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  1. EternalJK

    EternalJK is a fork of OpenJK that focuses on jaPRO integration and Client Engine modifications.
    A simple guide to installing on Windows can be found here.
    If you have any suggestions or would like to submit a bug report, please post them in issues.
    License
    OpenJK is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt.
    For players
    Installing and running EternalJK:
    Download the latest release. Extract the file into the Jedi Academy GameData folder. For Steam users, this will be in <Steam Folder>/steamapps/common/Jedi Academy/GameData/. Run eternaljk.x86.exe (Rename to jamp.exe for better steam support) For Developers
    Contributing to EternalJK
    Fork the EternalJK project on GitHub Create a new branch on your fork and make your changes Send a pull request to upstream (eternaljk/master) Maintainers
    eternal Contributors
    bucky loda

    356 downloads

       (0 reviews)

    0 comments

    Submitted

  2. JA+ Client Side

    Authors : Slider
     
    JA+ is a server side Mod for windows, linux and Mac which has the possibility to get a Client side plugin with pk3 files.
    this plugin is designed to give UI, animation and feature enhancement to your client side game.
    You are not obligated to install the plugins with the JA+ server side part to run a JAplus server.
     
     
     
    Exemple of feature:
    - Support for the High speed URL AutoDownload Redirect for needed pk3 when connecting a server
    -MultiTaunt Sound and Multi Custom sounds in all gametype
    - admin and clan channel autologin.
    - AutoReplier integrated working with all languages.
    - RGB sabers
    - better smoothy moves thanks to the client side prediction
    - Complete view of modelscale stystem with also scaling of sphere, shadow, saber....etc...
    - Improved effects for the new moves, forces, attacks
    - Improved UI menu
    - Capability of allow/disallow Importants new feature provided by the plugin
    - Complete Duel Non interference Code (Visual Ghost effect, smoothy player crossing)
    - support for the Alternate dimension
    - better JA+ items management ( flamethrower and grapple hook ...etc...)
    - crosshair Player name in color
    - gender support for missing skins (replaced by a default male or a female model)
    - support for the New JA+ GLA animations
    - support for new ja+ sabers and holsters models

    30,852 downloads

       (12 reviews)

    2 comments

    Updated

  3. MovieBattles II

    Movie Battles is a fast-paced, action packed mod for the award winning Jedi Knight Jedi Academy game, that lets players play and fight in the most iconic battles seen throughout the entire saga!
    Live the movies!
    Take the lead role amid the most memorable Star Wars battles spanning the feature films and beyond.
    War is coming once again. Choose your allegiance and change Star Wars history forever!
    Classes
    Choose from a range of 12 distinct classes, each with their own strengths, weapons, and abilities.
    Maps
    Play on over 40 maps from across the Star Wars universe, inspired by scenarios in the movies and legends.
    Game Modes
    Movie Battles supports 3 distinct game modes, each bringing a unique experience.
    Customization
    Classes can be customized for various gameplay styles and roles from the start. Nothing is locked away.
     
    For more information, check out moviebattles.org

    3,156 downloads

       (12 reviews)

    14 comments

    Updated

  4. OpenJK

    NOTE: This page links to an external source that was approved by our staff.
    OpenJK is an effort by the JACoders group to maintain and improve the game engines on which the Jedi Academy (JA) and Jedi Outcast (JO) games run on, while maintaining full backwards compatibility with the existing games. This project does not attempt to rebalance or otherwise modify core gameplay.
    Our aims are to:
    Improve the stability of the engine by fixing bugs and improving performance. Provide a clean base from which new JO and JA code modifications can be made. Make available this engine to more operating systems. To date, we have ports on Linux and macOS. Currently, the most stable portion of this project is the Jedi Academy multiplayer code, with the single player code in a reasonable state.
    Rough support for Jedi Outcast single player is also available, however this should be considered heavily work in progress. This is not currently actively worked on or tested. OpenJK does not have Jedi Outcast multiplayer support.
    Please use discretion when making issue requests on GitHub. The JKHub sub-forum is a better place for support queries, discussions, and feature requests.
    License
    OpenJK is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt.
    For players
    To install OpenJK, you will first need Jedi Academy installed. If you don't already own the game you can buy it from online stores such as Steam, Amazon or GOG.
    Installing and running OpenJK:
    Download the latest build for your operating system. Extract the contents of the file into the Jedi Academy GameData/ folder. For Steam users, this will be in <Steam Folder>/steamapps/common/Jedi Academy/GameData. Run openjk.x86.exe (Windows), openjk.i386 (Linux 32-bit), openjk.x86_64 (Linux 64-bit) or the OpenJKapp bundle (macOS), depending on your operating system. The Windows download looks like this:

    Linux Instructions
    If you do not have a windows partition and need to download the game base.
    Download and Install SteamCMD SteamCMD . Set the download path using steamCMD, force_install_dir . Using SteamCMD Set the platform to windows to download any windows game on steam. @sSteamCmdForcePlatformType "windows" Using SteamCMD download the game, app_update 6020. Download the latest build for your operating system. (might need to scroll down quite far) Extract the contents of the file into the Jedi Academy GameData/ folder. For Steam users, this will be in <Steam Folder>/steamapps/common/Jedi Academy/GameData. The Linux download looks like this:

    macOS Instructions
    If you have the Mac App Store Version of Jedi Academy, follow these steps to get OpenJK runnning under macOS:
    Install Homebrew if you don't have it. Open the Terminal app, and enter the command brew install sdl2. Extract the contents of the OpenJK DMG (Download the latest build - might have to scroll down far) into the game directory /Applications/Star Wars Jedi Knight: Jedi Academy.app/Contents/ Run OpenJK.app or OpenJK SP.app Savegames, Config Files and Log Files are stored in /Users/<USER>/Library/Application Support/OpenJK/ Follow this tutorial if you're still having issues. The Mac download looks like this:

    For Developers
    Building OpenJK
    Compilation guide Debugging guide Contributing to OpenJK
    Fork the project on GitHub Create a new branch and make your changes Send a pull request to upstream (JACoders/OpenJK) Using OpenJK as a base for a new mod
    Fork the project on GitHub Change the GAMEVERSION define in codemp/game/g_local.h from "OpenJK" to your project name If you make a nice change, please consider back-porting to upstream via pull request as described above. This is so everyone benefits without having to reinvent the wheel for every project. Maintainers (in alphabetical order)
    Ensiform Razish Xycaleth Significant contributors (in alphabetical order)
    eezstreet exidl ImperatorPrime mrwonko redsaurus Scooper Sil smcv

    327 downloads

       (0 reviews)

    1 comment

    Updated

  5. Star Wars: Movie Duels

    Movie Duels is a remastered edition of the original, 2009 “Movie Duels 2” mod for Jedi Knight: Jedi Academy, with updated maps, models, sounds and various other improvements, to bring the mod into the modern age.
     
    List of some KEY improvements, over the original mod:
    - Mod is using OpenJK as its primary game engine.
    - New & accurate lightsaber blades (the "movie-like" SFX Sabers have been added).
    - New & more accurate lightsaber sounds.
    - New animations and duel stances for most of main SW characters.
    - New camera angles.
    - New & improved player models.
    - New & more movie "accurate" skyboxes and map textures.
    - HD audio dialogues, music and option for subtitles.
    - Expanded character menu and basic menus with more options.
    - New manual blocking combat system.
    - Jedi Academy and Jedi Outcast support.
    - New Arena mode.
    - New modern user interface design.
     
    Join our community and get previews of our development - https://discordapp.com/invite/PhQPy7j
    Downloads:
    Mod - https://www.moddb.com/mods/movie-duels
    Game - https://store.steampowered.com/app/6020/STAR_WARS_Jedi_Knight__Jedi_Academy/

    811 downloads

       (0 reviews)

    1 comment

    Updated

  6. AI Workshop

    Have you ever wanted to manipulate NPCs like crazy? Well, this is the thing for you.
    This thing adds over 30 console commands to manipulate the AI on a deep, technical level.
    To activate the AI workshop, use the command "aiworkshop" to toggle it on or off.
    You can read the full list of commands with the command "workshop_commands" or get help on a specific command with "workshop_cmdhelp"
    When the AI workshop is enabled, highlighting an AI with your crosshair will show some information on the left.
    You can select an AI with the "workshop_select" command and deselect with the "workshop_deselect" command.
    When you have an AI selected, you can modify various things, like what their enemy is, what team they're on, force powers they use, etc etc.
    The *vast* majority of the commands alter the AI on a low level and a lot of the things, like aiflags, classes, etc, are totally undocumented. You'll have to experiment to figure stuff out.
    I've also raised the .sab, .veh, .vwp and .npc limit by 16x so you can play with more NPCs.
    Also, you can spawn random NPCs with "npc spawn random". Check out the readme on how to use that.
     
    The source code is provided so you can play around with it.

    521 downloads

       (8 reviews)

    11 comments

    Updated

  7. Clan Mod

    This is a mod for Jedi Knight: Jedi Academy multiplayer, specifically for clan and server management. Developed to offer all the features a server or clan owner needs.
     
    Administrative in-game commands, map modification in-game commands, and game customization options.
     
    There is a plugin to alter some in-game functions, but any client can join a clan mod server without any required files.
     
    Removed all 1 hit kill glitch/bugs and fixed any known server crashing exploits.
     
    This mod is a massive collaboration with many other developer's codes that created this wonderful project. This may include features you never knew existed. For example, 3 NEW game types that were built in to the game, but were removed before the game released!
     
    Another fun feature is you can have NPC wars! Spawn a Desann army to fight the Kyle Katarn army! You can control them to follow you and become your body guards to fight off any attackers, or tell them to attack certain people or other NPCs.
     
    Spawn FXfiles and models in your map while you play and save them for future use! You can add chairs, tables, glasses and other dodads from the game. You can also spawn really great looking effects in your map like flames, lazers and ice cones.
     
    Create ride able vehicles such as rancors and speeder bikes.
     
    5 levels of administration, new administration commands never seen before in other mods, advanced server ban options, clan authentication system, and full administration UI menus!
     
    This project is completely open source! Visit http://newagesoldier.com/clanmod to see our GitHub repos and our Jedi Outcast mod!

    972 downloads

       (5 reviews)

    6 comments

    Updated

  8. Cvar Unlocker

    This mod changes your sv_cheats cvar to 1 whenever the map changes.
    This will allow you to set cvars such as, but not restricted to, cg_thirdpersonrange or cg_fov to whatever value you like

    1,650 downloads

       (2 reviews)

    9 comments

    Submitted

  9. Domination Mod for Windows

    ******************************************
    STAR WARS : JEDI ACADEMY MODIFICATION
    ******************************************
     
    The life of a jedi is more than just senseless killing. This mod provides several methods for you and your friends to test your might and skill.
     
    Introduced features
    ----------------------------------------------------------
    Soccer
    /da_exec config/bespinsport
    Players in two teams try to kick the ball to the opponents' goal. The ball does not roll or bounce.
    You can aim with your mouse when kicking.
    Rules:
    - don't harm other players
    - there is no 'out'
    - the team who scored the last point waits for the opponent to make the first kick
    - no players are allowed on the opponent's side before the first kick
    - first team to reach 10 points (reaches 0 again in the scoring board) wins.
    Suggested players: 2v2, (3v3)
    Bot support: none
    Hangar (Mercenary) Ctf
    /da_exec config/hangarctf
    The domination mod comes with a wastly increased weapon efficency (both projectile speed and damage)
    and a reload feature (no more ammo packs). These are also customizable. This map is a showcase how to use
    this feature. Flags are semi-transparent to allow thirdperson shooting while carrying them.
    Suggested players: 2v2, 3v3, (4v4)
    Bot support: not in this map, but if you have a ctf map with bot routes, bots are incredibly dangerous with
    ranged weapons. Try to duel them first
    Pazaak
    /pazaak challenge
    Players can challenge each other to play Pazaak.
    Rules are not included, please read find them on the internet or one of the KOTOR series.
    Clients must have the mod in order to see the cards (using cvarhack, mystat or similar will disable it too)
    Suggested players: 1v1 (in ffa)
    Bot support: you can challenge them, but they can get hang up
    Crystal hunting
    /da_exec config/cr_mpffa5 or /da_exec config/cr_mpffa_noblue on mp/ffa5
    /da_exec config/cr_t3hevil.cfg on t3_hevil
    Spawn a number of crystals on the map that can be collected for points (green is easy, red is hard, blue is hidden)
    Once all crystals are collected tha player with the most points wins. Use /crystals to see what crystals are left
    Suggested players: any
    Bot support: none
    Advanced bots
    Should they use single lightsabers, staffs or ranged weapons, the domination bots are superior to their original
    counterparts. They should be able to challenge a mid-level player in a saber-fight with neverending endurance or
    fight in TFFA's without losing to much points to friendly fire. They're even more dangerous with ranged weapons
    with their almost perfect aim and ability to predict your movement.
    You can also set their behavior to set up challenges for yourself and your friends.
    Explorer mode and infinite wall-jump height
    /da_set explorer 1 (0 by default)
    /dom_infWallJump 1 (enabled by default)
    Ever wondered why large portions of the default maps are closed off with invisible walls? Did you ever want to go there?
    Now with explorer mode you can! Explorer mode disables most invisible walls. You can go whereever you please. Forgive me
    for stairs.
    Another big question in the series why do you hit a magical ceiling whenever you go up with wall-jumps. I can't answer this
    question, but I did disable the ceiling. Now, only your force power and the environment decides where you can and can't go.
    Checkpoints
    /da_set checkpoints "1" (on by default)
    /checkpoint
    /gocheckpoint
    /invite [playername]
    Jumping maps are cool. Restarting them 10 times before you reach the half of it is not cool. With this feature you can place
    your own checkpoints and teleport to them if you die/fall down. Also useful if you want somebody to come to you for a duel or
    just to show them something.
    Big kicks/melee
    /da_set nokickdamage -2
    /da_set nomeleedamage -1
    Send your opponents flying with a kick or a punch. As saber throw is not used, you can kick with single saber too.
    Permanent laser mode
    /da_set permanentLaserMod 1
    /da_set tripMineMax 99
    Placed trip mines does not blow up when you go through the laser, they cut you instead. Ideal for setting up challenges.
    Hitting the mine will blow it up.
    Domination Tower V2
    /da_map dom2
    Are you looking for a friendly game of Pazaak? A game of soccer? A dueling arena? Some climbing challenges?
    This massive tower has it all! This includes the endurance trial in the turret room, a chess room (you may want to use grip here),
    enough place to race around the tower, the very first soccer room (not so enjoyable compared to the standard ones, but hey, history!)
    and several secret rooms to find. You can find the Unlabeled Tomb of JK, The VIP room, the Hell Gate and the
    Corridor-That-Too-Small-And-Meaningless-To-Have-A-Name. We also have a place for the council here,
    but you must first climb the tower from the outside.
    Suggested players: any
    Bot support: none
    The "Lava"
    This very hard (but unfinished) co-operative map shows you that there is more to JK jumping than strafe and climbing. Co-operative jumps,
    good timings, wall-jumps and several other techniques required to reach the end of this challenge. Only for players with good nerves.
    Suggested players: 2
    Bot support: none
     
    Please read the readme.txt for the full list of client&admin commands.
     
    Credits
    ----------------------------------------------------------
    This is the place I'd like to thank all ideas, testing, patience and support to all of the Domination team
    that made this mod possible. Names in alphabetic order:
    Bexen, Flash, Freeder, Keldaron, Veng, Waco
     
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

    115 downloads

       (3 reviews)

    5 comments

    Updated

  10. Dusty's Patch: Jedi Academy SP (Test)

    Updated 7/11/16: The animations mod must now be downloaded separately (to avoid legal issues?). I also realized I made some mistakes in the installation instructions in the readme. If you are having problems I suggest re-downloading to make sure you installed properly. Other small fixes to the documentation.
     
    Warning: This mod is not compatible with existing save games. Just use cheats to remake your savegame.
     
    This is a test run for a modded Jedi Academy single player. All the features are code-side except for the animations (download Dusty's Patch: Animations to get them). The code uses as a base the OpenJK build that existed at the time of release, so if your system has issues with OpenJK, you most likely will have problems running this.
     
    Feel free to report issues, give feedback, or suggest features. Remember though, I'm just one person.
     
     
    Changes from base JA/OpenJK...
     
    New Cvars
    ------------------------------------------------------------------------------------------------------------------------------
    g_autoRoll* - default is 1, if 1 default JA behavior, if 0 you have to be holding USE to roll
    g_char_forcePowerMax* - requires level restart, controls number of player force points
    g_char_forceRegen* - requires level restart, controls force point regen rate of player
    g_char_parryBonus* - same as .sab file setting but applied on savegame load for player
    g_char_breakParryBonus* - same as .sab file setting but applied on game load for player
    g_handicap* - can go up to 200 now
    g_saberDamageScale* - this scales saber damage, and is saved with your savegame. This effect stacks on top of the effect caused by g_saberMoreRealistic.
    g_saberDeflectAutoAim* - if 0, blaster deflections are not auto-aimed but go in the direction of the crosshair with randomness
    based on Saber Defense level
    g_saberForceDrains - if 1 special moves drain the amount of FP from the next cvar, katas not affected
    g_saberForceDrainAmount - if g_saberForceDrains is 1, special moves drain this amount of FP, katas not affected
    g_saberLockSuperBreaks* - if 1 default JA behavior of saber locks, if 0 no super breaks (1-hit KOs) ever happen after saber locks
    g_saberMoreRealistic* - no longer write-protected
    g_weaponVelocity*, g_weaponAltVelocity* - use this to multiply the speed of most projectiles
     
    Gameplay mechanics
    ------------------------------------------------------------------------------------------------------------------------------
    Force powers (activated with g_forceNewPowers 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Force Jump height for all levels increased by 25%
    - Force Pull level 1 pulls weapons only, level 2 can knockdown, level 3 can pull toward you a little bit
    - ***Force Sense gives limited snipershot dodging ability (you might need to hold down Use)
    - Force Speed decreases FP cost of sniper shot dodging at Level 3 (for auto-dodging anyway)
    - **Force Protect 1/2/3 gives only 10/20/40% damage reduction against saber attacks instead of 25/50/75%
    - Force Heal costs slightly fewer force points at Level 3 if I remember correctly
     
    NPC AI
    ------------------------------------------------------------------------------------------------------------------------------
    - Improvements to NPC AI pertaining to the use of JA-exclusive abilities...
    NPCs only use Force Rage if close to the player and if have > 25% HP, only kick if close to the player,
    only use katas if close to the player
    - NPC Jedi will try very hard to dodge your attacks if you knock their saber throw to the ground (before they were more apt to just stand there)
    - NPC Jedi get up much more quickly from knockdown on higher difficulties (no easy marios for the win)
    - NPC Jedi will activate their saber very quickly after being gripped or drained based on difficulty and rank
    - Force-only Cultists react properly to explosives, sniper shots, and saber throws now
    - Force-only Cultists will very rarely throw in a quick punch if you get right in their face
    - Non-saber wielding NPCs with Class_Reborn try extra hard to dodge saber attacks and throws (because they can't block)
    - Light Jedi with non-dark Jedi AI (class_reborn, class_desann, etc.) classes don't attack surrendered or unarmed enemies now at all
    - **Grenadier Grans will alternate punches/thermal detonators even if your saber is out if you are really close to
    them
    - **NPCs surrender more like JK2 (the animation is more consistent, once they decide to surrender they will usually stay surrendered)
    - Allied NPCs receive 150%/125%/100% HP for Padawan/Jedi/Jedi Knight difficulties now instead of 100%/125%/150% like enemies
    - Assassin Droids now fire even with their shields up
    - Class_Rodian with E11 and Class_Imperial at commander rank use alt-fire now always
     
     
    Saber System (activated with g_saberNewCombat 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Saber Offense gives a base "attack power" (AP) (+2/+4/+6)
    - Saber Defense gives a base "defense power" (DP) (+2/+4/+6) and a number of block points (BP, is equal to 1 + your SD level IIRC)
    - "attack power" is modified by saber style (-2/0/+2/-1/+1/-1/+1 for Fast/Med/Strong/Duals/Staff/Tavion/Desann)
    - Desann style is as strong as Red if you are CLASS_DESANN, otherwise it does not cause knockdown as often as Red, and is slightly
    weaker
    - style attack chaining altered:
    can only chain 2 slashes if running, staff and duals cannot chain infinitely (5 slash maximum now), chain counts are also not
    random (Medium can always chain 5 slashes while walking for example)
     
    How saber combat then works:
    - AP > DP = attack blocked but lose a number of BP equivalent to AP - DP
    - all BP lost = guard crushed
    - BPs regenerate about 1 per second if walking/standing still (total BP = your Saber Def. level + 1 if I remember correctly)
    - special attacks ignore BP: either crush guard or are blocked partially
     
    Other saber-related changes (always active regardless of g_saberNewCombat)
    - player's ability to parry saber attacks and blaster fire is improved while walking or standing still for Medium and Strong
    styles
    - Saber Defense 0 no longer causes blaster fire to pass through the player
    - A saber with autoblocking 0 now has a very narrow blocking arc for the player (so you can't cheat and block super easy)
    - Holding Use and standing still will let you try to manual block blaster bolts as it currently does in Base JA, however the arc is super narrow
     
    Melee changes
    --------------------------------------------------------------------------------------------------------------------------------
    - Player can use kicks with any saber type by default, you must use +forcefocus to saberthrow (bind this to a key, maybe your mousewheel click-down)
    - Player's melee abilities determined by Saber Offense level (1 = punches and kicks, 2 = katas, 3 = spin kicks)
    - if you're not cheating (using g_debugMelee or iknowkungfu)... Player melee katas have less range, must be aimed more precisely, and do not work on certain types of enemies
    - Spin/Flip kicks are only enabled for Saber Offense 3 but do slightly more damage
    - Spin Kicks are possible on demand by holding Use and pressing the Alt Attack button, however costs 10 FP (the auto version doesn't cost any)
    - **Knockdown from a kick to Jedi happens only if your Saber Offense >= their Saber Defense
    - Player punches do 7/5 damage now instead of 6/3 and aren't randomized
    - **Force Speed punching is more consistent now and less cheap (never did actually test)
    - **Heavy/Slow Melee punching is specifically associated with Chewbacca, Class_Gran, and Class_Trandoshan, other NPC types will punch
    more quickly but weakly if given WP_MELEE
     
    Other additions
    ----------------------------------------------------------------------------------------------------------------------------
    - visual effect for blocking Force Lightning with your lightsaber (it's subtle but there, it just plays a reverse-direction version of the Lightning level 1 effect, will make this a separate file)
    - rolls and acrobatics are possible in 1st Person now
     
    Future ideas
    ----------------------------------------------------------------------------------------------------------------------------
    Things to do -
    - *savegame screenshots
    - *separate cvar for player HP and Shields
    - reborn masters with debounce to limit constant saber throwing + lightning
    - *NPCs avoid cliffs
    - *extra fields in Weapons.dat such as NPCDamageMult, NPCAltDamageMult, saber ignition/deignition time
    - force push strong version, mindtrick changes
    - doing a full slash when starting saber off regardless of movement
    - *camera controls (1st, 2nd, 3rd, 4th person)
    - better AI for NPCs deciding to surrender
     
     
    * would like to implement into OpenJK
    ** not completely tested but should work
    *** incomplete/unfinished/not working completely

    419 downloads

       (5 reviews)

    16 comments

    Updated

  11. Dusty's Patch: Jedi Academy SP (Test)

    Update 8/1/16:
    It seems the second time I uploaded the file I gave you guys some bad code files. I think that was also what was causing problems. As they say, the third time is the charm. Also, I forgot to mention the changes to Class_BobaFett, Class_Commando, and the new Class_Manda for NPCs.
     
    Warning: This mod is not compatible with existing save games. Just use cheats to remake your saved game. It also assumes OpenJK is installed which provides some files and libraries that are necessary to run the game. The latest OpenJK builds can be obtained here: https://builds.openjk.org/
     
    This is a test run for a modded Jedi Academy single player. All the features are code-side except for the animations (download Dusty's Patch: Animations to get them). The code uses a modified version of OpenJK's gameplay code.
     
    Feel free to report issues, give feedback, or suggest features. Remember though, I'm just one person.
     
    v1.1 changes:
    - fixed a bug where projectiles deflected by the player back at an enemy would just sit there without damaging the enemy
    - added the g_saberAutoAimDeflect cvar, it wasn't actually in before and the deflection aiming was actually controlled by g_spskill
    - to accurately aim deflections now you almost must be walking/guarding
    - fixed a baseJA bug where stormtroopers using Flechette and Repeater alt-fire would switch to primary fire when an enemy is very close not to damage themselves but then couldn't switch back to alt-fire
    - g_playerCheatPowers: if 1, player gets a lot of abilities that bosses and NPCs have, like auto-pushing explosives, sniper shot dodging, increased jumping ability/resistance to force powers, at 2 fp usage is cut in half, and at 3 you have unlimited fp and take no fall damage; make sure to have this set when before you load your game to get the automatically applied NPC boss class effects; also your lightsaber must be activated for auto-pushing explosives (so it won't work with any other weapon equipped or your saber off)
    - iknowkungfu now toggles g_playerCheatPowers to 1
    - NPCs are using some new AI for surrendering, but I'm not sure how it behaves in the context of the SP missions, as I only tested it on MP maps which don't have waypointing, but basically they consistently stay surrendered hile you are nearby but as soon as you leave they try to do stuff
    - NPC Jedi now have their level of acrobatics determined by their move stat; 3 allows rolls and lean dodges, 4 allows cartwheels and flipping out of knockdown, this way you can restrict an NPC to be less acrobatic and more "technical"
    - Class_BobaFett doesn't make an NPC invincible anymore, rather only the NPC with the name "boba_fett" or the undying field will be invincible, Class_Commando allows for an NPC that acts like Boba but without the flamethrower or jetpack, and Class_Manda is supposed to act like Boba but without a jetpack but is untested --- NOTE: must have WP_BLASTER as a fallback weapon to work correctly, and can currently only switch between/use the weapons Class_BobaFett has normal AI for (disruptor, rocket launcher, e11)
    - Tweaked the likelihood of Grenadier Grans using WP_MELEE when you have your saber out, don't know if it's a noticeable difference though
    - handicap_maxArmor controls the maximum charge your shield can get from a power station (not how many points the power station has to give you, but how high your shield can get FROM USING a power station; does it stop filling at 100? 150? etc.)
    - cg_lightningBlockEffect controls which efx file is used for the force lightning saber block effect
    - some new fields you can put in NPC files...
    dualPistols 1 -- gives an NPC dual pistols if have WP_BLASTER_PISTOL
    cortosis 1 -- cuts damage in half from lightsabers, stacks on top of any other damage reductions
    blastArmor 1 -- cuts damage in half from explosives and heavy weapons, stacks on top of any other damage reductions
    magPlating 1 -- cuts damage in half from blasters, stacks on top of any other damage reductions
    restrictJediPowers 1 -- restricts a Jedi NPC from using abilities they don't have the proper force powers for such as sniper
    shot dodging without Speed 2, force pushing without Push 1
    altFire 1 -- this actually works now
    dontFlee 1 -- forces SCF_DONT_FLEE (an icarus script thing)
    dontFire 1 -- forces SCF_DONT_FIRE (like how melee cultists don't punch)
    rareFire 1 -- allows punching sometimes with melee (to emulate how cultists punch sometimes in the previous version of the mod)
    heavyMelee 1 -- forces heavy melee regardless of class
    - new fields are supported by the weapons.dat however I'm not sure how robust they are (they seemed to work for me):
    velocity, altVelocity: use an integer number (no decimals)
    npcDmgMult, npcAltDmgMult, npcFireTimeMult, npcAltFireTimeMult: multipliers that use a decimal (like 0.7, 1.5, 2.3 etc.)
    the npc firetime fields might only work on newly spawned NPCs (firing speed is set as an NPC is spawning in)
    *read the weaponshelp.txt for overview of what the default values for these things are
     
    new bug - for some reason when you use playermodel to become an NPC your HP and shields will match that NPCs HP. Not sure why.
     
    v1.0 changes:
    New Cvars
    ------------------------------------------------------------------------------------------------------------------------------
    g_autoRoll - default is 1, if 1 default JA behavior, if 0 you have to be holding USE to roll
    g_char_forcePowerMax - requires level restart, controls number of player force points
    g_char_forceRegen - requires level restart, controls force point regen rate of player
    g_char_parryBonus - same as .sab file setting but applied on savegame load for player
    g_char_breakParryBonus - same as .sab file setting but applied on game load for player
    g_handicap - can go up to 200 now
    g_saberDamageScale - this scales saber damage, and is saved with your savegame. This effect stacks on top of the effect caused by g_saberMoreRealistic.
    g_saberDeflectAutoAim - if 0, blaster deflections are not auto-aimed but go in the direction of the crosshair with randomness
    based on Saber Defense level
    g_saberForceDrains - if 1 special moves drain the amount of FP from the next cvar, katas not affected
    g_saberForceDrainAmount - if g_saberForceDrains is 1, special moves drain this amount of FP, katas not affected
    g_saberLockSuperBreaks - if 1 default JA behavior of saber locks, if 0 no super breaks (1-hit KOs) ever happen after saber locks
    g_saberMoreRealistic - no longer write-protected
    g_weaponVelocity*, g_weaponAltVelocity* - use this to multiply the speed of most projectiles
     
    Gameplay mechanics
    ------------------------------------------------------------------------------------------------------------------------------
    Force powers (activated with g_forceNewPowers 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Force Jump height for all levels increased by 25%
    - Force Pull level 1 pulls weapons only, level 2 can knockdown, level 3 can pull toward you a little bit
    - ***Force Sense gives limited snipershot dodging ability (you might need to hold down Use)
    - Force Speed decreases FP cost of sniper shot dodging at Level 3 (for auto-dodging anyway)
    - **Force Protect 1/2/3 gives only 10/20/40% damage reduction against saber attacks instead of 25/50/75%
    - Force Heal costs slightly fewer force points at Level 3 if I remember correctly
     
    NPC AI
    ------------------------------------------------------------------------------------------------------------------------------
    - Improvements to NPC AI pertaining to the use of JA-exclusive abilities...
    NPCs only use Force Rage if close to the player and if have > 25% HP, only kick if close to the player,
    only use katas if close to the player
    - NPC Jedi will try very hard to dodge your attacks if you knock their saber throw to the ground (before they were more apt to just stand there)
    - NPC Jedi get up much more quickly from knockdown on higher difficulties (no easy marios for the win)
    - NPC Jedi will activate their saber very quickly after being gripped or drained based on difficulty and rank
    - Force-only Cultists react properly to explosives, sniper shots, and saber throws now
    - Force-only Cultists will very rarely throw in a quick punch if you get right in their face
    - Non-saber wielding NPCs with Class_Reborn try extra hard to dodge saber attacks and throws (because they can't block)
    - Light Jedi with non-dark Jedi AI (class_reborn, class_desann, etc.) classes don't attack surrendered or unarmed enemies now at all
    - **Grenadier Grans will alternate punches/thermal detonators even if your saber is out if you are really close to
    them
    - **NPCs surrender more like JK2 (the animation is more consistent, once they decide to surrender they will usually stay surrendered)
    - Allied NPCs receive 150%/125%/100% HP for Padawan/Jedi/Jedi Knight difficulties now instead of 100%/125%/150% like enemies
    - Assassin Droids now fire even with their shields up
    - Class_Rodian with E11 and Class_Imperial at commander rank use alt-fire now always
     
     
    Saber System (activated with g_saberNewCombat 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Saber Offense gives a base "attack power" (AP) (+2/+4/+6)
    - Saber Defense gives a base "defense power" (DP) (+2/+4/+6) and a number of block points (BP, is equal to 1 + your SD level IIRC)
    - "attack power" is modified by saber style (-2/0/+2/-1/+1/-1/+1 for Fast/Med/Strong/Duals/Staff/Tavion/Desann)
    - Desann style is as strong as Red if you are CLASS_DESANN, otherwise it does not cause knockdown as often as Red, and is slightly
    weaker
    - style attack chaining altered:
    can only chain 2 slashes if running, staff and duals cannot chain infinitely (5 slash maximum now), chain counts are also not
    random (Medium can always chain 5 slashes while walking for example)
     
    How saber combat then works:
    - AP > DP = attack blocked but lose a number of BP equivalent to AP - DP
    - all BP lost = guard crushed
    - BPs regenerate about 1 per second if walking/standing still (total BP = your Saber Def. level + 1 if I remember correctly)
    - special attacks ignore BP: either crush guard or are blocked partially
     
    Other saber-related changes (always active regardless of g_saberNewCombat)
    - player's ability to parry saber attacks and blaster fire is improved while walking or standing still for Medium and Strong
    styles
    - Saber Defense 0 no longer causes blaster fire to pass through the player, only the player's saber
    - A saber with autoblocking 0 now has a very narrow blocking arc for the player (so you can't cheat and block super easy)
    - Holding Use and standing still will let you try to manual block blaster bolts as it currently does in Base JA, however the arc is super narrow
     
    Melee changes
    --------------------------------------------------------------------------------------------------------------------------------
    - Player can use kicks with any saber type by default, you must use +forcefocus to saberthrow (bind this to a key, maybe your mousewheel click-down)
    - Player's melee abilities determined by Saber Offense level (1 = punches and kicks, 2 = katas, 3 = spin kicks)
    - if you're not cheating (using g_debugMelee or iknowkungfu)... Player melee katas have less range, must be aimed more precisely, and do not work on certain types of enemies
    - Spin/Flip kicks are only enabled for Saber Offense 3 but do slightly more damage
    - Spin Kicks are possible on demand by holding Use and pressing the Alt Attack button, however costs 10 FP (the auto version doesn't cost any)
    - **Knockdown from a kick to Jedi happens only if your Saber Offense >= their Saber Defense
    - Player punches do 7/5 damage now instead of 6/3 and aren't randomized
    - **Force Speed punching is more consistent now and less cheap (never did actually test)
    - **Heavy/Slow Melee punching is specifically associated with Chewbacca, Class_Gran, and Class_Trandoshan, other NPC types will punch
    more quickly but weakly if given WP_MELEE
     
    Other additions
    ----------------------------------------------------------------------------------------------------------------------------
    - visual effect for blocking Force Lightning with your lightsaber (it's subtle but there, it just plays a reverse-direction version of the Lightning level 1 effect)
    - rolls and acrobatics are possible in 1st Person now
     
    Future ideas
    ----------------------------------------------------------------------------------------------------------------------------
    Things to do -
    - *savegame screenshots
    - *separate cvar for player HP and Shields
    - force push strong version, mindtrick changes
    - *camera controls (1st, 2nd, 3rd, 4th person)
     
     
    ** not completely tested but should work
    *** incomplete/unfinished/not working completely

    418 downloads

       (4 reviews)

    33 comments

    Updated

  12. Dusty's Patch: Jedi Academy SP Test

    Update 1/29 @ 1:53 pm EST: Cleaned up the description a bit. Realized I had forgotten some changes.
     
    Code repository: https://github.com/DustysPatch/OpenJK
     
    A Single player code mod for Jedi Academy. The mod requires OpenJK to run, and comes packaged with a build using the latest code. Feel free to try older builds but I can't guarantee it will work. The mod is also not compatible with old save games (just use cheats to remake your game). You shouldn't need to, but if the mod won't run properly, install Microsoft Visual C++ 2013 Redistributable.
     
    Also included:
    Animations - https://jkhub.org/files/file/2106-dustys-patch-animations/ (can be removed with no issues)
    Other mods not included:
    Single Player NPCs - https://jkhub.org/files/file/2237-dustys-patch-single-player-npcs/
    SP Menu and Upgrade - https://jkhub.org/files/file/2249-dustys-patch-sp-menu-and-ui-upgrade/
     
    Took me a while to do this. Got caught on some nasty bugs and I also got too carried away trying to do too many things. Anyway, try it out for me. See if there's any glaring bugs. Hopefully not.
     
    v1.2
    latest changes:
    - g_playerCheatPowers should work with saber off now
    - g_debugmelee at -1 prevents player from using any advanced melee abilities
    - g_moonJump cvar added
    - grenadier Gran AI should be better (smoother switching between melee and thermals)
    - multi-weapon support for NPCs (see below for more detail)
    - changes to CLASS_BOBA, CLASS_COMMANDO, and a new class CLASS_MANDA has been added (see below)
    - weapons.dat lets you modify WP_Melee properties (see included weaponshelp.txt)
     
    bug fixes:
    - hopefully no random error messages when loading games
    - no issues with JK2 models
    - frame rates should be better
    - saber deflect aiming is fixed
    - the playermodel npc health/armor bug may be fixed and toggleable via g_handicap_matchNPCHealth (can't remember)
    - rocket launcher primary fire now does correct damage
     
     
     
    Full Changelog
    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    New Cvars/Commands/Cheats
    ------------------------------------------------------------------------------------------------------------------------------
    g_autoRoll - default=1, if 0 hold Use to roll
    g_char_forcePowerMax - default=100, controls total player FP, requires level restart
    g_char_forceRegen - default=100ms, controls player FP regen rate, requires level restart
    g_char_parryBonus - default=0, applied to player without needing a custom saber, requires level restart
    g_char_breakParryBonus - default=0, applied to player without needing a custom saber, requires level restart\
    g_saberDamageScale - scales saber damage, and is saved with your savegame, stacks with g_saberMoreRealistic.
    g_saberDeflectAutoAim - if 0, blaster deflections must be aimed with crosshair and become easier to aim with better Saber Defense
    g_saberForceDrains - if 1 special moves drain the amount of FP of the cvar below, katas not affected
    g_saberForceDrainAmount - if above cvar is 1, special moves drain this amount of FP, katas not affected
    g_saberLockSuperBreaks - if 0 no super breaks (1-hit KOs) ever happen after saber locks
    g_saberMoreRealistic - no longer write-protected
    g_weaponVelocity, g_weaponAltVelocity - multiply the speed of most player and NPC weapon projectiles
    handicap - goes up to 200 now
    handicap_maxArmor - controls the maximum charge your shield can get from a power station (not how many points the power station has to give you, but how high your shield can get FROM USING a power station; does it stop filling at 100? 150? etc.)
     
    Cheat Codes
    ------------------------------------------------------------------------------------------------------------------------------
    - g_debugMelee
    If 1, player gets full cheat melee abilities
    If 0, player gets limited melee abilities based on Saber Offense level (see Melee changes below)
    If -1, player is locked to standard melee punching
    - g_playerCheatPowers: (should work with an inactive lightsaber, however the lightsaber may need to be equipped, can't remember)
    If 1, player can auto-push explosives, always dodges sniper shots, has increased jumping ability and resistance to force powers.
    If 2, all previous effects plus FP usage is cut in half.
    If 3, unlimited fp and take no fall damage
    Set when before you load your game to get all effects. "iknowkungfu" now toggles g_playerCheatPowers to 1
    - g_moonJump:
    flip this on to do some crazy jumping.
    - iknowkungfu
    now this also flips g_playerCheatPowers on
     
    Gameplay mechanics
    ------------------------------------------------------------------------------------------------------------------------------
    Force powers (activated with g_forceNewPowers 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Force Jump: height for all levels increased by 25%
    - Force Pull: level 1 pulls weapons only, level 2 can knockdown, level 3 can pull toward you a little bit
    - ***Force Sense: gives limited snipershot dodging ability (you might need to hold down Use)
    - Force Speed: decreases FP cost of sniper shot dodging at Level 3 (for auto-dodging anyway)
    - **Force Protect 1/2/3: gives only 10/20/40% damage reduction against saber attacks instead of 25/50/75%
    - Force Heal: costs slightly fewer force points at Level 3
     
    NPC AI
    ------------------------------------------------------------------------------------------------------------------------------
    NPC Jedi changes:
    - smarter use of new JA abilities; only use Force Rage if close and have >25% HP, only kick/use saber katas if close (except CLASS_REBORN, they like show off if far away)
    - Less exploitable; tries hard to dodge if drops saber throw, recovers from knockdown and activates saber faster after being gripped/drained (effects increase w/game difficulty and NPC rank). Player team Jedi with a non-darkside class don't attack surrendered/unarmed enemies
    - Level of acrobatics determined by their move stat; 3 allows rolls and lean dodges, 4 allows cartwheels and flipping out of knockdown, this way you can restrict an NPC to be less acrobatic and more "technical"
     
    Force-only Cultists: react properly to explosives, sniper shots, and saber throws; *sometimes use quick punches if close, and in general try harder to dodge saber attacks/throws
     
    CLASS_BOBA, CLASS_MANDA, and CLASS_COMMANDO: (these have NOT been thoroughly tested...)
    - only an NPC with "undying 1" or the name boba_fett is invincible now
    - CLASS_MANDA acts like CLASS_BOBA but without a jetpack
    - CLASS_COMMANDO acts like CLASS_BOBA but without a jetpack or flamethrower
     
    Multi-weapon system:
    - NPCs should now change to the next best weapon they have when you disarm them
    - the boba-based classes support most player weapons now, and weapons are chosen randomly (can have more than 1 similar type of weapon)
     
    Other changes:
    - Grenadier Grans will use Melee sometimes even if the player is using a saber (silly thought because the idle saber stuns them)
    - **NPCs surrender more like JK2 (more consistent animation, once they decide to surrender near player they stay surrendered, but when you leave they will get sneaky)
    - Allied NPCs receive 150%/125%/100% HP for Padawan/Jedi/Jedi Knight difficulties now instead of 100%/125%/150% like enemies
    - Assassin Droids now fire even with their shields up
    - Class_Rodian with E11, and Class_Imperial at commander rank use alt-fire now always (like in JK2)
    - fixed a bug: Stormtroopers using Flechette and Repeater can now switch back to alt-fire if they switched to primary fire because the player was too close
     
    Saber System (activated with g_saberNewCombat 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Saber Offense gives a slash a base attack strength (AS), which is further modified by the strength of your saber style
    - Saber Defense gives a base defense strength (DS) of your blocks and a number of defense points (DP)
     
    Saber Offense level | 0 | 1 | 2 | 3 |
    -------------------------------------------------------
    AS | 0 | 2 | 4 | 6 |
     
    Saber Style | Fast | Medium | Strong | Tavion | Desann | Staff | Duals | Special Attacks
    -------------------------------------------------------------------------------------------------------
    AS Modifier | -2 | 0 | +2 | -1 | +1 (+2 if Desann) | +1 | -1 | +2
     
    Saber Defense level | 0 | 1 | 2 | 3 |
    -------------------------------------------------------
    DS | 0 | 2 | 4 | 6 |
    -------------------------------------------------------
    DP | 1 | 2 | 3 | 4 |
     
    How saber combat then works:
    - AS > DS = attack blocked but lose DP equivalent to AS - DS
    - all DP lost = guard crushed
    - DPs regenerate about 1 per second if walking/standing still
    - special attacks ignore DP: either crush guard or are blocked partially
     
    Other Changes:
    - player's defense with Medium and Strong styles is improved (you can deflect slashes and blaster fire more rapidly, but still not as quickly as NPCs)
    - Saber Defense 0 no longer makes you invincible to blaster fire, but blaster fire will pass through your saber
    - a custom saber with "autoblocking 0" now has narrow block arc for the player (otherwise blocking is ridiculously easy); holding Use and standing still will allow you to block in this fashion at any time
    - Desann style is as strong as Red if you are CLASS_DESANN, otherwise it does not cause knockdown as often as Red, and is slightly
    weaker
    - slash chaining altered:
    can only chain 2 slashes if running, staff and duals cannot chain infinitely (5 slash maximum now), chain counts are also not
    random (Medium can always chain 5 slashes while walking for example)
     
    Melee changes
    --------------------------------------------------------------------------------------------------------------------------------
    - Player can kick with any saber type, use +forcefocus to saberthrow (bind this to a key, such as MOUSE3)
    - Player's melee abilities determined by Saber Offense (1 = punches and kicks, 2 = katas, 3 = spin kicks)
    - if you're not cheating (using g_debugMelee or iknowkungfu)... Player melee katas have less range, must be aimed more precisely, and do not work on certain types of enemies
    - Spin/Flip kicks do slightly more damage
    - Spin Kicks are possible on demand with Use+AltAttack, however costs 10 FP (the auto version doesn't cost any)
    - **To kick over a Jedi, must have Saber Offense >= their Saber Defense
    - Player punches do 7/5 damage instead of 6/3, and aren't randomized
    - **Force Speed punching should be more consistent and less cheap (never did actually test)
    - **Heavy/Slow Melee is specifically associated with Chewbacca, CLASS_GRAN, and CLASS_TRANDOSHAN. Other NPC types will punch
    more quickly but weakly if given WP_MELEE
     
    Other Minor Features
    ----------------------------------------------------------------------------------------------------------------------------
    - visual effect for lightsaber-blocking Force Lightning, .efx file to use determined by "cg_lightningBlockEffect"
    - rolls and acrobatics are possible in 1st Person now
     
    New Modding Features
    ------------------------------------------------------------------------------------------------------------------------------
    - some new fields you can put in NPC files...
    dualPistols 1 -- gives an NPC dual pistols if have WP_BLASTER_PISTOL
    cortosis 1 -- cuts damage in half from lightsabers, stacks on top of any other damage reductions
    blastArmor 1 -- cuts damage in half from explosives and heavy weapons, stacks on top of any other damage reductions
    magPlating 1 -- cuts damage in half from blasters, stacks on top of any other damage reductions
    restrictJediPowers 1 -- restricts an NPC from using force powers they don't actually have (force pushing without Push 1 for example)
    altFire 1 -- this actually works now
    dontFlee 1 -- forces SCF_DONT_FLEE (an icarus script thing)
    dontFire 1 -- forces SCF_DONT_FIRE (like how melee cultists don't punch)
    rareFire 1 -- same AI as SCF_DONT_FIRE but allows punching sometimes with melee
    heavyMelee 1 -- forces heavy melee regardless of class
     
    - new fields are in the weapons.dat:
    1.) velocity, altVelocity: use an integer number (no decimals)
    2.) npcDmgMult, npcAltDmgMult, npcFireTimeMult, npcAltFireTimeMult: these are multipliers that use a decimal (like 0.7, 1.5, 2.3 etc.)
    *read the weaponshelp.txt for overview default values for these things are
     
    ** not completely tested but should work
    *** incomplete/unfinished/not working completely

    742 downloads

       (2 reviews)

    11 comments

    Updated

  13. ELib

    Plugin for ja++ that add: accounts system, admin system, simply economic, ban system and statistics.
    Commands:
    /lua_register (login) (pass) (pass) - Registering a new account, also you can create a new accounts by a lua function: Accounts.AddUser('user', 'pass', 'login message')
    /lua_login (login) (pass)
    /lua_logout
    /lua_stats -- Statistics
    ----Admin Commands...
    To assign player as admin, you should use lua function: SetAdmin('login', 'privileges'). If you want to change account's privileges, you should use lua function: UpdatePrivs('login', privs)
    commands:
    /lua_god (id)
    /lua_armor (value for selfhealing/ id for healing somebody) (value)
    /lua_health -- same as lua_armor
    /lua_notarget
    /lua_kill (id)
    /lua_ban (id)
    /lua_addip (ip)
    /lua_cmds -- List of available cmds
    -----Admin cmds bitvalues:
     
    GOD = 0x0001
    NOTARGET = 0x0002
    HEALTH = 0x0004
    ARMOR = 0x0008
    KILL = 0x0010
    SETFLAG = 0x0020
    SETFLAG2 = 0x0040
    BAN = 0x0080
     
    Installation:
    Unpack archieve into /lua/sv/ directory

    66 downloads

       (1 review)

    0 comments

    Updated

  14. Evolution of Combat

    Evolution of Combat III Full Total Conversion Evolution of Combat III is a new build ,it is not intended to be a mere update of Jedi academy ,but a New beginning.You must relearn what you have learnt, remaster what you have mastered, with patience , experience and intelligence.This mod will take combat of all forms to a new level allowing you to become the greatest warrior in the galaxy.........May the force be with you 
     

    Evolution of Combat has changed radically, the mod focus is now (As the name suggests) on Evolution of Combat.A lot of the unnecessary stuff that was nothing more than a distraction and swayed the focus from combat in EoC I and 2 has been removed.The saber system has been overhauled ,If you watch the film "crouching tiger,hidden dragon" you will see what we have been aiming for.We have focused our efforts on Defense ,calculated attacks, timing and speed.The saber system is a serious "Saberists" element of the mod with aspects of the Wudang chuan swordsmanship fighting styles and 7 saber forms to choose from.As a result of this ,the people who just like the hack and slash base jedi academy system will not like this.And if you expect your enemy to just stand and be killed, well i got some more bad newsThe bot A.I has been totally rebuilt ,these bots (enemy's) will defend themselves and attack you with a degree of intelligence timing and cunning ,never seen before in JKA .We have aimed at a sense of realism ,to make you feel you are fighting real people.So the message is "If your not an expert at EoC saber system don't play on skill level Jedi master" you will just be killed.The melee combat system has also been rebuilt ,added moves for defense and attack make melee combat a new skill based element to the mod that ,"when mastered" give you a big advantage over a less experienced fighter.New weapons and vehicles make the life of a gunner far more interesting.So if you don't want to play as a Jedi, fear not.Many new aspects have been added to make the life of a gunner far more fun.The athlete skill is something gunners will learn to love ,allowing you to jump higher,further, perform acrobatics, and move faster .This skill will make life hard for other gunners and saber wielders to hit you accurately, as you leap and dive around from fire position to cover position.Location based damage means you can blow your opponents head,arms or legs off with a single shot,Making a gun user an enemy respected by all.(Including Jedi).A full experience and Rank system allows you to save your progress to avoid "starting from the beginning" every time you start a new game. Just log in and as you get better and more skilled at EoCIII you will be rewarded by promotion and skill points allowing you to upgrade your weapons or force powers.New force powers and updates of the old force powers make the life of a sith or jedi far more interesting .Use the force wisely and be rewarded generously, abuse or over using your force powers can weaken you and make you vulnerable to attack from wise enemy's.

    5,743 downloads

       (5 reviews)

    5 comments

    Updated

  15. Facial Expressions

    Description:
     
    This mod consists of custom built binaries (and libraries) that incorporate a facial expressions patch to extend the amount of available Icarus scriptable facial animations in the single-player game of Jedi Knight: Jedi Academy.
     
    It is designed for single-player mods where the developer/author wishes to have more character facial expressions in cutscenes and otherwise scripted sequences than what the base game allows.
     
    Instructions:
     
    Mac:
    Include the custom binary (app) with your single-player mod as a launcher. Provide instructions for your users to place the launcher in the "GameData" folder (above the "base" folder) and use it instead of the default single-player app to launch your mod. You can rename the launcher to whatever you like.
     
    Windows:
    Place the patched DLL file into your single-player mod folder.
     
    The new facial expressions are accessible with the following commands in Icarus:
     
    SET_FACESMILE
    SET_FACEGLAD
    SET_FACEHAPPY
    SET_FACESHOCKED
     
    ...and of course there's SET_FACEFROWN and the rest.
     
    You can also combine any SET_FACE... animation with either of these SET_ANIM_BOTH head animations in Icarus for more variety and expression:
     
    BOTH_HEADNOD
    BOTH_HEADSHAKE
    BOTH_HEADTILTRSTART/STOP
    BOTH_HEADTILTLSTART/STOP
     
    And use the character looking down with a solemn face for show of sorrow.
     
    This mod was built using the OpenJK source: https://github.com/JACoders/OpenJK/
     
    Special thanks to Asgarath83 and Eezstreet for their help.

    362 downloads

       (9 reviews)

    9 comments

    Updated

  16. FM3Av3

    Uploaded by Clan FJA


     
    UPDATE :
    PATCH : https://docs.google.com/file/d/0B0xnaeyvdpNEdlFMeGFqZnIteWc/edit?pli=1
    this patch is a little file which allow you to play your own skins in Jedis, Siths, Mercenary and Military class.
    Put this in ForceMod_III folder.
     
    ------------------------------------------------------------------------------------------
     
    THIS FILE IS NOT FROM ME.
     
    THIS FILE IS FROM PHRG EMPIRE : http://www.phrgempire.com/
     
    I submitted this file because i find it is a really good mod for fun.
     
    IF AUTHORS WANT THIS FILE TO BE REMOVED, PLEASE ASK TO JKHUB ADMINS.
     
     
     
    Force Mod III Advanced Version 3 (FM3Av3)
     
    This is an enhanced version of original ForceMod III : http://jkhub.org/files/file/929-forcemod-iii-return-of-the-sith-manual-install/
    With correction of a lot of bugs, add news skins, add a NEW INCREDIBLE PAUSE MENU !
    I thinks this is one of the best menu i've ever seen, with a lot of options.
     
    -------------------------------------------------------------------------------------------------------
    Presentation :
     
    - Choose from 29 unique classes in 6 different Factions:
    JEDI: Warden, Aurorian, Sentinel, Ancient One
    SITH: Cardinal, Zealot, Crypt Guardian, Dark Sage
    MERC: Mandalorian, Bounty Hunter, HotShot, Commando
    MILITARY: Stormtrooper, Spacetrooper, Clonetrooper, Royal Guard, Scout, ARCTrooper
    SPECIES: Wookiee, Tusken Raider, Noghri Warrior, Yuuzhan Vong, Gungan
    DROID: Battle Droid, Super Battle Droid, Droideka, Assassin, Darktrooper
     
    - Level 4 Force powers, combine Light & Dark sides, Charged powers, 5 new force ranks
    - Merc gadgets: Jetpack, Cloaking, Dual Pistols, Flame Gauntlet, Radar, Camouflage, and more...
    - Model Scaling, Class-based Model System, Bot Class support
    - Includes Tchouky's Advanced RGB Sabers
     
    All explications here : http://www.phrgempire.com/fm3info.htm
    -----------------------------------------------------------------------------------------------------------
    Readme :
     
    *INSTALLATION FOR CURRENT FM3 PLAYERS: Remove any previous "ForceMod_III" folders with the exception of your jampconfig.cfg and forcecfg folder. Put those two files into the new "ForceMod_III" folder and then that into your gamedata folder. You will also need to create new shortcuts for your game/server using the two batch files.
     
     
    *INSTALLATION FOR NEW FM3 PLAYERS: Put the "ForceMod_III" folder into your gamedata folder.
     
     
    *TO PLAY: Click on “Play_FM3Av3.bat" in your "ForceMod_III" folder.
     
     
    *TO RUN A WINDOWS SERVER: click on "Run_FM3Av3_server.bat" in your "ForceMod_III" folder (open "fm3server.cfg" to set up your server).
     
     
    *NEW SCREENS, MENUS AND VIDEO
     
    - Any music in JKA can be accessed on any map using the in game "MUSIC" menu located in the options bar. Bonus track "Battle of the Heroes" is also included.
     
    - You can access a selection of various crosshairs in the main menu after choosing a saber in profile or in the "AIMING" menu while in a game.
     
    - While in a game you can access the "VIEWS" menu to adjust various aspects of the camera's position in relation to your character.
     
    - A seperate config for each class can be created and saved from the "CONFIGS" menu.
     
    - Some extra features can be bound to keys via the "XBINDS" menu including a 4th person view, zoom in and out, a demo recorder and hotkeys for inventory items.
     
    - New title menu video.
     
     
    *NEW HUDS
     
    - Each faction has a specific HUD symbol.
     
     
    * MODELS
     
    - Each model icon has been given a mark in its lower left-hand side to denote that particular model's size. The sizes range from tiny to extra large (T,S,M,L,XL). The sizes have also been divided up in such a way as to help balance certain classes. For example: Bounty Hunters have access to small and medium sizes where as Scouts have access to these as well as tiny models.
     
    - All models have had their standard annoying jumping grunt sounds removed leaving only the sound of the feet tapping the ground as they jump.
     
     
    *SHAPESHIFTER
     
    - Dark Sages
     
    - Ancient Ones and Dark Ssges have been given the ability to shape shift having access to all models in the game (except Droideka).
     
     
    *IMPROVED WEAPONS AND MELEE
     
    - Green saber style: This style has been altered so it no longer dominates the others. While powerful, it has far less range.
     
    - Orange saber style: Side to side attacks slowed for balance
     
    - White saber style: Standing kata replaced in favor of one that leaves the user less vulnerable as well as fixing an animation bug seen in all versions of FM3.
     
    - Vong: Super high parry removed to better match the updated saber forms. Crouching kata replaced with the "Death Pounce".
     
    - Tusken: New crouching kata.
     
    - Noghri: New standing kata which fixes an animation glitch.
     
    - Lightstaffs: These weapons have been given improved length, damage and parry values.
     
    - New saber types: Includes Jar Kai, Grievous quad sabers, saber fork, saber tonfa, saber shield, 3 different sith swords, Clas of ruin, electrostaff, X staff, and the the staff. Each with its own set of special properties.
     
    - Royal Guard Pike: Royal Guards now have both the purple and blue stances as well as improved parry and damage values. The pike's range has been shortened to appear more realistic to the actual appearance of the weapon. Royal Guards also can do a blue style, crouching and standing kata.
     
    - Vong staff: Damage, parry, knockback, and hitbox values have been increased and range decreased to appear more realistic to the actual appearance of the weapon. The can do a standing and crouching katas as well as walk along walls. Vong are the only class to be given mega strength able to kill almost any targets in 1 hit as well as knocking targets back an incredible distance.
     
    - Tusken and Noghri weapons: Damage, parry and hitbox values have been increased as well as added standing and crouching katas.
     
    - Fletchett: The primary fire explosions look a lot better now what Venomous^Heart >:[ described as sun bursts. The grenades themselves also have a brighter center and smoke until they explode.
     
    - Rockets: These have been given better smoke trails.
     
    - DEMP: Primary fire is better looking.
     
    - Thermal dets emit a cool looking shockwave after they explode.
     
     
    *IMPROVED BOTS
     
    - The bot types have been limited to Aurorian, Zealots, Commando, Hotshot, Spacetrooper, Scoutrooper, Darktrooper, Assassin Droid, and Super Battle Droid. These classes were picked for bots because they bring one or more attributes that make for better bots than other classes. These bots have high levels of aim, reaction time, 360 degree turn capability, and carefully chosen priorities on the weapons they use. They will use inventory items and devices such as ammo/shield regen and bacta tanks. The Aurorian/Zealot bots will counter powers used on them and will use saber throw as a priority attack and have an incredible aim with it often landing critical strikes which can kill other force users in 1 hit.
     
     
    *IMPROVED DROIDEKA
     
    - To fix the deka shield glitch, the shields had to be removed (they only appear around the Deka for effect). They have instead been given 700 health. Other upgrades include better turns, better brakes, and defense piercing blasters. Deka's previous dimensions were slightly too large in the original FM3 so they would not be able to pass through certain spots in the default JKA maps. By lowering the dimensions just slightly this has been fixed. *NOTE: All standard FM3 glitches, besides the shield glitch, still remain with Droideka so it is recommended they are turned off when running a long term server.
     
     
    *FIXED GLITCHES
     
    - Fixed the hilt bounce sound glitch.
     
    - Fixed the Katarn hilt glitch by removing that hilt.
     
    - Fixed the Royal stance glitch. Now RG get 2 base stances (blue/purple).
     
    - Fixed Deka shield glitch by removing shields altogether and increasing health to 700. Shields still appear for effect only.
     
    - Fixed wield melee weapon sound glitch for Royal Guard, Tusken and Vong.
     
    - Fixed errors in the fm3server.cfg file.
     
    - Fixed NPC glitch 1. Clone and battle droid NPC's will no longer crash the game. (Previous versions of FM3 NPC's however will crash if used on a v2 server with exception if Stormtroopers. The user will crash but not the server.)
     
    - Fixed the jamsgbof sever crash exploit.
     
    - Fixed Species and Royal Guard taunt/gloat glitches.
     
     
    *Credits
     
    - Thanks to Venomous^Heart >:[ for his outstanding work on all of the FM3 series thus far. Without him, it could not have been it's best. Thanks to Venom's sons Solid^Heart, Forsaken^Heart and their friend UnkaPHRG for helping and for all the work these people mentioned above put on the movie which turned out great.
     
    - Thanks to Azymn for permission to alter his original creation and answering the many questions we had.
     
    - Thanks to all the members of PHRG who helped test FM3Av2 and give me feedback.
     
    - Thanks to Snakeblskn for his help testing weapons and glitches in FM3Av1 which led to fixes in v2 and overall advancement of FM3 since we first got into it.
     
    - Thanks to PhysicWater for the SW art used in map loading and console screens and for the idea to make a movie.
     
    - Thanks to Mykell for his base set of new sounds, his fix for the jamsgbof crash exploit and technical help in various areas.
    "Warning - you can meet lags with the default sv_fps value of the server.cfg which is too high (100).
    I recommend you to change "seta sv_fps 40" in your the server.cfg to avoid lags.
    I recommend players to set cg_deferPlayers "1" to avoid little freezes when bots spawn."
     
    PH >:[

    260 downloads

       (4 reviews)

    7 comments

    Updated

  17. ForceMod II - The Mercs Strike Back (JK2)

    Author: Azymn
     
     
    Overview:
    --------------------------------------------
     
    - Level 4 Force powers available, along with 5 new force ranks
    - New Jedi VS Merc mode: Choose to play as True Jedi, Shadow Jedi, Dark Sith, Noble Sith, Scout, Bounty Hunter, Heavy Soldier, HotShot, or Trooper
    - Enhanced lightsaber combat with dualblades and twin sabers and customizable blade types
    - New Merc gadgets including jetpack, cloaking, dual pistols, and flame gauntlet, among others
    - Includes Tchouky Model Scaling and customizable config files for bot classes
    - Admin commands provided courtesy of cHoSeN-oNe and Mars
    - See http://forcemod.aotctc.com for more details.
     
    --------------------------------------------
     
     
    New Class System:
    ---------------------------
    Jedi:
    "True Jedi" - All Level 4 Lightside Powers Available
    "Shadow Jedi" - Max Level 3 Lightside Powers
    - Max Level 2 DarkSide Powers
     
    Sith:
    "Dark Sith" - All Level 4 Darkside Powers Available
    "Noble Sith" - Max Level 3 Darkside Powers
    - Max Level 2 Lightside Powers
     
    Mercs:
    "Scout"
    Weapons:
    - Pistol
    - Disruptor
    - Thermal Detonators
    Equipment:
    - Cloaking Module
    - Optic Radar
    - Bacta Tank
    - Shield Regenerator
    Abilities:
    - Regenerate Powercell Ammo
    - Max Soft Shields: 120
    - Runs 10% faster
    - Move w/ sniper rifle
    - Resistance to other sniper fire
    - Chance to hit Jedi with ForceSeeing on
     
    "Bounty Hunter"
    Weapons:
    - Dual Pistols
    - Flamethrower
    Equipment:
    - Jetpack
    - Shield Regenerator
    Abilities:
    - Regenerate Blaster/Pistol Ammo
    - Max Soft Shields: 150
    - Runs 15% slower
     
    "Heavy Soldier"
    Weapons:
    - Pistol
    - Rocket Launcher
    - Heavy Repeater
    Equipment:
    - Jetpack
    - Optic Radar
    - Shield Regenerator
    Abilities:
    - Regenerate Metallic Bolt Ammo
    - Max Soft Shields: 180
    - Multiple Sentry capable
     
    "Hot Shot"
    Weapons:
    - Pistol
    - Blaster
    Equipment:
    - Shield Regenerator
    Abilities:
    - Regenerate Blaster Ammo
    - Max Soft Shields: 120
    - Runs 10% faster
    - Chance to avoid damage on any non-saber attack
    - Chance to do critical strike (double damage) with energy weapons
     
    "Trooper"
    Weapons:
    - Pistol
    - Blasters
    Equipment:
    - Shield Regenerator
    Abilities:
    - Unlimited Ammo for Energy Weapons
    - Max Soft Shields: 140
     
    Lightsabers:
    ---------------------------
    - Jedi/Sith can wield dualbladed sabers without cheats
    - Jedi/Sith can wield two lightsabers simultaneously
    - Unique lightsaber hilt models can be selected through menus
    - Singleblade users can choose to use two additional one-handed stances (Green and Purple)
    - Can lock lightsaber types throughout match (i.e. If dualblade chosen, must use dualblade til respawn)
    - Backstabs and BackSlashes can be performed on cue: crouch + back + attack
    - Dualblade lightsabers can be split in half or destroyed
    - Dual lightsaber carrier's 2nd saber may be destroyed
    - Capable of destroying handheld weapons
    - Can specialize in certain type of lightsaber (Pure Lightsaber User)
    - Pure Lightsaber Users (No guns) can now:
    - Block all incoming projectiles if attacker is in crosshairs
    - Block Lightning and Drain attacks if attacker is in crosshairs
    - Does 50% more damage with lightsaber
    - 25% reduction from explosive splash damage
    - Runs 10% faster with saber holstered
    - Jedi will now try to block sniper shots with their saber before trying to dodge
    - Multiple lightsaber blade types available
    - Saber styles now selectable based on saber attack level.
    - Eliminated blocking from behind
     
     
    Gadgets:
    ---------------------------
    Cloaking: - Allows Merc to become invisible for a short period of time
    - Cannot be seen with Force Seeing
    - Missiles lose lock on cloaked mercs
    - Invisible to sentry guns
    - Can attack while cloaked
     
    Optic Radar: - Goggles send and receive radar waves
    - Can see moving entities, even through walls
    - Can see mindtricking Jedi in motion
     
    Flame Gauntlet: - Flamethrower mounted on the Merc's left forearm
    - Does constant damage to all engulfed targets
    - Intense heat bypasses shields and damages tissue directly
     
    Shield Charging:- Regenerate shields by drawing power from the battery fuel cells
     
    AmmoCell Regen: - Replenishes weapon ammunition via the battery fuel cells
     
    Jetpack: - Must hold jump while airborne to activate jetpack thrust
    - Jetpack can be destroyed
    - Jetpack sound may be turned off clientside
    - Single, Dual, and Triple Exhaust types available
    - Powered by battery fuel cells
    - Restrictions on use (Fetts, Mercs, Non-Saber wielders, Everyone...)
    - Toggle fuel usage
    - Toggle whether flag carrier can use jetpack
     
    Mobile Battery: - Serves as a power source for:
    - Cloaking Module
    - Optic Radar Goggles
    - Flame Gauntlet
    - Ammo Recharger
    - Shield Regenerator
    - Jetpack
    - Charges over time
    - Resistant to Drain attacks
     
    Grapple:
    - Utilizes Tercero's grapple model
    - Now bindable to a button
    - More realistic physics
    - Retract grapple by holding jump, lengthen grapple by pressing duck
    - Grapple line FX improved
     
    Miscellaneous:
    - Disruptor fire can dismember target
    - Tazer now deactivates ForcePowers, reduces shields by %50
    - Rolling and Wall-Flipping extended to gun wielders
    - Falling damage increased for Mercs
    - Merc Blaster Ammo maximum increased to 500
    - Rockets do not lose lock from a Push or Pull
    - Respawned weapons may be picked up as ammo
     
    Force Powers:
    ---------------------------
    - Players can combine Light and Dark Force powers.
    - Five new force ranks:
    Sith Apprentice: 150 Force Points
    Sith Lord: 200 Force Points
    Jedi Lord: 250 Force Points
    Ancient Master: 350 Force Points
    One with the Force: 500 Force Points
     
    Heal: - Heals over time now, instead of instantly.
    Level 1:- Heals 10 points of damage.
    Level 2:- Heals 20 points of damage.
    Level 3:- Heals 35 points of damage.
    Level 4:- Heals 45 points of damage.
    - Regenerates 1 hitpoint every 2 seconds.
     
    Jump: Level 3:- Jump 8x normal height.
    - Reduced force cost
    - Falling damage reduced to 1/2.
    Level 4:- Jump 16x normal height.
    - Reduced force cost
    - Falling damage reduced to 1/4.
     
    Speed: - Short, powerful burst of speed for 2 seconds
    - ForceSpeed costs reduced from 50 to 30
    Level 1:- Sprint at 1.5x normal speed
    Level 2:- Sprint at 2.5x normal speed
    Level 3:- Sprint at 5x normal speed
    Level 4:- Sprint at 10x normal speed
    - Normal running speed is increased 10%.
     
    Push:
    Level 4:- Increased push strength over level 3.
    - Knockdown range increased by 50%.
    - Greater push resistance.
    - Chance to break saberlock increased.
    Pull:
    Level 4:- Increased pull strength over level 3.
    - Pulldown range increased by 50%.
    - Greater pull resistance.
     
    MindTrick: - Now Force Seeing will only reveal invisible jedi of equal or lesser rank.
    (i.e. If a Jedi has cast level 2 mindtrick, it requires at least level 2 Force Seeing to reveal him) [Artifex]
    Level 3:- Can attack while cloaked - each attack costs force points.
    Level 4:- Can attack while cloaked - attacking cost reduced
    - Duration increased to 40 seconds.
     
    Grip: - Can turn off red grip hand extension
    Level 4:- Can move around at 80% normal speed while gripping. (Normally %40)
    - Grip range increased to 2x normal.
    - Damage per second doubled.
     
    Lightning:
    Level 4:- Lightning mastery - other lightning attacks are absorbed by force power.
    - Range increased by 10%.
    - Fresh corpses now shockable on Level 4.
     
    Dark Rage: - Run speed is 150% of normal speed.
    - Increased lightsaber damage done by 25%.
    Level 4:- Increased lightsaber damage done by 50%.
    - Run speed further increased to 200% normal speed.
    - Duration of 40 seconds.
     
    Protect:Level 4:- Consumes force only when hit.
    - Regenerates shields at a rate of 1 point every 4 seconds.
     
    Absorb: - Force maintenance costs are like v1.02 levels [Artifex]
    Level 4:- Absorbs 25% more force than level 3.
    - Absorbs and converts 25% of weapon damage into force.
     
    TeamHeal:
    Level 4:- Heal 1, 2, or 3 teammates for 65, 45, or 33 hitpoints.
    - Regenerate 1 health every 3 seconds.
     
    TeamForce:
    Level 4:- Restore 1, 2, or 3 teammates with 65, 45, or 33 force points.
    - Regenerate 3 additional force points per second.
     
    Drain: - Drainer takes damage from a missed attack
    Level 4:- Drains ~20% more than level 3 drain.
    - Drains ammo from any energy weapons in use.
     
    Seeing:
    Level 4:- Cost 50% less to activate.
    - Duration increased 40 seconds.
    - Automatically dodge sniper shots without ForceSeeing on
    (even while jumping or using force powers)
     
    SaberAttack:
    Level 4:- Damage increased by 15% for all stances
    - All stances available for dualblade or dualsaber users if f_skillMode is on
     
    SaberDefend:
    Level 4:- Blocking ratios increased by 50% for all stances.
    - Increased chance of blocking lightning/drain attacks if pure saber user
    - Quicker projectile blocking rate.
     
    SaberThrow:
    Level 4:- Saber throw distance increased 25%.
    - Saber throw speed nearly doubled.
    - Saber can spend more time airborne.
    - Saber will never fall to the ground when blocked.
     
     
    Other Features:
    ---------------------------
     
    Tchouky Model Scaling:
    - Scale speed of models based on size (bigger == faster OR vice versa)
    - Scale damage reduction based on size:

    1,155 downloads

       (1 review)

    0 comments

    Updated

  18. ForceMod III - Return of the Sith (Manual Install)

    Author: Azymn
     
     
    OVERVIEW:
    ---------------------------------------------------------------------
    - Choose from 29 unique classes in 6 different Factions:
    JEDI: Warden, Aurorian, Sentinel, Ancient One
    SITH: Cardinal, Zealot, Crypt Guardian, Dark Sage
    MERC: Mandalorian, Bounty Hunter, HotShot, Commando
    MILITARY: Stormtrooper, Spacetrooper, Clonetrooper, Royal Guard, Scout, ARC Trooper
    SPECIES: Wookiee, Tusken Raider, Noghri Warrior, Yuuzhan Vong, Gungan
    DROID: Battle Droid, Super Battle Droid, Droideka, Assassin, Darktrooper
    - Level 4 Force powers, combine Light & Dark sides, Charged powers, 5 new force ranks
    - Merc gadgets: Jetpack, Cloaking, Dual Pistols, Flame Gauntlet, Radar, Camouflage, and more...
    - Model Scaling, Class-based Model System, Bot Class support
    - Includes Tchouky's Advanced RGB Sabers
    ---------------------------------------------------------------------
     
     
    CLASS SYSTEM:
    ---------------------------------------------------------------------
    JEDI
     
    "Warden" - Level 3 Lightside Powers Available
    - Level 3 Darkside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Aurorian" - All Level 4 Lightside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Sentinal" - Level 4 Lightside Powers Available
    - Level 2 Darkside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Ancient One" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    SITH
     
    "Cardinal" - Level 3 Darkside Powers Available
    - Level 3 Lightside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Zealot" - All Level 4 Darkside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Crypt Guardian"- Level 4 Darkside Powers Available
    - Level 2 Lightside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Dark Sage" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    MERCENARY
     
    "Mandalorian" - Health/Shields: (100/150)
    - Speed: 70%
    Weapons:
    - Dual Westar Pistols
    - E-11 Blaster
    - Jetpack-mounted rocket
    Equipment:
    - Flamethrower
    - Jetpack
    - Thermal Vision
    - Shield Regenerator
    - Double Ammo Capacity
    - Medpac
    Abilities:
    - Martial Arts Training
    - Combat Roll ready
     
    "Bounty Hunter" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Tenloss Disruptor
    - Thermal Detonators
    Equipment:
    - Cloaking Module
    - Optic Radar Goggles
    - Grappling Hook
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Martial Arts Training
    - Scope Tracking
    - Combat Roll ready
     
    "HotShot" - Health: 200
    Weapons:
    - Pistol
    - Blaster
    - DetPacks
    - Tripmines
    Equipment:
    - Ammunition Generator
    - Big Medpac
    Abilities:
    - Lucky: Automagically dodges
    - Lucky: Chance to do critical strikes
    - Highly resistant to explosives
    - Basic Hand-to-Hand Combat Training
    - Combat Roll ready
     
    "Commando" - Health/Shields: (150/200)
    - Speed: 85%
    Weapons:
    - Pistol
    - Flechette Gun
    - Thermal Detonators
    - Wrist-mounted Flamethrower
    - Portable E-Web Turret
    - Deployable Sentry Gun
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Camouflage Ability
    - Martial Arts Training
    - Combat Roll ready
     
    MILITARY
     
    "StormTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Blaster
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Portable Energy Shield
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "SpaceTrooper" - Health/Shields: (100/150)
    - Speed: 60%
    Weapons:
    - Pistol
    - Repeater
    Equipment:
    - Improved Jetpack
    - Shield Regenerator
    - Double Ammo Capacity
    - Medpac
    Abilities:
    - Radar-Equipped
     
    "CloneTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Repeater Rifle
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "Royal Guard" - Health/Shields: (150/200)
    Weapons:
    - Force Pike
    - E-11 Blaster
    Equipment:
    - Gun-resistant robes
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Battle Dash
    - Martial Arts Training
     
    "ScoutTrooper" - Health/Shields: (100/100)
    - Speed: 140% Normal
    Weapons:
    - Pistol
    - Tenloss Disruptor
    Equipment:
    - Optic Radar Goggles
    - Cloaking Module
    - Seeker
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Scope Tracking
    - Basic Hand-to-Hand Combat Training
     
    "ARC Trooper" - Health/Shields: (100/150)
    Weapons:
    - Dual Westar Pistols
    - Rocket Launcher
    Equipment:
    - Grappling Hook
    - Medpac
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Combat Roll ready
    - Martial Arts Training
     
    SPECIES
     
    "Wookiee" - Health: 500
    - Speed: 80%
    Weapons:
    - Bowcaster
    - Detpacks
    Equipment:
    - Big MedPac
    - Ammunition Generator
    Abilities:
    - Heavy Melee Combatant
    - Berserker Rage
    - Triggerhappy
    - Wallclinging
    - Extra Heavy (Resists Push/Pull)
    - Martial Arts Training
    - Resistant to Melee attacks
     
    "Tusken Raider" - Health: 300
    - Speed: 110%
    Weapons:
    - Gaderffii
    - Sniper Rifle
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Big Medpac
    Abilities:
    - LifeLeech (Healed by damaging others)
    - Savage Fury
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Noghri Warrior"
    - Health: 200
    - Speed: 130%
    Weapons:
    - Twin Daggers
    Equipment:
    - Medpac
    Abilities:
    - Natural Camouflage
    - Battle Senses
    - Thermal Vision
    - Wallclinging
    - Natural Leaping Ability
    - Martial Arts Training
     
    "Yuuzhan Vong" - Health: 300
    - Speed: 120%
    Weapon: - Amphistaff
    Equipment:
    - Organic Armor (Lightsaber Resistant)
    Abilities:
    - Total Force Immunity
    - Regeneration (Heals over time)
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Gungan" - Health/Shields: (200/100)
    Weapon: - DEMP 2
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Heightened jumping ability
    - Cartilaginous Skeleton (Resistant to explosives)
    - Resistant to fall damage
    - Basic Hand-to-Hand Combat Training
     
    DROIDS
     
    "Battle Droid" - Health/Shields: (75/150)
    Weapons:
    - Blaster
    - Rocket Launcher
    Equipment:
    - Unlimited Ammo
    - Internal Radar
    - Shield Regenerator
    Abilities:
    - Troop Leader (Squad of Three)
    - Force-Immune
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to Fire
     
    "Super Battle Droid"
    - Health/Shields: (75/300)
    - Speed: 70%
    Weapons:
    - Laser Cannon Gauntlet
    - Rocket Pack
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Triggercrazy
    - Extra Heavy (Resists Push/Pull)
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to own blasters
    - Immune to Fire
     
    "Droideka" - Health/Shields: (150/500)
    Weapons:
    - Twin Blasters
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to fall damage
    - Immune to Fire
    - Immune to own blasters
     
    "Assassin Droid" - Health/Shields: (100/100)
    - Speed: 90%
    Weapons:
    - Pistol
    - Disruptor
    - Repeater
    Equipment:
    - Internal Radar
    - Cloaking device
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Resistant to Melee attacks
    - Martial Arts Training
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
    "DarkTrooper" - Health/Shields: (100/350)
    - Speed: 50%
    Weapons:
    - Pistol
    - Concussion Rifle
    - Rocket Launcher
    Equipment:
    - Internal Radar
    - Unlimited Ammunition
    - Shield Regenerator
    - Cortosis Armor (Lightsaber/Explosives Resistant)
    Abilities:
    - Basic Hand-to-Hand Combat Training
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
     
    LIGHTSABERS:
    ---------------------------------------------------------------------
    - Seven Forms of Lightsaber Combat:
    (originally developed by David West Reynolds)
    Form I: (Yellow Stance)
    - Level 2 Saber Offense Required
     
    Form II: (White Stance)
    - Dual Lightsaber wielder primary stance
    - Level 4 Saber Offense Required
     
    Form III: (Blue Stance)
    - Level 1 Saber Offense Required
     
    Form IV: (Green Stance)
    - Level 4 Saber Offense Required
     
    Form V: (Red Stance)
    - Level 3 Saber Offense Required
     
    Form VI: (Purple Stance)
    - Level 4 Saber Offense Required
     
    Form VII: (Gold Stance)
    - Saberstaff wielder primary stance
    - Level 4 Saber Offense Required
     
    - Powered by Tchouky's Advanced RGB Sabers (toggleable)
    - Dualblade lightsabers can be split in half or destroyed
    - Dual lightsaber wielder's 2nd saber may be destroyed
    - Lightsabers damage now lethal
    - Recharge force at twice the normal rate with saber holstered
    - Jedi will now try to block sniper shots with their saber before trying to dodge
    - 16 different lightsaber blade types available
    - Certain special moves can now be performed on cue:
    - Backstabs/Backsweeps: crouch + back + attack
    - Force Impale/Slash: pull followed by attack
    Dual Lightsabers:
    - Dual Side Attack: crouch + left + attack
    - Dual Front/Read Attack: crouch + right + attack
    Red or Staff Stance (kicks):
    - Split kick: crouch + right + alt attack
    - Spinning roundhouse kick: crouch + back + alt attack
    - Hilt Bash: crouch + forward + alt attack
     
     
    GADGETS AND ABILITIES:
    ---------------------------------------------------------------------
    Cloaking: (Same key as Mindtrick, or select as item and press "Use" to toggle)
    - Allows one to become invisible for a short period of time
    - Cannot be seen with Force Seeing
    - Missiles lose lock on cloaked mercs
    - Invisible to sentry guns
    - Can attack while cloaked
     
    Camouflage: (Stand still for 3 seconds to disappear)
    - Unlimited duration
    - Moving while crouched maintains camouflage
    - Remain hidden unless moving quickly or attacking
     
    Optic Radar: (Same key as ForceSense, use like force power)
    - Goggles send and receive radar waves
    - Can see moving, non-cloaked entities, even through walls
    - Can see mindtricking Jedi/Sith
     
    Thermal Vision: (Same key as ForceSense, use like force power)
    - Goggles attuned to pick up body heat
    - Can see mindtricking Jedi/Sith
    - Can see cloakers
     
    Flame Gauntlet: (Same key as ForceLightning, use like force power)
    - Flamethrower mounted on the Merc's left forearm
    - Does constant damage to all engulfed targets

    1,683 downloads

       (2 reviews)

    0 comments

    Submitted

  19. ForceMod III - Return of the Sith (Manual Patch)

    Author: Azymn
     
     
    Fixes for version 1.01:
    ---------------------------------------------------------------------
    - Added support for Macintosh computers (Requires Mac JKA v1.01c or greater, courtesy of Brad Oliver)
    - All .ini files updated (courtesy of Kyle Kellasheskee)
    - Duel and PowerDuel Gametypes now supported
    - Maximum vehicles allowed in base folder increased
    - Level 1 Saber Offense and Defense now free for all Jedi/Sith saberists
    - Merc jump boosting now only in vertical direction
    - Force Protect now properly only drains force when hit
    - UI now properly displays all player models if f_forceClassModels is turned off on server
    - Saber forms are now color coded in menus to indicate respective saber stance
    - Kick removed as alt-attack from single sabers - accessible through melee
    - Weapons can no longer be pulled away from classes who can't pick them up
    - Bots now use katas occasionally
    - Disabled 5 second "/kill" delay for CTF games
    - Saber-Resistant trait re-balanced
    - Commando class no longer has flamethrower
    - Non-lightsaber blade weapons no longer reflect projectiles back at attackers
    - Non-lightsaber blade weapons no longer collide with walls
    - Scoreboard now displays number of deaths
    - Thermal Vision now properly sees through Mind Trick
    - Saberstaff wielders can now throw saber with one blade off again
    - Various item spawnpoints disabled on maps to prevent class imbalances
    - TCK RGB colors are now saved properly after exiting RGB Setup menu
    - Lightning sound no longer accompanies Flamethrower and Coomb Spores
    - Saber users no longer kick when trying to throw saber without enough Force
    - "banip.txt" now holds a list of banned ips (courtesy of Asteroids mod source)
    - Clients IP address logged during connection (courtesy of Asteroids mod source)
    - Orange single stance now throws saber with altAttack
    - Droideka no longer crashes server when falling to death
    - Charged Absorb prevents knockdown from charged Lightning
    - Charged Seeing necessary to counter charged Mindtrick
    - ForceSage Push/Pull damage fixed
    - No saber sound plays when sage meditates
    - Extra Heavy characters can now be affected by Push/Pull (50% reduction in velocity)
    - Super Battle Droids now have a 1 second cooldown after firing a rocket
    - Vong speed reduced to 1/2 normal while firing Coomb Spores
    - Level 4 Absorb immune to Push/Pull
    - Saber stances rebalanced
    - Fixed crash caused when loading Griffinclaw's JediCouncilGCX map
    - Fixed bug which reset f_defaultclass to Bounty Hunter on server
    - Fixed bug which rapidly cycled through splash screens during connect
    - Fixed bug which allowed some Mercs (other than HotShots) to dodge like Jedi
    - Fixed bug which gave Super Battle Droid more than 3 missiles at spawn time
    - Fixed bug which sometimes caused loss of Force Powers in menus at apply time
    - Fixed bug which falsely showed illegal saber menus after changing RGB settings
    - Fixed bug which sometimes prevented Jedi/Sith from entering game with all force points used
    - Fixed bug which allowed non-rechargeable weapons to be selected
    - Fixed bug which allowed unavailable classes to be selected
    - Fixed bug which allowed illegal blade types to draw null shaders
    - Various classes rebalanced
    - Updated readme follows
    ---------------------------------------------------------------------
     
    OVERVIEW:
    ---------------------------------------------------------------------
    - Choose from 29 unique classes in 6 different Factions:
    JEDI: Warden, Aurorian, Sentinel, Ancient One
    SITH: Cardinal, Zealot, Crypt Guardian, Dark Sage
    MERC: Mandalorian, Bounty Hunter, HotShot, Commando
    MILITARY: Stormtrooper, Spacetrooper, Clonetrooper, Royal Guard, Scout, ARC Trooper
    SPECIES: Wookiee, Tusken Raider, Noghri Warrior, Yuuzhan Vong, Gungan
    DROID: Battle Droid, Super Battle Droid, Droideka, Assassin, Darktrooper
    - Level 4 Force powers, combine Light & Dark sides, Charged powers, 5 new force ranks
    - Merc gadgets: Jetpack, Cloaking, Dual Pistols, Flame Gauntlet, Radar, Camouflage, and more...
    - Model Scaling, Class-based Model System, Bot Class support
    - Includes Tchouky's Advanced RGB Sabers
    ---------------------------------------------------------------------
     
     
    CLASS SYSTEM:
    ---------------------------------------------------------------------
    JEDI
     
    "Warden" - Level 3 Lightside Powers Available
    - Level 3 Darkside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Aurorian" - All Level 4 Lightside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Sentinal" - Level 4 Lightside Powers Available
    - Level 2 Darkside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Ancient One" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    SITH
     
    "Cardinal" - Level 3 Darkside Powers Available
    - Level 3 Lightside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Zealot" - All Level 4 Darkside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Crypt Guardian"- Level 4 Darkside Powers Available
    - Level 2 Lightside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Dark Sage" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    MERCENARY
     
    "Mandalorian" - Health/Shields: (100/150)
    - Speed: 70%
    Weapons:
    - Dual Westar Pistols
    - E-11 Blaster
    - Jetpack-mounted rocket
    Equipment:
    - Flamethrower
    - Jetpack
    - Thermal Vision
    - Shield Regenerator
    - Ammunition Generator
    - Medpac
    Abilities:
    - Martial Arts Training
    - Combat Roll ready
     
    "Bounty Hunter" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Tenloss Disruptor
    - Thermal Detonators
    Equipment:
    - Cloaking Module
    - Optic Radar Goggles
    - Grappling Hook
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Martial Arts Training
    - Scope Tracking
    - Combat Roll ready
     
    "HotShot" - Health: 150
    Weapons:
    - Pistol
    - Blaster
    - DetPacks
    - Tripmines
    Equipment:
    - Ammunition Generator
    - Big Medpac
    Abilities:
    - Lucky: Automagically dodges
    - Lucky: Chance to do critical strikes
    - Highly resistant to explosives
    - Basic Hand-to-Hand Combat Training
    - Combat Roll ready
     
    "Commando" - Health/Shields: (150/200)
    - Speed: 85%
    Weapons:
    - Pistol
    - Flechette Gun
    - Thermal Detonators
    - Portable E-Web Turret
    - Deployable Sentry Gun
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Camouflage Ability
    - Martial Arts Training
    - Combat Roll ready
     
    MILITARY
     
    "StormTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Blaster
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Portable Energy Shield
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "SpaceTrooper" - Health/Shields: (100/150)
    - Speed: 60%
    Weapons:
    - Pistol
    - Repeater
    Equipment:
    - Improved Jetpack
    - Shield Regenerator
    - Ammunition Generator
    - Medpac
    Abilities:
    - Radar-Equipped
     
    "CloneTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Repeater Rifle
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "Royal Guard" - Health/Shields: (150/200)
    Weapons:
    - Force Pike
    - E-11 Blaster
    Equipment:
    - Gun-resistant robes
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Battle Dash
    - Martial Arts Training
     
    "ScoutTrooper" - Health/Shields: (100/100)
    - Speed: 140% Normal
    Weapons:
    - Pistol
    - Tenloss Disruptor
    Equipment:
    - Optic Radar Goggles
    - Cloaking Module
    - Seeker
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Scope Tracking
    - Basic Hand-to-Hand Combat Training
     
    "ARC Trooper" - Health/Shields: (100/150)
    Weapons:
    - Dual Westar Pistols
    - Rocket Launcher
    Equipment:
    - Grappling Hook
    - Medpac
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Combat Roll ready
    - Martial Arts Training
     
    SPECIES
     
    "Wookiee" - Health: 500
    - Speed: 80%
    Weapons:
    - Bowcaster
    - Detpacks
    Equipment:
    - Big MedPac
    - Ammunition Generator
    Abilities:
    - Heavy Melee Combatant
    - Berserker Rage
    - Triggerhappy
    - Wallclinging
    - Extra Heavy (Resists Push/Pull)
    - Martial Arts Training
    - Resistant to Melee attacks
     
    "Tusken Raider" - Health: 300
    - Speed: 110%
    Weapons:
    - Gaderffii
    - Sniper Rifle
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Big Medpac
    Abilities:
    - LifeLeech (Healed by damaging others)
    - Savage Fury
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Noghri Warrior"
    - Health: 200
    - Speed: 130%
    Weapons:
    - Twin Daggers
    Equipment:
    - Medpac
    Abilities:
    - Natural Camouflage
    - Battle Senses
    - Thermal Vision
    - Wallclinging
    - Natural Leaping Ability
    - Martial Arts Training
     
    "Yuuzhan Vong" - Health: 300
    - Speed: 120%
    Weapon: - Amphistaff
    Equipment:
    - Organic Armor (Lightsaber Resistant)
    Abilities:
    - Total Force Immunity
    - Regeneration (Heals over time)
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Gungan" - Health/Shields: (200/100)
    Weapon: - DEMP 2
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Heightened jumping ability
    - Cartilaginous Skeleton (Resistant to explosives)
    - Resistant to fall damage
    - Basic Hand-to-Hand Combat Training
     
    DROIDS
     
    "Battle Droid" - Health/Shields: (75/150)
    Weapons:
    - Blaster
    - Rocket Launcher
    Equipment:
    - Unlimited Ammo
    - Internal Radar
    - Shield Regenerator
    Abilities:
    - Troop Leader (Squad of Three)
    - Force-Immune
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to Fire
     
    "Super Battle Droid"
    - Health/Shields: (75/300)
    - Speed: 60%
    Weapons:
    - Laser Cannon Gauntlet
    - Rocket Pack
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Triggercrazy
    - Extra Heavy (Resists Push/Pull)
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to own blasters
    - Immune to Fire
     
    "Droideka" - Health/Shields: (150/500)
    Weapons:
    - Twin Blasters
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to fall damage
    - Immune to Fire
    - Immune to own blasters
     
    "Assassin Droid" - Health/Shields: (100/100)
    - Speed: 90%
    Weapons:
    - Pistol
    - Disruptor
    - Repeater
    Equipment:
    - Internal Radar
    - Cloaking device
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Resistant to Melee attacks
    - Martial Arts Training
    - Wrist-mounted Flamethrower
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
    "DarkTrooper" - Health/Shields: (100/350)
    - Speed: 50%
    Weapons:
    - Pistol
    - Concussion Rifle
    - Rocket Launcher
    Equipment:
    - Internal Radar
    - Unlimited Ammunition
    - Shield Regenerator
    - Cortosis Armor (Lightsaber/Explosives Resistant)
    Abilities:
    - Basic Hand-to-Hand Combat Training
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
     
    LIGHTSABERS:
    ---------------------------------------------------------------------
    - Seven Forms of Lightsaber Combat:
    (originally developed by David West Reynolds)
    Form I: (Yellow Stance)
    - Level 2 Saber Offense Required
     
    Form II: (White Stance)
    - Dual Lightsaber wielder primary stance
    - Level 4 Saber Offense Required

    585 downloads

       (2 reviews)

    0 comments

    Submitted

  20. ForceMod III - Return of the Sith (Windows Installer)

    Author: Azymn
     
     
    OVERVIEW:
    ---------------------------------------------------------------------
    - Choose from 29 unique classes in 6 different Factions:
    JEDI: Warden, Aurorian, Sentinel, Ancient One
    SITH: Cardinal, Zealot, Crypt Guardian, Dark Sage
    MERC: Mandalorian, Bounty Hunter, HotShot, Commando
    MILITARY: Stormtrooper, Spacetrooper, Clonetrooper, Royal Guard, Scout, ARC Trooper
    SPECIES: Wookiee, Tusken Raider, Noghri Warrior, Yuuzhan Vong, Gungan
    DROID: Battle Droid, Super Battle Droid, Droideka, Assassin, Darktrooper
    - Level 4 Force powers, combine Light & Dark sides, Charged powers, 5 new force ranks
    - Merc gadgets: Jetpack, Cloaking, Dual Pistols, Flame Gauntlet, Radar, Camouflage, and more...
    - Model Scaling, Class-based Model System, Bot Class support
    - Includes Tchouky's Advanced RGB Sabers
    ---------------------------------------------------------------------
     
     
    CLASS SYSTEM:
    ---------------------------------------------------------------------
    JEDI
     
    "Warden" - Level 3 Lightside Powers Available
    - Level 3 Darkside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Aurorian" - All Level 4 Lightside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Sentinal" - Level 4 Lightside Powers Available
    - Level 2 Darkside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Ancient One" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    SITH
     
    "Cardinal" - Level 3 Darkside Powers Available
    - Level 3 Lightside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Zealot" - All Level 4 Darkside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Crypt Guardian"- Level 4 Darkside Powers Available
    - Level 2 Lightside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Dark Sage" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    MERCENARY
     
    "Mandalorian" - Health/Shields: (100/150)
    - Speed: 70%
    Weapons:
    - Dual Westar Pistols
    - E-11 Blaster
    - Jetpack-mounted rocket
    Equipment:
    - Flamethrower
    - Jetpack
    - Thermal Vision
    - Shield Regenerator
    - Double Ammo Capacity
    - Medpac
    Abilities:
    - Martial Arts Training
    - Combat Roll ready
     
    "Bounty Hunter" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Tenloss Disruptor
    - Thermal Detonators
    Equipment:
    - Cloaking Module
    - Optic Radar Goggles
    - Grappling Hook
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Martial Arts Training
    - Scope Tracking
    - Combat Roll ready
     
    "HotShot" - Health: 200
    Weapons:
    - Pistol
    - Blaster
    - DetPacks
    - Tripmines
    Equipment:
    - Ammunition Generator
    - Big Medpac
    Abilities:
    - Lucky: Automagically dodges
    - Lucky: Chance to do critical strikes
    - Highly resistant to explosives
    - Basic Hand-to-Hand Combat Training
    - Combat Roll ready
     
    "Commando" - Health/Shields: (150/200)
    - Speed: 85%
    Weapons:
    - Pistol
    - Flechette Gun
    - Thermal Detonators
    - Wrist-mounted Flamethrower
    - Portable E-Web Turret
    - Deployable Sentry Gun
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Camouflage Ability
    - Martial Arts Training
    - Combat Roll ready
     
    MILITARY
     
    "StormTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Blaster
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Portable Energy Shield
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "SpaceTrooper" - Health/Shields: (100/150)
    - Speed: 60%
    Weapons:
    - Pistol
    - Repeater
    Equipment:
    - Improved Jetpack
    - Shield Regenerator
    - Double Ammo Capacity
    - Medpac
    Abilities:
    - Radar-Equipped
     
    "CloneTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Repeater Rifle
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "Royal Guard" - Health/Shields: (150/200)
    Weapons:
    - Force Pike
    - E-11 Blaster
    Equipment:
    - Gun-resistant robes
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Battle Dash
    - Martial Arts Training
     
    "ScoutTrooper" - Health/Shields: (100/100)
    - Speed: 140% Normal
    Weapons:
    - Pistol
    - Tenloss Disruptor
    Equipment:
    - Optic Radar Goggles
    - Cloaking Module
    - Seeker
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Scope Tracking
    - Basic Hand-to-Hand Combat Training
     
    "ARC Trooper" - Health/Shields: (100/150)
    Weapons:
    - Dual Westar Pistols
    - Rocket Launcher
    Equipment:
    - Grappling Hook
    - Medpac
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Combat Roll ready
    - Martial Arts Training
     
    SPECIES
     
    "Wookiee" - Health: 500
    - Speed: 80%
    Weapons:
    - Bowcaster
    - Detpacks
    Equipment:
    - Big MedPac
    - Ammunition Generator
    Abilities:
    - Heavy Melee Combatant
    - Berserker Rage
    - Triggerhappy
    - Wallclinging
    - Extra Heavy (Resists Push/Pull)
    - Martial Arts Training
    - Resistant to Melee attacks
     
    "Tusken Raider" - Health: 300
    - Speed: 110%
    Weapons:
    - Gaderffii
    - Sniper Rifle
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Big Medpac
    Abilities:
    - LifeLeech (Healed by damaging others)
    - Savage Fury
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Noghri Warrior"
    - Health: 200
    - Speed: 130%
    Weapons:
    - Twin Daggers
    Equipment:
    - Medpac
    Abilities:
    - Natural Camouflage
    - Battle Senses
    - Thermal Vision
    - Wallclinging
    - Natural Leaping Ability
    - Martial Arts Training
     
    "Yuuzhan Vong" - Health: 300
    - Speed: 120%
    Weapon: - Amphistaff
    Equipment:
    - Organic Armor (Lightsaber Resistant)
    Abilities:
    - Total Force Immunity
    - Regeneration (Heals over time)
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Gungan" - Health/Shields: (200/100)
    Weapon: - DEMP 2
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Heightened jumping ability
    - Cartilaginous Skeleton (Resistant to explosives)
    - Resistant to fall damage
    - Basic Hand-to-Hand Combat Training
     
    DROIDS
     
    "Battle Droid" - Health/Shields: (75/150)
    Weapons:
    - Blaster
    - Rocket Launcher
    Equipment:
    - Unlimited Ammo
    - Internal Radar
    - Shield Regenerator
    Abilities:
    - Troop Leader (Squad of Three)
    - Force-Immune
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to Fire
     
    "Super Battle Droid"
    - Health/Shields: (75/300)
    - Speed: 70%
    Weapons:
    - Laser Cannon Gauntlet
    - Rocket Pack
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Triggercrazy
    - Extra Heavy (Resists Push/Pull)
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to own blasters
    - Immune to Fire
     
    "Droideka" - Health/Shields: (150/500)
    Weapons:
    - Twin Blasters
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to fall damage
    - Immune to Fire
    - Immune to own blasters
     
    "Assassin Droid" - Health/Shields: (100/100)
    - Speed: 90%
    Weapons:
    - Pistol
    - Disruptor
    - Repeater
    Equipment:
    - Internal Radar
    - Cloaking device
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Resistant to Melee attacks
    - Martial Arts Training
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
    "DarkTrooper" - Health/Shields: (100/350)
    - Speed: 50%
    Weapons:
    - Pistol
    - Concussion Rifle
    - Rocket Launcher
    Equipment:
    - Internal Radar
    - Unlimited Ammunition
    - Shield Regenerator
    - Cortosis Armor (Lightsaber/Explosives Resistant)
    Abilities:
    - Basic Hand-to-Hand Combat Training
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
     
    LIGHTSABERS:
    ---------------------------------------------------------------------
    - Seven Forms of Lightsaber Combat:
    (originally developed by David West Reynolds)
    Form I: (Yellow Stance)
    - Level 2 Saber Offense Required
     
    Form II: (White Stance)
    - Dual Lightsaber wielder primary stance
    - Level 4 Saber Offense Required
     
    Form III: (Blue Stance)
    - Level 1 Saber Offense Required
     
    Form IV: (Green Stance)
    - Level 4 Saber Offense Required
     
    Form V: (Red Stance)
    - Level 3 Saber Offense Required
     
    Form VI: (Purple Stance)
    - Level 4 Saber Offense Required
     
    Form VII: (Gold Stance)
    - Saberstaff wielder primary stance
    - Level 4 Saber Offense Required
     
    - Powered by Tchouky's Advanced RGB Sabers (toggleable)
    - Dualblade lightsabers can be split in half or destroyed
    - Dual lightsaber wielder's 2nd saber may be destroyed
    - Lightsabers damage now lethal
    - Recharge force at twice the normal rate with saber holstered
    - Jedi will now try to block sniper shots with their saber before trying to dodge
    - 16 different lightsaber blade types available
    - Certain special moves can now be performed on cue:
    - Backstabs/Backsweeps: crouch + back + attack
    - Force Impale/Slash: pull followed by attack
    Dual Lightsabers:
    - Dual Side Attack: crouch + left + attack
    - Dual Front/Read Attack: crouch + right + attack
    Red or Staff Stance (kicks):
    - Split kick: crouch + right + alt attack
    - Spinning roundhouse kick: crouch + back + alt attack
    - Hilt Bash: crouch + forward + alt attack
     
     
    GADGETS AND ABILITIES:
    ---------------------------------------------------------------------
    Cloaking: (Same key as Mindtrick, or select as item and press "Use" to toggle)
    - Allows one to become invisible for a short period of time
    - Cannot be seen with Force Seeing
    - Missiles lose lock on cloaked mercs
    - Invisible to sentry guns
    - Can attack while cloaked
     
    Camouflage: (Stand still for 3 seconds to disappear)
    - Unlimited duration
    - Moving while crouched maintains camouflage
    - Remain hidden unless moving quickly or attacking
     
    Optic Radar: (Same key as ForceSense, use like force power)
    - Goggles send and receive radar waves
    - Can see moving, non-cloaked entities, even through walls
    - Can see mindtricking Jedi/Sith
     
    Thermal Vision: (Same key as ForceSense, use like force power)
    - Goggles attuned to pick up body heat
    - Can see mindtricking Jedi/Sith
    - Can see cloakers
     
    Flame Gauntlet: (Same key as ForceLightning, use like force power)
    - Flamethrower mounted on the Merc's left forearm
    - Does constant damage to all engulfed targets

    1,251 downloads

       (1 review)

    1 comment

    Updated

  21. ForceMod III - Return of the Sith (Windows Patch)

    Author: Azymn
     
     
    Fixes for version 1.01:
    ---------------------------------------------------------------------
    - Added support for Macintosh computers (Requires Mac JKA v1.01c or greater, courtesy of Brad Oliver)
    - All .ini files updated (courtesy of Kyle Kellasheskee)
    - Duel and PowerDuel Gametypes now supported
    - Maximum vehicles allowed in base folder increased
    - Level 1 Saber Offense and Defense now free for all Jedi/Sith saberists
    - Merc jump boosting now only in vertical direction
    - Force Protect now properly only drains force when hit
    - UI now properly displays all player models if f_forceClassModels is turned off on server
    - Saber forms are now color coded in menus to indicate respective saber stance
    - Kick removed as alt-attack from single sabers - accessible through melee
    - Weapons can no longer be pulled away from classes who can't pick them up
    - Bots now use katas occasionally
    - Disabled 5 second "/kill" delay for CTF games
    - Saber-Resistant trait re-balanced
    - Commando class no longer has flamethrower
    - Non-lightsaber blade weapons no longer reflect projectiles back at attackers
    - Non-lightsaber blade weapons no longer collide with walls
    - Scoreboard now displays number of deaths
    - Thermal Vision now properly sees through Mind Trick
    - Saberstaff wielders can now throw saber with one blade off again
    - Various item spawnpoints disabled on maps to prevent class imbalances
    - TCK RGB colors are now saved properly after exiting RGB Setup menu
    - Lightning sound no longer accompanies Flamethrower and Coomb Spores
    - Saber users no longer kick when trying to throw saber without enough Force
    - "banip.txt" now holds a list of banned ips (courtesy of Asteroids mod source)
    - Clients IP address logged during connection (courtesy of Asteroids mod source)
    - Orange single stance now throws saber with altAttack
    - Droideka no longer crashes server when falling to death
    - Charged Absorb prevents knockdown from charged Lightning
    - Charged Seeing necessary to counter charged Mindtrick
    - ForceSage Push/Pull damage fixed
    - No saber sound plays when sage meditates
    - Extra Heavy characters can now be affected by Push/Pull (50% reduction in velocity)
    - Super Battle Droids now have a 1 second cooldown after firing a rocket
    - Vong speed reduced to 1/2 normal while firing Coomb Spores
    - Level 4 Absorb immune to Push/Pull
    - Saber stances rebalanced
    - Fixed crash caused when loading Griffinclaw's JediCouncilGCX map
    - Fixed bug which reset f_defaultclass to Bounty Hunter on server
    - Fixed bug which rapidly cycled through splash screens during connect
    - Fixed bug which allowed some Mercs (other than HotShots) to dodge like Jedi
    - Fixed bug which gave Super Battle Droid more than 3 missiles at spawn time
    - Fixed bug which sometimes caused loss of Force Powers in menus at apply time
    - Fixed bug which falsely showed illegal saber menus after changing RGB settings
    - Fixed bug which sometimes prevented Jedi/Sith from entering game with all force points used
    - Fixed bug which allowed non-rechargeable weapons to be selected
    - Fixed bug which allowed unavailable classes to be selected
    - Fixed bug which allowed illegal blade types to draw null shaders
    - Various classes rebalanced
    - Updated readme follows
    ---------------------------------------------------------------------
     
    OVERVIEW:
    ---------------------------------------------------------------------
    - Choose from 29 unique classes in 6 different Factions:
    JEDI: Warden, Aurorian, Sentinel, Ancient One
    SITH: Cardinal, Zealot, Crypt Guardian, Dark Sage
    MERC: Mandalorian, Bounty Hunter, HotShot, Commando
    MILITARY: Stormtrooper, Spacetrooper, Clonetrooper, Royal Guard, Scout, ARC Trooper
    SPECIES: Wookiee, Tusken Raider, Noghri Warrior, Yuuzhan Vong, Gungan
    DROID: Battle Droid, Super Battle Droid, Droideka, Assassin, Darktrooper
    - Level 4 Force powers, combine Light & Dark sides, Charged powers, 5 new force ranks
    - Merc gadgets: Jetpack, Cloaking, Dual Pistols, Flame Gauntlet, Radar, Camouflage, and more...
    - Model Scaling, Class-based Model System, Bot Class support
    - Includes Tchouky's Advanced RGB Sabers
    ---------------------------------------------------------------------
     
     
    CLASS SYSTEM:
    ---------------------------------------------------------------------
    JEDI
     
    "Warden" - Level 3 Lightside Powers Available
    - Level 3 Darkside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Aurorian" - All Level 4 Lightside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Sentinal" - Level 4 Lightside Powers Available
    - Level 2 Darkside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Ancient One" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    SITH
     
    "Cardinal" - Level 3 Darkside Powers Available
    - Level 3 Lightside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Zealot" - All Level 4 Darkside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Crypt Guardian"- Level 4 Darkside Powers Available
    - Level 2 Lightside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Dark Sage" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    MERCENARY
     
    "Mandalorian" - Health/Shields: (100/150)
    - Speed: 70%
    Weapons:
    - Dual Westar Pistols
    - E-11 Blaster
    - Jetpack-mounted rocket
    Equipment:
    - Flamethrower
    - Jetpack
    - Thermal Vision
    - Shield Regenerator
    - Ammunition Generator
    - Medpac
    Abilities:
    - Martial Arts Training
    - Combat Roll ready
     
    "Bounty Hunter" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Tenloss Disruptor
    - Thermal Detonators
    Equipment:
    - Cloaking Module
    - Optic Radar Goggles
    - Grappling Hook
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Martial Arts Training
    - Scope Tracking
    - Combat Roll ready
     
    "HotShot" - Health: 150
    Weapons:
    - Pistol
    - Blaster
    - DetPacks
    - Tripmines
    Equipment:
    - Ammunition Generator
    - Big Medpac
    Abilities:
    - Lucky: Automagically dodges
    - Lucky: Chance to do critical strikes
    - Highly resistant to explosives
    - Basic Hand-to-Hand Combat Training
    - Combat Roll ready
     
    "Commando" - Health/Shields: (150/200)
    - Speed: 85%
    Weapons:
    - Pistol
    - Flechette Gun
    - Thermal Detonators
    - Portable E-Web Turret
    - Deployable Sentry Gun
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Camouflage Ability
    - Martial Arts Training
    - Combat Roll ready
     
    MILITARY
     
    "StormTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Blaster
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Portable Energy Shield
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "SpaceTrooper" - Health/Shields: (100/150)
    - Speed: 60%
    Weapons:
    - Pistol
    - Repeater
    Equipment:
    - Improved Jetpack
    - Shield Regenerator
    - Ammunition Generator
    - Medpac
    Abilities:
    - Radar-Equipped
     
    "CloneTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Repeater Rifle
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "Royal Guard" - Health/Shields: (150/200)
    Weapons:
    - Force Pike
    - E-11 Blaster
    Equipment:
    - Gun-resistant robes
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Battle Dash
    - Martial Arts Training
     
    "ScoutTrooper" - Health/Shields: (100/100)
    - Speed: 140% Normal
    Weapons:
    - Pistol
    - Tenloss Disruptor
    Equipment:
    - Optic Radar Goggles
    - Cloaking Module
    - Seeker
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Scope Tracking
    - Basic Hand-to-Hand Combat Training
     
    "ARC Trooper" - Health/Shields: (100/150)
    Weapons:
    - Dual Westar Pistols
    - Rocket Launcher
    Equipment:
    - Grappling Hook
    - Medpac
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Combat Roll ready
    - Martial Arts Training
     
    SPECIES
     
    "Wookiee" - Health: 500
    - Speed: 80%
    Weapons:
    - Bowcaster
    - Detpacks
    Equipment:
    - Big MedPac
    - Ammunition Generator
    Abilities:
    - Heavy Melee Combatant
    - Berserker Rage
    - Triggerhappy
    - Wallclinging
    - Extra Heavy (Resists Push/Pull)
    - Martial Arts Training
    - Resistant to Melee attacks
     
    "Tusken Raider" - Health: 300
    - Speed: 110%
    Weapons:
    - Gaderffii
    - Sniper Rifle
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Big Medpac
    Abilities:
    - LifeLeech (Healed by damaging others)
    - Savage Fury
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Noghri Warrior"
    - Health: 200
    - Speed: 130%
    Weapons:
    - Twin Daggers
    Equipment:
    - Medpac
    Abilities:
    - Natural Camouflage
    - Battle Senses
    - Thermal Vision
    - Wallclinging
    - Natural Leaping Ability
    - Martial Arts Training
     
    "Yuuzhan Vong" - Health: 300
    - Speed: 120%
    Weapon: - Amphistaff
    Equipment:
    - Organic Armor (Lightsaber Resistant)
    Abilities:
    - Total Force Immunity
    - Regeneration (Heals over time)
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Gungan" - Health/Shields: (200/100)
    Weapon: - DEMP 2
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Heightened jumping ability
    - Cartilaginous Skeleton (Resistant to explosives)
    - Resistant to fall damage
    - Basic Hand-to-Hand Combat Training
     
    DROIDS
     
    "Battle Droid" - Health/Shields: (75/150)
    Weapons:
    - Blaster
    - Rocket Launcher
    Equipment:
    - Unlimited Ammo
    - Internal Radar
    - Shield Regenerator
    Abilities:
    - Troop Leader (Squad of Three)
    - Force-Immune
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to Fire
     
    "Super Battle Droid"
    - Health/Shields: (75/300)
    - Speed: 60%
    Weapons:
    - Laser Cannon Gauntlet
    - Rocket Pack
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Triggercrazy
    - Extra Heavy (Resists Push/Pull)
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to own blasters
    - Immune to Fire
     
    "Droideka" - Health/Shields: (150/500)
    Weapons:
    - Twin Blasters
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to fall damage
    - Immune to Fire
    - Immune to own blasters
     
    "Assassin Droid" - Health/Shields: (100/100)
    - Speed: 90%
    Weapons:
    - Pistol
    - Disruptor
    - Repeater
    Equipment:
    - Internal Radar
    - Cloaking device
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Resistant to Melee attacks
    - Martial Arts Training
    - Wrist-mounted Flamethrower
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
    "DarkTrooper" - Health/Shields: (100/350)
    - Speed: 50%
    Weapons:
    - Pistol
    - Concussion Rifle
    - Rocket Launcher
    Equipment:
    - Internal Radar
    - Unlimited Ammunition
    - Shield Regenerator
    - Cortosis Armor (Lightsaber/Explosives Resistant)
    Abilities:
    - Basic Hand-to-Hand Combat Training
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
     
    LIGHTSABERS:
    ---------------------------------------------------------------------
    - Seven Forms of Lightsaber Combat:
    (originally developed by David West Reynolds)
    Form I: (Yellow Stance)
    - Level 2 Saber Offense Required
     
    Form II: (White Stance)
    - Dual Lightsaber wielder primary stance
    - Level 4 Saber Offense Required

    588 downloads

       (1 review)

    0 comments

    Submitted

  22. ForceMod III Ninja Edition

    /!\ Do not look for server with "Forcemod III" filter, my mod isn't recognized as Forcemod III, use the basic filters. /!\
     
    The original Forcemod III modified by Kahzmat.
    This is a mix between serveral mods like JA+ (some effects), Evolution of Combat III (Effects) and FM III (Source) for more realism and details like Star Wars Movies.
     
    ______________
    -Installation:
    ______________
     
    Put the FMIII folder into your "GameData" folder or in "OpenJK" if you're using it.
     
     
    _____________
    -How to Play:
    _____________
     
    First of all, launch the mod by your "config" menu.
     
    Then you can make a server or play on an hosted server.
     
    /!\ IMPORTANT /!\ : Remove the filter "Forcemod III 1.01" in the join menu.
     
     
    _________
    OVERVIEW:
    _________
    - Choose from 29 unique classes in 6 different Factions:
    JEDI: Warden, Aurorian, Sentinel, Ancient One
    SITH: Cardinal, Zealot, Crypt Guardian, Dark Sage
    MERC: Mandalorian, Bounty Hunter, HotShot, Commando
    MILITARY: Stormtrooper, Spacetrooper, Clonetrooper, Royal Guard, Scout, ARC Trooper
    SPECIES: Wookiee, Tusken Raider, Noghri Warrior, Yuuzhan Vong, Gungan
    DROID: Battle Droid, Super Battle Droid, Droideka, Assassin, Darktrooper
    - Level 4 Force powers, combine Light & Dark sides, Charged powers, 5 new force ranks
    - Merc gadgets: Jetpack, Cloaking, Dual Pistols, Flame Gauntlet, Radar, Camouflage, and more...
    - Model Scaling, Class-based Model System, Bot Class support
    - Includes Tchouky's Advanced RGB Sabers
     
     
    _____________
    CLASS SYSTEM:
    _____________
    JEDI
     
    "Warden" - Level 3 Lightside Powers Available
    - Level 3 Darkside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Aurorian" - All Level 4 Lightside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Sentinal" - Level 4 Lightside Powers Available
    - Level 2 Darkside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Ancient One" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    SITH
     
    "Cardinal" - Level 3 Darkside Powers Available
    - Level 3 Lightside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Zealot" - All Level 4 Darkside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Crypt Guardian"- Level 4 Darkside Powers Available
    - Level 2 Lightside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Dark Sage" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    MERCENARY
     
    "Mandalorian" - Health/Shields: (100/150)
    - Speed: 70%
    Weapons:
    - Dual Westar Pistols
    - E-11 Blaster
    - Jetpack-mounted rocket
    Equipment:
    - Flamethrower
    - Jetpack
    - Thermal Vision
    - Shield Regenerator
    - Double Ammo Capacity
    - Medpac
    Abilities:
    - Martial Arts Training
    - Combat Roll ready
     
    "Bounty Hunter" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Tenloss Disruptor
    - Thermal Detonators
    Equipment:
    - Cloaking Module
    - Optic Radar Goggles
    - Grappling Hook
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Martial Arts Training
    - Scope Tracking
    - Combat Roll ready
     
    "HotShot" - Health: 200
    Weapons:
    - Pistol
    - Blaster
    - DetPacks
    - Tripmines
    Equipment:
    - Ammunition Generator
    - Big Medpac
    Abilities:
    - Lucky: Automagically dodges
    - Lucky: Chance to do critical strikes
    - Highly resistant to explosives
    - Basic Hand-to-Hand Combat Training
    - Combat Roll ready
     
    "Commando" - Health/Shields: (150/200)
    - Speed: 85%
    Weapons:
    - Pistol
    - Flechette Gun
    - Thermal Detonators
    - Wrist-mounted Flamethrower
    - Portable E-Web Turret
    - Deployable Sentry Gun
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Camouflage Ability
    - Martial Arts Training
    - Combat Roll ready
     
    MILITARY
     
    "StormTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Blaster
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Portable Energy Shield
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "SpaceTrooper" - Health/Shields: (100/150)
    - Speed: 60%
    Weapons:
    - Pistol
    - Repeater
    Equipment:
    - Improved Jetpack
    - Shield Regenerator
    - Double Ammo Capacity
    - Medpac
    Abilities:
    - Radar-Equipped
     
    "CloneTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Repeater Rifle
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "Royal Guard" - Health/Shields: (150/200)
    Weapons:
    - Force Pike
    - E-11 Blaster
    Equipment:
    - Gun-resistant robes
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Battle Dash
    - Martial Arts Training
     
    "ScoutTrooper" - Health/Shields: (100/100)
    - Speed: 140% Normal
    Weapons:
    - Pistol
    - Tenloss Disruptor
    Equipment:
    - Optic Radar Goggles
    - Cloaking Module
    - Seeker
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Scope Tracking
    - Basic Hand-to-Hand Combat Training
     
    "ARC Trooper" - Health/Shields: (100/150)
    Weapons:
    - Dual Westar Pistols
    - Rocket Launcher
    Equipment:
    - Grappling Hook
    - Medpac
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Combat Roll ready
    - Martial Arts Training
     
    SPECIES
     
    "Wookiee" - Health: 500
    - Speed: 80%
    Weapons:
    - Bowcaster
    - Detpacks
    Equipment:
    - Big MedPac
    - Ammunition Generator
    Abilities:
    - Heavy Melee Combatant
    - Berserker Rage
    - Triggerhappy
    - Wallclinging
    - Extra Heavy (Resists Push/Pull)
    - Martial Arts Training
    - Resistant to Melee attacks
     
    "Tusken Raider" - Health: 300
    - Speed: 110%
    Weapons:
    - Gaderffii
    - Sniper Rifle
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Big Medpac
    Abilities:
    - LifeLeech (Healed by damaging others)
    - Savage Fury
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Noghri Warrior"
    - Health: 200
    - Speed: 130%
    Weapons:
    - Twin Daggers
    Equipment:
    - Medpac
    Abilities:
    - Natural Camouflage
    - Battle Senses
    - Thermal Vision
    - Wallclinging
    - Natural Leaping Ability
    - Martial Arts Training
     
    "Yuuzhan Vong" - Health: 300
    - Speed: 120%
    Weapon: - Amphistaff
    Equipment:
    - Organic Armor (Lightsaber Resistant)
    Abilities:
    - Total Force Immunity
    - Regeneration (Heals over time)
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Gungan" - Health/Shields: (200/100)
    Weapon: - DEMP 2
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Heightened jumping ability
    - Cartilaginous Skeleton (Resistant to explosives)
    - Resistant to fall damage
    - Basic Hand-to-Hand Combat Training
     
    DROIDS
     
    "Battle Droid" - Health/Shields: (75/150)
    Weapons:
    - Blaster
    - Rocket Launcher
    Equipment:
    - Unlimited Ammo
    - Internal Radar
    - Shield Regenerator
    Abilities:
    - Troop Leader (Squad of Three)
    - Force-Immune
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to Fire
     
    "Super Battle Droid"
    - Health/Shields: (75/300)
    - Speed: 70%
    Weapons:
    - Laser Cannon Gauntlet
    - Rocket Pack
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Triggercrazy
    - Extra Heavy (Resists Push/Pull)
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to own blasters
    - Immune to Fire
     
    "Droideka" - Health/Shields: (150/500)
    Weapons:
    - Twin Blasters
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to fall damage
    - Immune to Fire
    - Immune to own blasters
     
    "Assassin Droid" - Health/Shields: (100/100)
    - Speed: 90%
    Weapons:
    - Pistol
    - Disruptor
    - Repeater
    Equipment:
    - Internal Radar
    - Cloaking device
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Resistant to Melee attacks
    - Martial Arts Training
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
    "DarkTrooper" - Health/Shields: (100/350)
    - Speed: 50%
    Weapons:
    - Pistol
    - Concussion Rifle
    - Rocket Launcher
    Equipment:
    - Internal Radar
    - Unlimited Ammunition
    - Shield Regenerator
    - Cortosis Armor (Lightsaber/Explosives Resistant)
    Abilities:
    - Basic Hand-to-Hand Combat Training
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
     
    ____________
    LIGHTSABERS:
    ____________
     
    - Seven Forms of Lightsaber Combat:
    (originally developed by David West Reynolds)
    Form I: (Yellow Stance)
    - Level 2 Saber Offense Required
     
    Form II: (White Stance)
    - Dual Lightsaber wielder primary stance
    - Level 4 Saber Offense Required
     
    Form III: (Blue Stance)
    - Level 1 Saber Offense Required
     
    Form IV: (Green Stance)
    - Level 4 Saber Offense Required
     
    Form V: (Red Stance)
    - Level 3 Saber Offense Required
     
    Form VI: (Purple Stance)
    - Level 4 Saber Offense Required
     
    Form VII: (Gold Stance)
    - Saberstaff wielder primary stance
    - Level 4 Saber Offense Required
     
    - Powered by Tchouky's Advanced RGB Sabers (toggleable)
    - Dualblade lightsabers can be split in half or destroyed
    - Dual lightsaber wielder's 2nd saber may be destroyed
    - Lightsabers damage now lethal
    - Recharge force at twice the normal rate with saber holstered
    - Jedi will now try to block sniper shots with their saber before trying to dodge
    - 16 different lightsaber blade types available
    - Certain special moves can now be performed on cue:
    - Backstabs/Backsweeps: crouch + back + attack
    - Force Impale/Slash: pull followed by attack
    Dual Lightsabers:
    - Dual Side Attack: crouch + left + attack
    - Dual Front/Read Attack: crouch + right + attack
    Red or Staff Stance (kicks):
    - Split kick: crouch + right + alt attack
    - Spinning roundhouse kick: crouch + back + alt attack
    - Hilt Bash: crouch + forward + alt attack
     
     
    ______________________
    GADGETS AND ABILITIES:
    ______________________
     
    Cloaking: (Same key as Mindtrick, or select as item and press "Use" to toggle)
    - Allows one to become invisible for a short period of time
    - Cannot be seen with Force Seeing
    - Missiles lose lock on cloaked mercs
    - Invisible to sentry guns
    - Can attack while cloaked
     
    Camouflage: (Stand still for 3 seconds to disappear)
    - Unlimited duration
    - Moving while crouched maintains camouflage
    - Remain hidden unless moving quickly or attacking
     
    Optic Radar: (Same key as ForceSense, use like force power)
    - Goggles send and receive radar waves
    - Can see moving, non-cloaked entities, even through walls
    - Can see mindtricking Jedi/Sith
     
    Thermal Vision: (Same key as ForceSense, use like force power)
    - Goggles attuned to pick up body heat
    - Can see mindtricking Jedi/Sith
    - Can see cloakers
     
    Flame Gauntlet: (Same key as ForceLightning, use like force power)
    - Flamethrower mounted on the Merc's left forearm
    - Does constant damage to all engulfed targets
    - Intense heat bypasses shields and damages tissue directly
     
    Shield Charging:(Same key as ForceHeal, use like force power)
    - Regenerate shields by drawing power from the battery cells
     
    AmmoCell Regen: (Same key as Force TeamHeal, use like force power)
    - Replenishes weapon ammunition via the battery cells
     
    Jetpack: (Hold jump or press "Use" while airborne to activate jetpack)
    (Land or press "Use" again to turn off)
    - Jetpack can be destroyed
    - Powered by separate, self-replenishing fuel tank
    - Flag carrier cannot use jetpack
     
    Mobile Battery: - Serves as a power source for:
    - Optic Radar Goggles
    - Flame Gauntlet
    - Ammo Recharger
    - Shield Regenerator
    - Charges over time
     
    Grapple: (Bind key to "hook" or select key to bind in ForceMod menu)
    1. Press hook once to fire
    2. Press again to swing at that distance
    3. Press hook again to disengage grapple
    - Pressing "Use" at anytime will disengage grapple
    - Utilizes Tercero's grapple model
     
    Wallclinging: (Jump at a wall and hold jump to grab)
    - Can turn and fire while clinging wall
    - Press crouch to release grip on wall
     
    Troop Leader: - Commands a squad of NPCs
     
    Auto-Dodge/Battle Senses:
    - Chance to automatically dodge any incoming projectile
     
    Life Leech: - Each succesful attack returns life to the attacker
     
    Battle Dash: (Same key as ForceSpeed, use like force power)
    - Can run at 185% normal speed for a period of time
     
    Coomb Spores: (Same key as ForceLightning, use like force power)
    - Deadly micro-organisms suffocate target
    - Does constant damage to all engulfed targets
    - Organisms bypass shields and attack lung tissue directly
    - Powerful toxins eat away at inner circuitry in droids
     
    Basic Hand-to-Hand Combat Training:
    - Can fight using punches
    - Knows basic directional kicks
     
    Martial Arts Training:
    - Can fight using punches
    - Knows basic directional kicks
    - Skilled in advanced, multiple-hit kicks
    - Skilled in grappling and wrestling moves
     
    Heavy Melee Combatant:
    - Very powerful, often lethal melee attacks
     
    Berserker Rage & Savage Fury:
    (Same key as DarkRage, use like force power)
    - Increased speed
    - Increased damage
    - Cannot be killed while in rage
    - Slow and vulnerable after Rage is over
     
    Scope Tracking:
    - Can move while zoomed in with scope
    - Moves faster when zoomed
     
    Combat Roll ready:
    - Players can roll while wielding guns
     
    Triggerhappy:
    - Player can fire weapons 30% faster
     
    Triggercrazy:
    - Player can fire weapons 60% faster
    Automated Nano-Repair:
    - Microscopic nanobots constantly repair droid circuitry
    - Heals over time
     
    Extra Heavy: - Generally too heavy to lift or move
    - Resistant to ForcePush and ForcePull
    - Resistant to ForceGrip
     
    Force-Immune:
    - Immune to Force Drain
    - Immune to Mind Trick
    - Immune to Force Sense
    - Immune to Force Heal
     
    Full Force-Immune:
    - Immune to all Force powers
     
    Miscellaneous:
    - Disruptor fire can now dismember target
     
     
    _____________
    FORCE POWERS:
    _____________
     
    - All Force Powers have been extended to include Level 4 strength
    - Jedi/Sith with Level 4 powers can execute "Charge-up" moves
    (Chargemeter: charges when force power is full)
    (Press "Use" when Chargemeter is full, then execute level 4 force power)
    - Certain Jedi/Sith classes can combine Light and Dark Force powers.
    - Five new force ranks:
    Sith Apprentice: 150 Force Points
    Sith Lord: 200 Force Points
    Jedi Lord: 250 Force Points
    Ancient Master: 350 Force Points
    One with the Force: 500 Force Points
     
    Jump: Level 4:- Jump 24x normal height
    - Reduced force cost
     
    Heal: - Heals over time now, instead of instantly
    Charged:- Instant full health
     
    Speed: Level 4:- Run at 200% normal speed
    - Duration increased
     
    Push: Charged: - Triple strength push if standing
    - 360 degree push if crouched
    Level 4:- Increased push strength over level 3.
    - Greater push resistance
    - Chance to break saberlock increased
     
    Pull: Charged: Triple strength pull if standing
    360 degree pull if crouched
    Level 4:- Increased pull strength over level 3
    - Greater pull resistance
     
    MindTrick: - Force Seeing will only reveal invisible jedi of equal or lesser rank
    Charged: Each attack while invisible costs less
    Level 4:- Can attack while invisible - each attack costs force points
    - Duration increased to 40 seconds
     
    Grip: Charged: Channels lightning to gripped victim (ala Dooku)
    Level 4:- Can move around at double normal speed while gripping (Normally %40)
    - Grip range increased to 2x normal
    - Damage per second doubled
     
    Lightning:
    Charged: Knockdown and paralyze victims with lightning (ala Palpatine)
    Level 4:- Lightning mastery - other lightning attacks are absorbed by force power
     
    Dark Rage:
    Charged: Immune to gunfire - deflects all projectile attacks
    Level 4:- Increased lightsaber damage done by 50%
    - Run speed further increased to 200% normal speed
    - Duration of 40 seconds
     
    Protect:
    Charged: Gives Jedi 200 shields for duration of power
    Level 4:- Consumes force only when hit
     
    Absorb:
    Charged: All Energy weapon attacks are converted into force power
    Level 4:- Absorbs 25% more force than level 3
    - Absorbs and converts 25% of weapon damage into force
     
    Drain: - Drainer takes damage from a missed attack ????
    - If victim is non-Jedi, drains health instead of Force
    Charged: Slows victim to 20% normal speed for 15 seconds
    Level 4:- Drains ~20% more than level 3 drain
    - Drains ammo from any energy weapons in use
     
    Seeing:
    Charged: 70% chance to dodge any type of projectile attack,
    reflect all projectiles directly back at attacker
    Level 4:- Duration increased 40 seconds
     
    Saber Offense:
    Level 4:- Saberstaff available
    - Dual Sabers available
    - Choose an additional Lightsaber form for single sabers
     
    Saber Defense:
    Level 3:- Block Lightning and Drain attacks if attacker is in crosshairs
    Level 4:- Block all incoming projectiles if attacker is in crosshairs
     
    SaberThrow:
    Level 4:- Saber can spend more time airborne
    - Saber will never fall to the ground when blocked
    - Force power costs reduced
     
     
    _______________
    OTHER FEATURES:
    _______________
     
    Tchouky's Advanced RGB Lightsabers:
    - Toggle on/off clientside, for those who prefer the regular six colors
    - In-game menus
    - Black sabers availale (toggleable)
    - Pimpin color-cycling sabers available with scripts
     
    ________
    Credits:
    ________
     
    Anzymn, Corto, Neo Knight, Kyle Kellahshehskee, Nezill, Kjarl_Dreadnought and FM III Team : FORCEMOD III
     
    Dave Turner : E-11 Blaster
     
    Sasha Burrow : ATST Pilot
     
    Psyk0sith and Grafox : Some Player Models (Ki Adi Mundi,
     
    LastWish : IG-88
     
    Darth Shiftee : Trandoshan HD Head
     
    MovieBattle II Team :
     
    Serenity937 : Evolution of Combat Effects
     
    Pande : Scope HUD
     
    pra_viion : Luke HD Model
     
    Circa & DT85 : Some Player Models
     
    Mars Marshall aka Neomarz1 and his Team : Clone Ultima / Republic Commando / Magna Guard / Electrostaff and a lot of cool things!
     
    Hapslash : Stormtrooper
     
    Monsoontide, Keshire, Tyrael64 : Scouttrooper and T21 Blaster
     
    Weedsmoker : Clone Scout
     
    Duncan 10158 : Night Scout
     
    David "Rendar" Payne / Chairwalker : Super Battle Droid
     
    Prophet : Battle Droids
     
    Robin "IZaNaGI" Molde : Shaders
     
    Duncan_10158 : Droideka
     
    Major Clod : Gungan / Han Solo
     
    Joe "Keto" Thiel : Yuuzhan Vong
     
    Eric Landreneau : Royal Guard
     
    AJL : DC-15A Clone Repeater
     
    Inyri : Westar Pistol 3P Model
     
    Kevin Coyle : Anakin EP2, Obi-Wan Ep1, Ben Kenobi
     
    Toonces : Some Jedi Models
     
    JP-30 : ATAT Pilot
     
    OddJob : Boushh
     
    NeoMarz, Psyk0Sith & Darklord60 : Mando Pack
     
    Jashugan : Qui-Gon Jinn
     
    Stingray : Leia Endor
     
    Neomarz, Moooa : Zam Wesell
     
     
     
     
    Raven : JKA
     
    John Williams : Musics *o*
     
    George Lucas : Universe!
     
    _______________________________________________________________
     
    Special Thanks to all these modders who enriched the game .
     
    And my testers : Zeogrey, Rafale, Selixas.
     
     
    IF I MISSED SOMEONE THAT YOU RECOGNIZED THE WORK, PM ME AND I WILL ADD HIM/HER AS FAST AS POSSIBLE.

    1,755 downloads

       (3 reviews)

    10 comments

    Updated

  23. ForceModIII v1.01 Ingame Chat Vulnerability Fix

    Removes the vulnerability to the say/tell "aaaaaaaaaaaaaaaaaaaaaaaaa

    36 downloads

       (0 reviews)

    0 comments

    Updated

  24. GalaxyRP Mod 2.0

    Introduction
    The latest version of GalaxyRP.
    This is a mod focused on the roleplaying community. It includes all of the required features that any roleplaying community wants, including dice rolls, a fully fledged credit system, an account system, an admin system and much more!
    Features:
    Levels and accounts
    Players can be assigned levels and money based on the current roleplay. They can request their skills and marc abilities to be upgraded by an admin with the correct permission. Admin permissions are account wide, while abilities, skills and credits are character wide. The same account can own multiple characters.
    Dice
    An ingame dice has been added, should roleplay require it. It is broadcast to the server, so that there's no question about lying about your roll. It supports any number of faces, including upwards of 100. Use /roll <max_number> to access it.
    God mode
    A god mode has been added, with any player being able to use it, such that those who prefer to roleplay their duels and gun fights, can do so without dying every 10 seconds.
    Custom HUD
    A custom HUD has been added, complete with immersive saber stance names.
    Saber stances
    Two new saber stances have been made available.
    Emote system
    A complete emote system, with access to every single animation JKA has to offer is present, those can be used by using the animation IDs. Alternatively, there are 55 common animations that have been given a name (such as sit, sit2 etc.) 
    Distance-based chat
    No more chat flooding when two roleplays happen in different parts of the same map. Now, /say is distance based, and will disappear if the player is too far away form the person using it.
    Included OOC chat
    Out-of-character chat is now included, automatically adding "(())" around the message, as well as turning it red. Use Team Chat for this.
    Merc additions
    Mercenaries have a lot of upgrades available, as well as a slightly different playstyle. Ammo management is now a big part of being a mercenary, as all ammo is saved in real time, and will have to be bought from a seller, increasing immersion.

    Entity/Building system
    Allows to add, edit, remove and list entities in a map. It also allows to save them.
    News Channels
    In-Character news channels have been added, allowing players to read up on the latest galactic happenings while roleplaying.
    Credit System
    Credits can be created by admins, transferred between players, as well as 'spent' (deleted form a players account) to allow full rolaplaying freedom.

    Remapping shaders
    Shaders can be remapped, and can be used by mappers to change maps in real-time.
    Entity system
    This system can be used to add different entities (such as weapon spawn and medpacks) as well as to remove them. The changes can be saved and loaded in order to allow admins to create different map versions for different scenarios.
    Read the documentation included in the files for more information and a tutorial.
     
    Community
    Feel free to check out the source code on my github alexnita3/GalaxyRP (github.com)
    Also feel free to join our discord group to take part in our own roleplaying community based on this mod, keep track of the mod's development, or just to request help setting it up or report bugs and suggestions. Join here: https://discord.gg/zpHfWrUfFb
     
    Credit
    This mod is, at it's core based on OpenJK.
    Zykmod has also been a huge inspiration, as well as the source for most of the base code that was used. Zyk has done a really great job with his own mod, feel free to check it work out. I've modified that and turned it into GalaxyRP because i wanted a mod that had roleplay as its main focus.

    131 downloads

       (2 reviews)

    4 comments

    Updated

  25. Hydroball II

    Hydroball II is the "sequel" to Hydroball (a JK2 mod) for Jedi Academy. Inspired by the Blitzball concept, Hydroball takes place in an underwater arena in which two teams must fight to score goals against each other. Basically, it's underwater soccer with tackling, force powers, and some other crazy stuff.
     
     
    ######################################################
     
    Above is the original description from the readme file, the credits and changelog are also from the readme. I posted this with the author's permission and included a screenshot of him giving me permission. I feel like this should be bundled with all the existing maps and re-released, so contact Rich if you're up for that

    289 downloads

       (1 review)

    0 comments

    Updated


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