oh my god, could you code it in so that enemies will actually chase you instead of standing still? i remember in jo they were more active, in ja most of the enemies don't even try
could you also make the concussion rifle's secondary fire less op, like make it not go through multiple enemies and have it not knockback them that hard?
i agree with the melee, although could you add code for it so that when it uses it, it plays a blade sound like in the original? and i know the phase 2 would freeze where it was before firing their assault cannon in like 20 shots EDIT: the phase I should also have custom animations for idle, running, and attacking
okay, some bugs need to be fixed in darkjedi: 1. fix roq cutscene audio(openjk bug) 2. fix action music not transitioning back to explore music once played(@@mrwonko fixed this and put this in the openjk source code, which darkjedi should be updated to use the fix) 3. fix eax support so that lips sync properly in cutscenes(ja bug)
yeah, what about the gun he's holding? it doesn't seem to resemble a ee-3 blaster carbine... oh wait, theres this, apparently its a collectible: https://www.google.com/search?q=boba+fett+dark+forces&safe=active&client=ms-android-verizon&prmd=sivn&source=lnms&tbm=isch&sa=X&ved=0ahUKEwj0pqyS2PPMAhVSK1IKHSEwDq4Q_AUICCgC&biw=360&bih=511#imgrc=se-z2sikFaLeMM%3A
it looks good, but the sounds, i'd say nah, the boba in the screenshot above all the others on this page seems to look like the df version, also use haps imperial officer in the mod, it was originally intended to be used in the mod
actually, thats just a screenshot of the model from the original df modpage, i was thinking you could reskin the current default boba fett model to look like that
@@GPChannel, could you do a reskin of boba fett to look like the screenshot of him above? actually, it looks like a new model, but could you still do it?