With regard to unit clarification, 1 JKU is the equivalent of 1 meter, a time value of 3000.0 msec is the equivalent of 3 seconds and boolean values within are assigned by either a 0 (false) or 1 (true) value. Interestingly, both integer and floating-point numbers seem to be legal values for boolean arguments (but must be of the form 0.0 or 1.0).
Each instinct has a set number of arguments which must be set, in order for the AI character to use that instinct. The following details show examples, as well as listing each argument effect and type.
SpecialAttack 3000.0, 0.75, 0.5, 1.0, 3000.0, 9, 0, 40.0, 10000.0 Argument 1: << unknown >> Some interval? Argument 2: << unknown >> Argument 3: << unknown >> Argument 4: << unknown >> Distance to cover (JKUs - keyframes seem to suggest it is a jump-based attack)? Argument 5: << unknown >> Some interval? Argument 6: << unknown >> Argument 7: << unknown >> Argument 8: << unknown >> Damage amount? Argument 9: << unknown >> Some interval?
Alongside MotS's Charge, this is the only other instinct which remains clearly undocumented. At present, the arguments are purely speculation and have not been thoroughly tested.
This section details how the instinct is initiated. In some cases, a charactor's AI are dependent upon certain actions/events occurring before the instinct is triggered.
All that is known at this time is that this instinct can be found in the AI files of Yun, Pic, Maw and Sariss (JK). Upon further investigation, the only (tenuous) link seems to be that all these actors have a "fire3" in their PUP files whereas all other JK and MotS Jedi possess the compulsory "fire" and "fire2" keyframes but no "fire3" keyframe. Whilst this would suggest this isn't just coincidence, the "fire3" entries studied, all relate to a "jumping hack-and-slash" style of attack.
Currently Unknown Arguments