SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Sereja on August 27, 2012, 01:22:29 PM

Title: AI soldiers don't like use shields?
Post by: Sereja on August 27, 2012, 01:22:29 PM
As far, as I know, droidekas, are very like to use shields, but when I give it to infantry soldier, he never use it.
Is it possible to make AI soldiers use shields?
Title: Re: AI soldiers don't like use shields?
Post by: Unit 33 on August 27, 2012, 01:39:51 PM
I cant think whether anything in the ODF actually defines when an A.I. should activate a shield.
Title: Re: AI soldiers don't like use shields?
Post by: Led on August 27, 2012, 01:46:03 PM
Tirbana gas depot has AI gammoreans with shields, but maybe they are always on
Title: Re: AI soldiers don't like use shields?
Post by: jdee-barc on August 27, 2012, 01:48:35 PM
I've never heard of this problem. In my mod the only ai with shields are Droidekas, Droid Officers, and Imperial Officers and they always use their bubble shields.
Title: Re: AI soldiers don't like use shields?
Post by: Sereja on August 27, 2012, 03:24:41 PM
Quote from: jdee-barc on August 27, 2012, 01:48:35 PM
I've never heard of this problem. In my mod the only ai with shields are Droidekas, Droid Officers, and Imperial Officers and they always use their bubble shields.
That's odd... :confused: Are you sure, you didn't add any special odf lines? May be shield should be only single secondary weapon, unit type should be only assault, or something like this?
Title: Re: AI soldiers don't like use shields?
Post by: jdee-barc on August 27, 2012, 03:40:48 PM
Nah Here's my Droid Officer odf and the unittype is set to "trooper". And it uses it's shield without any problem


[GameObjectClass]

ClassLabel = "soldier"
GeometryName = "cis_inf_com_droid.msh"


[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

ExplosionName = "com_inf_droid_exp"
Label = "Battle Droid Infantry"
UnitType = "trooper"
IconTexture = "cis_bdroid_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "cis_inf_com_droid"
GeometryLowRes = "cis_inf_bdroid_low1"
SkeletonName = "cis_inf_bdroid"
SkeletonLowRes = "cis_inf_bdroid_lowres"
FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "all_inf_snowtrooper"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"


HealthType = "droid"
MaxHealth = 1500.0
AddHealth = 15.0

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "cis_weap_inf_rifle"
WeaponAmmo1 = 1
WeaponName2 = "cis_weap_inf_pistol"
WeaponAmmo2 = 0
WeaponName3 = "cis_weap_inf_thermaldetonator"
WeaponAmmo3 = 2
WeaponChannel3 = 1
WeaponName4 = "cis_weap_walk_droideka_shield"
WeaponAmmo4 = 0
WeaponChannel4 = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.07
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0

ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

HurtSound = "cis_inf_com_chatter_wound"
DeathSound              = "droid_death"
AcquiredTargetSound     = "cis_inf_com_chatter_acquired"
HidingSound             = "cis_inf_com_chatter_hide"
ApproachingTargetSound  = "cis_inf_com_chatter_approach"
FleeSound               = "cis_inf_com_chatter_flee"
PreparingForDamageSound = "cis_inf_com_chatter_predamage"
HeardEnemySound         = "cis_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "cis_inf_droid"

// squad command VO
SCFieldMoveOutSound = "cis_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "cis_inf_com_chatter_tac_hold"
SCFieldFollowSound = "cis_inf_com_chatter_tac_follow"
SCDriverGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "cis_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "cis_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "cis_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "cis_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "cis_inf_com_chatter_tac_yes"
SCResponseNosirSound = "cis_inf_com_chatter_tac_no"

// AI Squad Command VO
AISCFieldMoveOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_cis_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_cis_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_cis_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_cis_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_cis_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_cis_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_cis_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_cis_inf_com_chatter_tac_no"


[/spoiler]
Title: Re: AI soldiers don't like use shields?
Post by: Sereja on August 31, 2012, 10:01:08 PM
Well, I check maps, with infantry shields, and they realy use them! But how it happens, it is still big mistery for me.
I found the way, how to force them use shields:
WeaponAmmo4    = 0 
change to
WeaponAmmo4    = 1
But in this case, they become almost immortal, like jedi, becouse they can't swith off theyr shields, and can be killed only by explosion or meele weapon.
Here is my samples of soldier odf:
[spoiler][GameObjectClass]
ClassLabel      = "soldier"
GeometryName        = "nab_inf_gungan.msh"

[Properties]
FootWaterSplashEffect   = "watersplash_sm"
WaterSplashEffect   = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

UnitType        = "assault"
IconTexture         = "rep_trooper_icon"
MapTexture      = "troop_icon"
MapScale        = 1.4
HealthTexture           = "HUD_gungan_icon"

GeometryName        = "nab_inf_gungan"
AnimationName       = "all_inf_snowtrooper"
GeometryLowRes      = "nab_inf_gungan_low1"
SkeletonName = "nab_inf_gungan"
SkeletonRootScale = "1.1"

FirstPerson        = "IMP\imppilot;imp_1st_pilot"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"

OverrideTexture     = "gungan"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.33 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.33 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"


MaxHealth       = 125.0

Acceleraton         = 30.0
MaxSpeed        = 6.0
MaxStrafeSpeed      = 4.0
MaxTurnSpeed        = 2.25
PCMaxTurnSpeed      = 20.0
PCMaxStrafeSpeed    = 20.0

WeaponName1 = "all_weap_inf_atlatl"
WeaponAmmo1 = 50

WeaponName2 = "all_weap_inf_cesta"
WeaponAmmo2 = 0

WeaponName3 = "all_weap_inf_powerup_dispenser"
WeaponAmmo3 = 5


WeaponName4 = "all_weap_inf_shield_gungan"
WeaponAmmo4 = 0
WeaponChannel4 = 1


AimFactorPostureSpecial = 50
AimFactorPostureStand   = 100
AimFactorPostureCrouch  = 140
AimFactorPostureProne   = 160
AimFactorStrafe     = 60
AimFactorMove       = 70

HurtSound               = "gungan_hurt"
DeathSound              = "gungan_die"
AcquiredTargetSound     = "gungan_chatter_acquired"
HidingSound             = "gungan_chatter_hide"
ApproachingTargetSound  = "gungan_chatter_approach"
FleeSound               = "gungan_chatter_flee"
PreparingForDamageSound = "gungan_chatter_predamage"
HeardEnemySound         = "gungan_chatter_heard"
WaterWadingSound        = "com_inf_wading"
ShockFadeOutTime        = ""
ShockFadeOutGain        = ""
ShockFadeInTime         = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = "gungan_chatter_heartbeat"
LowHealthThreshold      = "1.1"

FoleyFXClass            = "wok_inf_soldier"


AISizeType          = "SOLDIER"
NoEnterVehicles         = 0

AnimatedAddon = "CAPE"

GeometryAddon = "add_gungan_shield"
AnimationAddon = "imp_inf_vader_cape"
AddonAttachJoint = "bone_l_hand"
[/spoiler]
and shield odf:
[spoiler][WeaponClass]

ClassLabel = "shield"

[Properties]
IconTexture     = "HUD_shield_icon"
Label               = "Shield"

MaxShield           = 3000
AddShield           = -10
AddShieldOff        = 300

ShieldOffset        = "0.0 1.0 0.125"
ShieldRadius = "0.7 1.3"

FireSound          = "cis_droideka_shield_on"
FireEmptySound    = ""
FireLoopSound      = ""
ReloadSound        = ""
ChargeSound        = ""
ChangeModeSound    = ""
WeaponChangeSound = ""
ShieldSound           = "cis_droideka_shield"
//ShieldSound         = "droid_fx7_hum"
ShieldOffSound      = ""

ShieldEffect = "gungan_shield"
[/spoiler]
Please, tell me, if you found something incorrect.
EhPortal 1.34 © 2025, WebDev