-16-2003, 8:15 PM
#6
Oh, the cvar_list.txt isn't updated yet. Saberbreaks are fully implemented. You can set the cvar through the menu under forcemod->lightsabers....  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-16-2003, 4:24 PM
#3
cHoSeN-oNe has just informed me of a bug when running a dedicated server..... EDIT: This bug was with the last version. Host dedicated servers to your heart's content. :)...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Azymn
05-16-2003, 3:23 PM
#1
Well, ladies and gentlemen, you know what i need. :) Let the games begin....  [Read More]
Posted in: JK: Jedi Academy Info, Pics and Discussion! (ancient)
 Azymn
05-09-2003, 4:31 AM
#943
Originally posted by Solbe M'ko I never tried it either, but I did notice that you can roll around on the first missions while holding a gun, I don't know if you can shoot and roll at once, though. That wouldn't be very accurate anyway. If you have...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
05-16-2003, 3:35 PM
#234
Check your emails. The final beta has shipped. The new thread is here: http://www.lucasforums.com/showthread.php?s=&threadid=99712 Thank you all....  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
05-10-2003, 6:59 AM
#229
Sorry SithLordNR1: after re-reading what i wrote, i realized it sounded very cold - as if i'd only let you test it if you were on your deathbed. :S That should read, "if you're just dying to play it, then pm me..." :)...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
05-10-2003, 3:36 AM
#227
Reaper: don't worry about the FX, i whipped up some new ones that look better. But on the jetpack, sooner == better ;) rut-wa: Got the donation; thank you for gesture. bliv: Beta 3 is finally shaping up to what i envisioned this mod should be. Sit...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
04-25-2003, 6:50 AM
#219
...i made it sound like it was 'in the mail' Beta 3 has not been sent yet, i'm working on it right now. I only mean to say i've finally started to pound away at it. But it is close to release....  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
04-25-2003, 12:40 AM
#217
I just got to work on the mod for a few hours last night (finals are over ). Here's just a few things coming up in the next beta: - Brand new mercbot system using a cfg file. This means you can start the game and it'll load appropriate bots as merc...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
04-02-2003, 6:36 PM
#204
Oh...one more big thing that must be added to beta 3 that i forgot to mention: Admin commands. The code for these has been provided by the Jedi Academy Mod creator cHoSen One (ZeRoCooL in these forums), so they shouldn't take much time to implement....  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
04-02-2003, 5:48 PM
#202
The final beta is nearing completion, with these things remaining: 1) I'm implementing a new system for making MercBots through a single config file so you won't have to edit any botfiles. This same config file will allow a number of other adjustmen...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-25-2003, 7:08 PM
#190
Originally posted by rut-wa jodar "All he wanted to do was beta test forcemod2 and his life would have meaning" lol - well, you're on the list rut-wa. So are you you Luke. If you guys can wait for the next beta, you won't have to deal wi...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-25-2003, 5:53 PM
#188
The most recently available beta is still release 2. The final beta release will be coming in the next few weeks, pending a few bugfixes and the addition of admin commands....  [Read More]
Posted in: Forcemod 2 Beta Feedback
 Azymn
03-20-2003, 11:20 PM
#171
It certainly is a pretty slick mod. It would be more of a permanent change, unlike many things about ForceMod. How does everyone else like the effects?...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
05-16-2003, 3:42 PM
#210
Where have i heard that before...? BTW - The final beta is out as of 5 minutes ago. I hope to hear from the testers by later today (there's almost 60 of them, so i'm sure at least one will check their email by then :) )....  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
05-07-2003, 3:15 PM
#203
Crowy - those crazy mormons are everywhere! You know that guy Darth Syrup? He's one of them! Wudan, Renegade - Hehe, am I the only one who's still active? :D On the beta - It hasn't been released yet, but it is decidedly close. I intend to send a f...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
05-02-2003, 4:40 AM
#193
...is a bigger update than i had imagined. I've tried to nail down every last bug that's been reported before i ship it. There's only 2 left. But i'm going out of town this weekend, so i'm not sure when it will be ready. :S...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
04-24-2003, 8:43 PM
#188
I just got to work on the mod for a few hours last night (finals are over :) ). Here's just a few things coming up in the next beta: - Brand new mercbot system using a cfg file. This means you can start the game and it'll load appropriate bots as m...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
04-10-2003, 1:16 AM
#161
Originally posted by Izzy When you are changing saber stances, you have to actually stop swinging, for the hud and your stance to cycle through (sorry if you are aware of this already). If you set f_sabercyclequeue to "0" you can turn th...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
04-05-2003, 3:46 PM
#151
Update: I've gotten many bugs fixed and only a handful remain. I have very little time, as my last projects for school are due and i have finals coming up too. I'm trying to get it out a.s.a.p. :) btw - The dual guns primary fire is alternating, and...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Azymn
03-24-2003, 4:30 PM
#122
Does anyone know if the coding for the jetpacks allows bot`s to be able use them ?? The bots use jetpacks in ForceMod 2....  [Read More]
Posted in: Droideka
 Azymn
05-15-2003, 7:12 AM
#10
Tiletron - if you're still working on this model....please consider making it a player model. I can enhance it's authenticity with a mod i have coming out soon. PM me if you want the details...it was going to be an easter egg of sorts....  [Read More]
Page: 6 of 9