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Open Jedi Project 1.2 + Bots


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Posted

Hello,

 

I have Jedi Academy 1.01 and OJP 1.2 installed.

 

I've noticed that bots wielding dual and staff sabers never deploy the second saber, even when they are in the proper stance (ataru/dual) or (niman/staff).

 

1. Is this normal?  I've seen several youtube videos showing bots using dual and staff sabers correctly.

 

2. Can I restrict/edit the use of certain sabers and stances for certain bots and npcs?  If so, what files do I need to edit?

 

I've spent several hours going through the base and OJP folder.  I've made changes to the .pk3, .sab, .npc, and bot.txt files but to no avail.

 

Any insight regarding this topic is welcomed and appreciated.

 

Thank You!

 

 

Posted

I'm not sure as I don't have OJP installed but it sounds to me like the bot file doesn't give them a high enough value under saber attack. If you could show your bot file (the text) I should be able to get this working.

Posted

Here's part of the bot.txt from the base folder; assets1.pk3

 

 

//-----------------
// Dark Side bots
// Currently, all DS bots carry red lightsabers
//-----------------

{
name        "Alora"
model        alora
color1        0
color2        0
saber1        "single_4"
saber2        "single_4"
personality    /botfiles/Alora.jkb
}

{
name        "Cultist"
model        cultist
color1        0
color2        0
saber1        "single_9"
saber2        "none"
personality    /botfiles/Cultist.jkb
}

{
name        "Desann"
model        desann
color1        0
color2        0
saber1        "single_8"
saber2        "none"
personality    /botfiles/Desann.jkb
}

{
name        "Galak Fyarr"
model        galak
color1        0
color2        0
saber1        "dual_4"
saber2        "none"
personality    /botfiles/Galak.jkb
}

{
name        "Lannik Racto"
model        human_merc
color1        0
color2        0
saber1        "single_8"
saber2        "single_8"
personality    /botfiles/Galak.jkb
}

{
name        "Imperial Officer"
model        imperial
color1        0
color2        0
saber1        "single_7"
saber2        "none"
personality    /botfiles/imperial.jkb
}

 

 

And here's part of the bot.txt from the ojp folder; ojpehancedstuff.pk3

 

 

//-----------------
// Dark Side bots
// Currently, all DS bots carry red lightsabers
//-----------------

{
name        "Alora"
model        alora
color1        10
color2        10
saber1        "single_4"
saber2        "single_4"
personality    /botfiles/Alora.jkb
rgb_script1    :255,255,0:500:0,255,0:500:255,0,0:500:
rgb_script2    :0,255,0:500:0,255,255:500:0,0,255:500:
}

{
name        "Cultist"
model        cultist
color1        8
color2        8
saber1        "single_9"
saber2        "single_9"
personality    /botfiles/Cultist.jkb
rgb_saber1    128,0,255
rgb_saber2    255,255,255
}

{
name        "Desann"
model        desann
color1        0
color2        0
saber1        "single_8"
saber2        "none"
personality    /botfiles/Desann.jkb
}

{
name        "Galak Fyarr"
model        galak
color1        0
color2        0
saber1        "dual_4"
saber2        "none"
personality    /botfiles/Galak.jkb
}

{
name        "Lannik Racto"
model        human_merc/default_racto
color1        0
color2        0
saber1        "single_8"
saber2        "single_8"
personality    /botfiles/Galak.jkb
}

{
name        "Imperial Officer"
model        imperial
color1        0
color2        0
saber1        "single_7"
saber2        "none"
personality    /botfiles/imperial.jkb
}

 

 

Thanks for the fast response, I will post more line from the base and ojp folder .pk3 files if needed.

Posted

Here's Alora.jkb from the base folder pk3, the ojp folder doesn't have Alora.jkb in the pk3.

 

//Alora 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            500
                //base reflex value, time in ms it takes the bot to react
    accuracy        30
                //base accuracy, number of degrees bot can aim off by. Lower value == better aim.
    turnspeed        0.01
    turnspeed_combat    0.01
    maxturn            140
    perfectaim        0
    chatability        1
    chatfrequency        3
    hatelevel        3
    camper            1
    saberspecialist        1
                //if 1, bot will not run just because it's forced to use a saber

    //don't exceed 20 force points total
    forceinfo        7-1-033300332000030330
    //                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        20
    WP_BRYAR_PISTOL        10
    WP_BLASTER        12
    WP_DISRUPTOR        13
    WP_BOWCASTER        14
    WP_REPEATER        15
    WP_DEMP2        16
    WP_FLECHETTE        18
    WP_ROCKET_LAUNCHER    17
    WP_THERMAL        9
    WP_TRIP_MINE        0
    WP_DET_PACK        0
}

//Alora has no emotional attachments

Posted

For good measure, here's Alora.npc from the base folder.

 

alora
{
    playerModel    alora
    rank        lt
    saber        single_4
    saberColor    red
    weapon    WP_SABER
    saberStyle        2
    saberStyle        1
    health            300
    FP_HEAL            0
    FP_LEVITATION    2
    FP_SPEED        2
    FP_PUSH            2
    FP_PULL            2
    FP_TELEPATHY    0
    FP_GRIP            0
    FP_LIGHTNING    0
    FP_RAGE            0
    FP_PROTECT        0
    FP_ABSORB        0
    FP_DRAIN        0
    FP_SEE            0
    FP_SABERTHROW    2
    FP_SABER_DEFENSE 2
    FP_SABER_OFFENSE 2
    reactions    3
    aim            3
    move        5
    aggression    3
    evasion        4
    intelligence    5
    hfov        160
    vfov        160
    playerTeam    TEAM_ENEMY
    enemyTeam    TEAM_PLAYER
    class        CLASS_REBORN
    sex        female
    snd            alora
    sndcombat    alora
    sndjedi        alora
    yawSpeed    120
    walkSpeed    55
    runSpeed    200
    dismemberProbHead    0
    dismemberProbArms    0
    dismemberProbLegs    0
    dismemberProbHands    0
    dismemberProbWaist    0
}
 

There isn't Alora.npc in the OJP pk3 files.

Posted

The only thing I can come up with is this

 

Change this line in Alora's jkb file

 

forceinfo        7-1-033300332000030330

 

to this

 

forceinfo        7-1-033300332000030430

 

and see if that works.

 

Don't overwrite your base game file just make a new one and put it in your ojp pk3

Posted

Changing the saberattack value to 4 in the .jkb dismared all the Alora bots.  When I entered the game all the punching and screaming made me LOL!

 

I've been copy/pasting the base .pk3 files, editing any pertinent values, and inserting them into the ojp .pk3 with the same file structure/format.

 

I think I still have a few areas left to explore and I also read a post here that referred to:  saberStyle, saberStylelearned, and saberStyleforbidden values?

Posted

I think I still have a few areas left to explore and I also read a post here that referred to:  saberStyle, saberStylelearned, and saberStyleforbidden values?

 

That would be in the saber files.

Posted

There are 3 types of bots included with OJP:  Normal, TABBots, and AotC.

 

Changes made to the bot.txt and .jkb files affect only the Normal bots (base game) for some reason and not the other 2 types.  Also, changes made to the .npc and .sab files aren't affecting any of the bot types.

 

I can get the desired effect that I want with the Normal bots i.e. they fully deploy and utilize dual and staff sabers/stances.  Unfortunately, these bots refuse to walk or play defensively which leaves them wide open for instant kills; no fun.

 

The TABBots/AotC bots on the other hand walk while dueling and play defensively which makes for a good time.  However, these bots refuse to fully deploy dual or staff sabers even when in the proper stance.

 

I can't be certain but based on the edits I've made to the .pk3 files and from what I've seen in-game, I "think" that the TABBots/AotC bots are either hardcoded, or are calling on a file or script that I have yet to stumble across.

 

Is this a possibility?

Posted

It could be, did you think of editing say Alora's npc file to give her saber offense of 3, that may be limiting her from using dual sabers if for some reason the code uses npc files instead of bot files for behavior.

Smoo likes this

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