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What controls bot behavior in the Serenity Jedi Engine mod?


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I'm not entirely sure this is the right place to ask, but I'm not a modder and this seemed to be the most fitting place to ask. 

 

The bots in this mod seem to follow a class system similar to ForceMod, where it's not just everyone using lightsabers and force powers all the time like in the vanilla multiplayer.  But I have no idea where it's determined who uses forcepowers/sabers and who doesn't.  I have a few models from outside the mod installed and for the most part, they act as you would expect them to in the movies.  Poe Dameron only uses blasters, Boba Fett uses blasters, thermal detonators and rocket launchers and has a functioning jetpack(although when I play as the same Boba, he has a saber and force powers), Lando uses a blaster rifle, and the Jedi/Sith characters use sabers and force powers. 

 

But for some reason, no matter what I do, every Han Solo model I've installed has a lightsaber and force powers.  Now I'll admit I don't have much experience at all with scripting but what very little I've done in other cases seemed to work.  I've altered the jkb and npc files for the model in every way I can think of, even copying over info from one of the other models' files and won't stop wielding a lightsaber.  Either he comes out attacking with a lightsaber or he puts the saber away and only punches.  A couple of times, he was able to use a blaster after picking one up.  So what do I do so that the mod doesn't classify Han as a force/saber user?

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I'm not entirely sure this is the right place to ask, but I'm not a modder and this seemed to be the most fitting place to ask. 

 

The bots in this mod seem to follow a class system similar to ForceMod, where it's not just everyone using lightsabers and force powers all the time like in the vanilla multiplayer.  But I have no idea where it's determined who uses forcepowers/sabers and who doesn't.  I have a few models from outside the mod installed and for the most part, they act as you would expect them to in the movies.  Poe Dameron only uses blasters, Boba Fett uses blasters, thermal detonators and rocket launchers and has a functioning jetpack(although when I play as the same Boba, he has a saber and force powers), Lando uses a blaster rifle, and the Jedi/Sith characters use sabers and force powers. 

 

But for some reason, no matter what I do, every Han Solo model I've installed has a lightsaber and force powers.  Now I'll admit I don't have much experience at all with scripting but what very little I've done in other cases seemed to work.  I've altered the jkb and npc files for the model in every way I can think of, even copying over info from one of the other models' files and won't stop wielding a lightsaber.  Either he comes out attacking with a lightsaber or he puts the saber away and only punches.  A couple of times, he was able to use a blaster after picking one up.  So what do I do so that the mod doesn't classify Han as a force/saber user?

 

Sounds like the Han Solo model is using a bot file and jkb which has force powers. Your best bet would be to simply copy over those files from Poe Dameron, then adjust it so they use the Han Solo model.

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Sounds like the Han Solo model is using a bot file and jkb which has force powers. Your best bet would be to simply copy over those files from Poe Dameron, then adjust it so they use the Han Solo model.

 

That's what's so strange, because no matter what I do to the jkb file, he won't give up that damn lightsaber.  I've set saber weight to 0, thinking that would stop him from using it.  In other jkb files, I've noticed that sometimes there's no section for force powers so I figured erasing that would make him a non-force sensitive.  But other than all that, I don't understand the meaning of all the numbers and letters in that section, but I have done what you said.  I tried copying that section over from Lando's and Poe's jkb files but he still comes with a lightsaber equipped by default, with the only difference being whether he uses it to attack or just uses melee attacks.

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That's what's so strange, because no matter what I do to the jkb file, he won't give up that damn lightsaber.  I've set saber weight to 0, thinking that would stop him from using it.  In other jkb files, I've noticed that sometimes there's no section for force powers so I figured erasing that would make him a non-force sensitive.  But other than all that, I don't understand the meaning of all the numbers and letters in that section, but I have done what you said.  I tried copying that section over from Lando's and Poe's jkb files but he still comes with a lightsaber equipped by default, with the only difference being whether he uses it to attack or just uses melee attacks.

 

Hm. Send me the pk3 file and I'll take a look over it.

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I deleted the models in frustration so whatever I changed in those files is gone, but the first one is the Han uploaded here, Major Clod's Han, and the other one is a work in progress by Seven: http://www.mediafire.com/file/uqh488sawhhaq0x/han.zip

 

Copy and paste all of this into a new text document, save it as "hansolo.jkb" file, then replace the .jkb file inside that han download pk3 (just use a zip program to extract and repack into a pk3).

//Han Solo's personality

//Do not let this file exceed 131072 bytes.

//Do not let any group exceed 8192 bytes.

//Do not let the chat section exceed 8192 bytes.

//Some values are base values and changed by the in-game skill. The formula for reflex and accuracy
//is basevalue/skill. So if you give a base reflex of 500ms, a nightmare bot will have a reaction time of
//100ms. Other values, like turnspeed_combat (higher == faster), are multiplied by the skill number.

//Note also that depending on if the bot and the enemy are moving at the same time, the degrees the bot
//aims off by can be greater than the maximum accuracy value. So if the bot and its enemy are both flying
//through the air and accuracy is at 20, the bot could easily aim off by 25 degrees instead. That is,
//unless perfectaim is 1. In this case the bot will aim perfectly at all times (as the name indicates).

GeneralBotInfo
{
    reflex            1200
                //base reflex value, time in ms it takes the bot to react
    accuracy        60
                //base accuracy, number of degrees bot can aim off by. Lower value == better aim.
    turnspeed        0.01
    turnspeed_combat    0.01
    maxturn            120
    perfectaim        0
    chatability        1
    chatfrequency        3
    hatelevel        3
    camper            1
    saberspecialist        0
                //if 1, bot will not run just because it's forced to use a saber

    //don't exceed 20 force points total
    forceinfo        7-2-010000000000000000
    //                 hlspptglrpattdssss
    //                 eepuueriarbeereaaa
    //                 aveslliggosaaaebbb
    //                 l ehlephetommi eee
    //                   d    t erhfn rrr
    //                        n cbeo  adt
    //                        i t ar  teh
    //                        n   lc  tfr
    //                        g    e  aeo
    //                                cnw
    //                                kd
    //rank-side-heal.lev.speed.push.pull.tele.grip.lightning.rage.protect.absorb.teamheal.teamforce.drain.see.saberattack.saberdefend.saberthrow
    //1==light side 2==dark side
}

//Weapons with a weight of 0 will be used in special cases outside of combat

BotWeaponWeights
{
    WP_STUN_BATON        1
    WP_SABER        1
    WP_BRYAR_PISTOL        10
    WP_BLASTER        18
    WP_DISRUPTOR        12
    WP_BOWCASTER        13
    WP_REPEATER        14
    WP_DEMP2        15
    WP_FLECHETTE        16
    WP_ROCKET_LAUNCHER    17
    WP_THERMAL        11
    WP_TRIP_MINE        0
    WP_DET_PACK        0
}

EmotionalAttachments
{
    Leia                2
    Luke                1
    Chewie                2
}

//all groups below here will be read in as chat sections
BEGIN_CHAT_GROUPS

Died
{
    I feel terrible.
    Maybe I should’ve stuck to piloting.
    That wasn’t the plan.
    Boring conversation anyway.
    No reward is worth this.
    I hope the princess doesn’t hear about this…
}

Killed
{
    That had to hurt!
    Do you guys even train?
    These jokers are nothing.
    Better luck next time.
    Later lackey!
    You see that shot?
    Sometimes I amaze myself!
}

BelovedKilled
{
    You’re gonna pay for that, pal.
    I’ll remember that, buddy.
    You’re gonna pay for what you’ve done!
}

Hatred
{
    Should’ve put me down the first time!
    You’ve got this coming!
}

KilledHatedOne
{
    You deserve a lot worse than that.
    Not as tough as I thought.
}

KilledOnPurposeByLove
{
    Hey! Watch where you point that thing!
    What was that for!?
}


GeneralGreetings
{
    Han Solo, captain of the Millenium Falcon.
    Never tell me the odds.
    Best pilot in the galaxy, right here!
}

ResponseGreetings
{
    I’m not a big fan of Imperial entanglements.
}

OrderAccepted
{
    I take orders from one person, me!
}
Smoo likes this
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if i remember correct, when me and serinty back in the days did this bots and player class system it was done in the code and still is. they are set up by the models names of the games char. so thats why you own models don't work, if u have a jedi model of you own then you need to call it the same name, replace with a new model with same name.

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if i remember correct, when me and serinty back in the days did this bots and player class system it was done in the code and still is. they are set up by the models names of the games char. so thats why you own models don't work, if u have a jedi model of you own then you need to call it the same name, replace with a new model with same name.

 

But what about characters that don't already have a counterpart in the mod, like Han Solo? 

 

Edit: I figured it out, kind of.  I gave Han's model a similar name to Poe Dameron's, which is JEDI_ST_POE, I just added a 2 at the end and as a result, he uses the same blaster as well as the seeker drone.

Daedra likes this
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