Author Topic: Multiple Man Mod  (Read 13508 times)

Offline nodoubt_jr

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Multiple Man Mod
« on: November 05, 2007, 11:57pm »
Multiple Man mod v3.1
download: http://www.mediafire.com/?bl72yeg1w29r663
last update: February 22, 2009


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Version 1:
http://www.mediafire.com/?5wmsj9s16gd (old version, download version 3)

Notes: Complete mod. 5 attacks, one xtreme, one boost. Pretty fun to play with.  He is able to duplicate himself 19 times, for a total of 20 Madroxes.  Keep track of how many times you have duplicated cause after 19 he wont duplicate again until you move on to a new area.  The dupes wont follow you unless there is an enemy neirby they can attack.  Mixture of Madri and Nick Fury.

This uses a new fightstyle not in XML2.  So you must start a new game from default, old games will not accept the new fightstyle and the mod will not be able to use its second skeleton in old games.  So just start over.

Backup anything else you might overwrite, im not responsible for anything that is lost. Install everything in this mod in order for everything to work correctly.  Ive set up the rar file to match the way XML2 sorts its files, so just drag and drop.

Powers:
Dupes - duplicates himself
Axe Swing - swings axe in an arc
Multiple Strikes - triple hit with the point of the axe
Axe Smash - smashes axe down
Riffle Shot - shoots a single shot with rifle
Multiple Shots - multiple shots from smg, hold down button for it to keep shooting
Xtreme:
S.H.I.E.L.D. Strike - Madrox's SHIELD dupe calls down an airstrike on enemies
Boost:
Anti-Kinetic Armor - armor takes damage instead of Madrox

Credit:
modern skin by Razgriz

Pics:
http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0123-3.jpg



http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0135-2.jpg

http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0141.jpg




dupes in action (notice 3 of them have their riffles out, so they do use the playable madrox's attacks)
http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0156-3.jpg
« Last Edit: September 27, 2011, 10:26pm by nodoubt_jr »
Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

Offline Lionsden99

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Re: Multiple Man Mod v1
« Reply #1 on: November 06, 2007, 12:05am »
19 Dupes are you kidding me!!  This is easily the craziest power I've ever seen.   :jumping:


Big Props!

jonchang

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Re: Multiple Man Mod v1
« Reply #2 on: November 06, 2007, 01:35am »
INSANELY GREAT WORK!!! ^_^

siemens1

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Re: Multiple Man Mod v1
« Reply #3 on: November 06, 2007, 03:44am »
HOLY CHRIST ITS MULTIPLE MAN

Offline shafcrawler

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Re: Multiple Man Mod v1
« Reply #4 on: November 06, 2007, 06:24am »
Great Work! Only you misspelled "Rifle"
I corrected that before installing it

Offline nodoubt_jr

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Re: Multiple Man Mod v1
« Reply #5 on: November 06, 2007, 12:20pm »
thanks guys.

lol, lets just say the extra f is a dupe of the other f in rifle
Please search the forum before asking a question. I dont answer
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What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

ratmon

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Re: Multiple Man Mod v1
« Reply #6 on: November 08, 2007, 01:53pm »
nice work like always, since you could make this mod you should do shadowcat, i know shes tricky but i think you could solve it maybe after you complete the brotherhood edtion.

Offline nodoubt_jr

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Re: Multiple Man Mod v1
« Reply #7 on: November 08, 2007, 02:04pm »
i have tried but i cant figure out a way to make her phase.  As soon as i figure out a way to make her go through walls, i'll start working on a mod for her.  If i cant figure out a way, then i wont make a mod.
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What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
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Offline The Boy Sanga

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Re: Multiple Man Mod v1
« Reply #8 on: November 08, 2007, 02:18pm »
The Vision mod for MUA has phasing. Perhaps the code could be reused?

Offline nodoubt_jr

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Re: Multiple Man Mod v1
« Reply #9 on: November 08, 2007, 02:22pm »
thanks i'll take a look at it later
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Offline nodoubt_jr

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Re: Multiple Man Mod v1
« Reply #10 on: May 18, 2008, 09:29pm »
working on updating this mod.  it needs a serious update.  updates will include a second boost, sound, additional skins, and new icons.

edit: thanks to boreman well have new unique icons and great skins
« Last Edit: May 18, 2008, 09:50pm by nodoubt_jr »
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Offline nodoubt_jr

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Re: Multiple Man Mod (v2 05-20-08)
« Reply #11 on: May 20, 2008, 03:45pm »
Multiple Man Mod version 2
download: http://www.mediafire.com/?89zgtymxg6l

http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0123-5.jpg


Differences from version 1:
* power sounds
* fixed up his multiple shots power
* Added 3 more skins by boreman (thanks :))
* new icons by boreman (with some additional icons)
* fixed up fightstyle, now has jump attack and a fuller fightstyle
* added passives and a second boost

Notes: i consider this mod complete and final.  Dont expect any more updates, unless we find a fix for the dupes not following the group.
« Last Edit: September 11, 2008, 05:18pm by nodoubt_jr »
Please search the forum before asking a question. I dont answer
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What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

Offline matt710

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Re: Multiple Man Mod v2.1 (now with voice)
« Reply #12 on: June 26, 2008, 08:37pm »
Quick question. If you change the character line, will the game load a completely different character?

      trigger {
      character = multipleman_hero ; (change to another like havok_hero)
      copy_counter = true ;
      name = spawn_actor ;
      skin = 15201 ;
      startnode = divide_end ;
      tag = 1 ;
      team = hero ;
      time = 0.5 ;
      }

  From the Ashes she will rise.

Offline nodoubt_jr

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Re: Multiple Man Mod v2.1 (now with voice)
« Reply #13 on: June 26, 2008, 08:39pm »
no, it just loads defaultman wearing whatever skin you defined in the "skin" part.  doing that did work in xml1, but i guess the got rid of it for xml2.
Please search the forum before asking a question. I dont answer
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What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
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Offline Norrin Radd

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Re: Multiple Man Mod v2.1 (now with voice)
« Reply #14 on: June 26, 2008, 08:55pm »
yeah it looks like thats how they made enemies spawn different enemies in xml1. it also does not work in mua. Another way they spawned enemies in xml1 was to put the characters name in the entities file.