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AI Workshop 1.01

   (8 reviews)

About This File

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.

This file is not developed, distributed, or endorsed by Activision Publishing, Inc., Raven Software, Lucasfilm Ltd., Disney, Inc., or any of their affiliated entities. All trademarks, copyrights, and intellectual property rights belong to their respective owners. Star Wars®, Jedi®, and Jedi Knight® are registered trademarks of Lucasfilm Ltd.™ and Disney, Inc.™. This file is intended for educational, non-commercial, or fan-based use under the principles of fair use. No copyright infringement is intended. Any claims of ownership or DMCA takedown requests can be submitted here.


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Recommended Comments

Daedra

Posted

Question: Does the raised .sab, .veh, .vwp and .npc limit by 16x work even if you don't activate the "aiworkshop" command?

 

Also running the bat file then loading a map causes my game to crash.

eezstreet

Posted

Yes, it does not matter if you activate the command, the limits are still raised.

 

What map did you try to load?

Daedra

Posted

Yes, it does not matter if you activate the command, the limits are still raised.

 

What map did you try to load?

 

Just any map. Also trying to start a new game leads to the same result. I already have OpenJK installed so I didn't copy the .dll file or the .exe.

 

Edit: After copying the OpenJK .dll and .exe, it loads just fine! It should be MANDATORY to copy those files, not optional.

 

It states in the readme:

"If you already have OpenJK installed, you don't need to copy over openjk_sp.x86.exe and rdsp-vanilla_x86.dll".

 

You HAVE to copy these files for it to work, at least for me.

 

Great work anyway!

eezstreet likes this
Gorc

Posted

More NPCs you say? I'm going to enjoy this!

Kazura

Posted

Would it be possible to save these for the specific NPC that you are working on?

Maksman

Posted

Just a question but will there be by any chance will the nav editor from JK2: Enhanced?

eezstreet

Posted

How can I use this with Serenity Jedi Engine?

https://jkhub.org/files/file/3351-serenityjediengine2018-finalsdk/

No. SJE will have to implement it in their mod. I've provided full source code for this though (it's actually the bulk of the download)

 

Would it be possible to save these for the specific NPC that you are working on?

I don't understand your question.

 

Just a question but will there be by any chance will the nav editor from JK2: Enhanced?

If someone codes it in. They changed the entire AI navigation system from JK2 to JKA and as a result it's much harder to work with, and I don't really have the time to pursue it.

Droidy365

Posted

Would it be possible to save these for the specific NPC that you are working on?

I don't understand your question.

I think they're asking if they can save their NPC's current attributes to the NPC itself, if that makes sense.

Lancelot

Posted

A nice little workshop, with lots of potential. The only downside is that whenever I have to change something, I have to look what commands I could use, then type them.

A menu would be nice. But for now, I have to bind some of the commands to numpad keys.

Mandalorian

Posted

A nice little workshop, with lots of potential. The only downside is that whenever I have to change something, I have to look what commands I could use, then type them.

A menu would be nice. But for now, I have to bind some of the commands to numpad keys.

 

An interface and a save file (maybe you can open with notepad?). Those two features would make this a must have for modders.  

JETECEH

Posted

Are this mod can't be played without Openjk?

Wundai

Posted

Hello, hoping to ask for help on getting this to work. 

I downloaded the files, and realise that I have a different version of the OpenJK exe and DLL files, therefore I did not overwrite, instead I went into to .Bat file and renamed the openjk.exe filename there.

-Game loads, but none of the commands work (aiworkshop does not enable it, and any other command is not recognized)

-I checked fs_game and it does state "workshop" which I think is a good thing

 

Also unzipped the src.zip file into the workshop folder which is in my gamedata folder. But unfortunately didn't work.

Any help please?

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