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HanSoloCup

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Posts posted by HanSoloCup

  1. It's a limitation of the jedi academy AI. Only way to improve them is through scripts.

     

    One thing I noticed is when I spawned some of the KotF npcs in a regular Jedi Academy level, the friendly npcs were pretty good about following me around hallway turns and navigating other obstacles.  Other than waypoints and navgoals, what would it take for npcs to be able to navigate the maps that well?

     

    Also, in GTK Radiant, there are NPC AI scripts built in. I solved the problem of NPCs in the sideline by having them use the "huntkill" script to hunt down the enemy and kill them.

     

    What does the huntkill script do(besides obviously causing them to hunt and kill their targets)?

  2. Is there something else that allows npcs to move around the map in custom sp maps?  Or are they generally like they are in KotF, sticking to their spawn point for the most part?  My experience since making this topic is basic enemies are the least responsive.  Stormtroopers hardly react until you're right up in their face, and they really don't move from their spawn points at all.  Sith Lords and other major enemies are a little more proactive though, they at least leap at you if you get far enough away from them, but like all npcs they stop following entirely if anything blocks their line of sight.

  3. I tried to recreate the Death Star scene from A New Hope by spawning npcs around the map, stormtroopers, Imperial officers, Vader, and the heroes, but the thing is, the npcs seem kind of dumb.  The friendly npcs only follow if I don't get too far ahead of them and they get stuck in corners(Ben refuses to follow Luke at all and stays where he spawned), while the enemies don't move around very much.  The stormtroopers will shoot but not pursue or strafe, and all the enemy npcs mainly stick to the area in which they were spawned.

     

    Likewise, I also tried recreating the Cloud City scene from TESB with the Bespin map, but like on the Death Star map, Vader will not follow Luke or leave the general area he was spawned in.

     

    Is there any way to make npcs more proactive?

  4. 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
  5. 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.

  6. 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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