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Post 07-Mar-2007 19:40        

Today's testing reveals the following:

Actor flag 0x20000

When given to an actor, fire's their weapon based on markers in the fire animation played by the puppet file. (marker type 3, "Activate Fists" [PuppetJedi])

Examples of implementation:
raildet stormies
bossk
reeyees

---------------------------

I found this while working on modifying Ree-Yees to punch the player after having his blaster pulled (like in MotS). Without 0x20000, he would only punch once (triggered by the AI fire delay timers, and not the keyframe, as further testing revealed). After adding 0x20000, the AI timers no longer made reeyees fire, but the keyframe markers did.

Wherever the current primary JK info resource is, be sure to take note of this flag; Datamaster and the JK Specs list 0x20000 as unknown.
ZeqMacaw
Site Admin
Post 08-Mar-2007 12:18        

Noted.

Post 03-Apr-2007 22:17        

Just in case this hasn't already been explored, I did a little bit of digging today on AI and damage/health.

Apparently, the number that is specified in the template for health and maxhealth is only the base value (yay captain obvious! ).
Health on Easy = Base value in template - 20% of base value
=80% of base value
Health on Medium = Base value in template
=100% of base value
Health on Hard = Base value in template + 20% of base value
=120% of base value

I observed the following details in this endeavor, where AI specifies the actor, tpl is the health value specified in the template, and easy/med/hard are the starting health values JK gave to these AI upon creation.

AI                    tpl  easy  med.  hard
----------------------------------------------
Brown gran w/blaster   50    40    50    60
Black gran w/blaster   60    48    60    72
Jerec                2000  1600  2000  2400


This would have taken all of 20 minutes, but instead took a little longer since I can't do math... (i.e. 1600 is NOT 25% of 2000!). Still, some good came -- I observed about a dozen values that support this +20% formula in further testing (while I was trying to find that imaginary value where JK switched from 20% to 25%).
Post 28-May-2007 23:01        

Eeps - perhaps I should have noted this down somewhere - this info is actually listed in the Official Startegy Guide by Prima.

For those who doubt the existence of such "holy grail" material, I shall quote *cough*legal-issues*cough*verbatim*cough*...

Quote:

Health is a measure of the number of hit points a character can suffer before expiring. Each weapon hit scored against an enemy subtracts hit points from that character according to a complex set of variables. Again, these health values (it goes on to list individual characters...) are based on Medium difficulty setting. Easy health values are 80% of the value shown here. Hard values are 120% of the value.



Just for the sake of completeness on this issue it goes on to detail:
Quote:

Some characters have a special resistance to certain types of damage (no surprise for coggers here, if you study the "damaged" messages ). You can inflict five types of damage in JK*:

> Impact (fists, falling, collision)
> Energy (lasers, bowcasters bolts, repeater gun)
> Fire (thermal detonators, mines, rail charges)
> Force (Grip, Destruction, Lightning, Deadly Sight)
> Saber (lightsaber only)

*Note: The concusssion rifle inflicts a combination of impact and energy damage.


What it *does* fail to mention however, is a 6th type of "damage" for the player which is, as any JK swimmer can testify: "drowning"

This is all taken from the "holy grail", which accurately backs up what Darth Slaw has mentioned


Hope this clarifies and confirms things for our editors

-Jackpot
Post 29-May-2007 01:04        

Cool beans, Jackpot.

Great to hear from you again, too.
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