bjusterbaarlik Posted November 6, 2006 Share Posted November 6, 2006 I have downloaded the newest version of OJP-E (009P) and I quite like the RPG aspects of it. However, I have some questions regarding bots. With the new 'forcepowers' (blaster, jetpack, rocket launcher), I would like to know how I could add them to a bot's .jkb file. I have modified almost all bots myself in many aspects before, to make them as movie realistic as possible and that means that I have a lot of gunner bots as well. In the .jkb file, there is a forceinfo variable with a lot of numbers that represent the powers and the level of that power. Does OJP add extra numbers to that for the new 'powers'? If so, I would like to know everything about it, so I can customize my (gunner) bots more to make them even more realistic. Link to comment Share on other sites More sharing options...
razorace Posted November 6, 2006 Share Posted November 6, 2006 That's not the case at the moment. You could submit a bug ticket to request the feature. However, I suspect that the solution is going to lie in automatically setting the gun stats based on the bot's weapon weighing. Link to comment Share on other sites More sharing options...
bjusterbaarlik Posted November 7, 2006 Author Share Posted November 7, 2006 Ah, ok, I see. I hope the force powers take priority over the weapon weights then. By the way, another question about the bots (if I may). I have played some OJP with bots on my own server with RPG (minforcerank: 16 and maxforcerank: somewhere high), but the bots just keep punching each other and actually never get a lightsaber or force powers. They were bots that I created myself. Is there anything that I need to add to the personality files to make them distribute their hard-earned force points? Link to comment Share on other sites More sharing options...
Sushi_CW Posted November 7, 2006 Share Posted November 7, 2006 For bots to have sabers, they need force seeing level 1 as a prerequisite. Make sure that your bots get this. We'll need to adjust the "vanilla" bots at some point to take that into account. As it is, most spawned bots (especially darksiders) never get sabers. Link to comment Share on other sites More sharing options...
razorace Posted November 7, 2006 Share Posted November 7, 2006 By the way, another question about the bots (if I may). I have played some OJP with bots on my own server with RPG (minforcerank: 16 and maxforcerank: somewhere high), but the bots just keep punching each other and actually never get a lightsaber or force powers. They were bots that I created myself. Is there anything that I need to add to the personality files to make them distribute their hard-earned force points? BTW, it looks like it helps if you set minforcerank to a higher value. Link to comment Share on other sites More sharing options...
Sushi_CW Posted November 7, 2006 Share Posted November 7, 2006 FYI Razor, there are many bots who never get sabers anymore, even at forcerank 100. Desann, for example. Link to comment Share on other sites More sharing options...
razorace Posted November 7, 2006 Share Posted November 7, 2006 Righto. It's all part of the same problem. I'll fix it. Link to comment Share on other sites More sharing options...
Maxstate Posted November 12, 2006 Share Posted November 12, 2006 The latest OJP that we are playing features some harder bots, correct? How do I spawn them? We've been playing on SV_FPS 200 for a while but that's costing Jask's server a lot of processing power. Link to comment Share on other sites More sharing options...
razorace Posted November 12, 2006 Share Posted November 12, 2006 They are still just the same TABBots, I just altered the internal parry rates. Just spawn them like normal TABBots. FPS 200 is WAY too high. That's more updates than the clients can render at. I find that sv_fps 50 is pretty good. Link to comment Share on other sites More sharing options...
JRHockney* Posted November 13, 2006 Share Posted November 13, 2006 We've been playing on SV_FPS 200 for a while Link to comment Share on other sites More sharing options...
Maxstate Posted November 13, 2006 Share Posted November 13, 2006 Lmao, Hocks you always make me laugh like hell! Yeah they were pretty hard at first, but if you use every feature we have they get easy towards the end. Riposting is very important when fighting them for example, as is timing. But the sv_fps was really taking it's toll on Jask's rootserver, around 30-50% CPU usage Link to comment Share on other sites More sharing options...
UDM Posted November 13, 2006 Share Posted November 13, 2006 lol playing on sv_fps 100 is enough to make me lag to hell Link to comment Share on other sites More sharing options...
razorace Posted November 13, 2006 Share Posted November 13, 2006 Yeah, it probably will. sv_fps is number of times the game world updates per second. When you get up into the 60+ range, the number of updates go beyond the average update speed of the human eye. As such, any boost beyond 60-100 is useless from the player's pershective. Link to comment Share on other sites More sharing options...
JRHockney* Posted November 13, 2006 Share Posted November 13, 2006 When you get up into the 60+ range, the number of updates go beyond the average update speed of the human eye. As such, any boost beyond 60-100 is useless from the player's pershective. Yeah although on a small map in a solo game, I have noticed superior hit detection with between 100-150. Any more than that and I lag like a 386 playing Doom. Maybe if I had a faster computer. Link to comment Share on other sites More sharing options...
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