help with .sab files! -1 reply

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nuthead001

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3rd January 2003

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#1 16 years ago

I wrote lots of botfiles for JO, and incorporated script for JediMod, but I've just recently been messing with the botfiles for JA, and I don't understand the script used in the .sab files. Does anyone have a sample .sab file which explains what each line of script's purpose and its accepted values are? A link to a site or a thread which could explain this would be killer as well! Thanks!

-Jordan "The Closed Mouth Gathers No Foot"




nuthead001

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3rd January 2003

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#2 16 years ago

Oh ya, I almost forgot! I'm also trying to figger out how to use a JO saberhilt in JA. The JO character models are fully usable in JA, so a silly little part of me is hoping the saberhilts will be too. If it can be done, will someone please clue me in? Thanks!




Jufa

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8th February 2005

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#3 16 years ago

Found from assets1.pk3 ->ext_data/sabers/sabers.sab //Lightsaber configurations, use by name /* NOTE: add new sabers by putting their entries in a .sab file in ext_data defaults and explanations of fields: //saber type saberType SABER_NONE - what kind of saber to use ( SABER_SINGLE, SABER_STAFF) //saber hilt saberModel "models/weapons2/saber_reborn/saber_w.glm" - what saber hilt model to use A note about saber hilt models: the surface names on saber models should *always* start with "w_", the code expects it. customSkin "" - a .skin file to apply to the saber hilt model, if any (overrides saber hilt model's internal texture mapping) soundOn "sound/weapons/saber/enemy_saber_on.wav" - turn on sound soundLoop "sound/weapons/saber/saberhum3.wav" - loop sound (must be a .wav file) soundOff "sound/weapons/saber/enemy_saber_off.wav" - turn off sound //blades numBlades 1 - how many blades it has (min of 1, max of 8) A note about blade tags: each blade will be drawn from it's corresponding tag's position and in the direction (negative X axis in ModView) of that tag. The naming of the tags must be as follows: "tag_blade1" for the first blade. I made the code fall back to "tag_flash" if it can't find the tag_blades so that the code will still work pre-JKA sabers, but we you should always use the new name. All following blades (if applicable) should be "tag_blade2", "tag_blade3", etc., to a maximum of 8 blades ("tag_blade8") //saber length //NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length saberLength 32 - how long the saber's first blade should be (minimum of 4) saberLength2 saberLength - how long the saber's second blade should be (minimum of 4) saberLength3 saberLength - how long the saber's third blade should be (minimum of 4) saberLength4 saberLength - how long the saber's fourth blade should be (minimum of 4) saberLength5 saberLength - how long the saber's fifth blade should be (minimum of 4) saberLength6 saberLength - how long the saber's sixth blade should be (minimum of 4) saberLength7 saberLength - how long the saber's seventh blade should be (minimum of 4) saberLength8 saberLength - how long the saber's eigth blade should be (minimum of 4) //saber radius //NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length saberRadius 3 - how wide the saber's first blade should be (minimum of 0.25) saberRadius2 saberRadius - how wide the saber's second blade should be (minimum of 0.25) saberRadius3 saberRadius - how wide the saber's third blade should be (minimum of 0.25) saberRadius4 saberRadius - how wide the saber's fourth blade should be (minimum of 0.25) saberRadius5 saberRadius - how wide the saber's fifth blade should be (minimum of 0.25) saberRadius6 saberRadius - how wide the saber's sixth blade should be (minimum of 0.25) saberRadius7 saberRadius - how wide the saber's seventh blade should be (minimum of 0.25) saberRadius8 saberRadius - how wide the saber's eigth blade should be (minimum of 0.25) //saberColor - valid colors: random, red, orange, yellow, green, blue, and purple //NOTE: these should be inputted in order - setting "saberColor" automatically sets all of the others to the same color saberColor red - what color the saber's 1st blade should be saberColor2 saberColor - what color the saber's 2nd blade should be saberColor3 saberColor - what color the saber's 3rd blade should be saberColor4 saberColor - what color the saber's 4th blade should be saberColor5 saberColor - what color the saber's 5th blade should be saberColor6 saberColor - what color the saber's 6th blade should be saberColor7 saberColor - what color the saber's 7th blade should be saberColor8 saberColor - what color the saber's 8th blade should be //locked style saberStyle none - what one style it's limited to, if any (fast, medium, strong, desann, tavion) //maxChain maxChain 0 - how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior) //throwable lockable 1 - whether or not it can be stuck in a saber lock //throwable throwable 1 - whether or not it can be thrown //disarmable disarmable 1 - whether or not it can be disarmed (dropped) //blocking blocking 1 - whether or not user will try to block incoming shots (shots always bounce off it, this just determines if the user *tries* to block with it) //twoHanded twoHanded 0 - whether or not it requires 2 hands (makes it restrict force powers but makes it stronger in locks or parries) //force power restrictions forceRestrict 0 - what force powers it restricts, use these keys, a seperate entry per power: FP_HEAL FP_LEVITATION FP_SPEED FP_PUSH FP_PULL FP_TELEPATHY FP_GRIP FP_LIGHTNING FP_SABERTHROW FP_SABER_DEFENSE FP_SABER_OFFENSE //new Jedi Academy powers FP_RAGE FP_PROTECT FP_ABSORB FP_DRAIN FP_SEE //lockBonus lockBonus 0 - this pushes harder/weaker in saberlocks //parryBonus parryBonus 0 - this is stronger/weaker in a parry (harder to break, more likely to knockaway) //breakParryBonus breakParryBonus 0 - this is more/less likely to break a parry //disarmBonus disarmBonus 0 - this is more/less likely to disarm another saber in a saberlock or knockaway singleBladeStyle none - makes it so that you use a different style if you only have the first blade active singleBladeThrowable 0 - makes it so that you can throw this saber if only the first blade is on brokenSaber1 none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand brokenSaber2 none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left hand returnDamage 0 - when returning from a saber throw, it keeps spinning and doing damage */ and this if you want customize your saber attacks kataMove 0 - if set, player will execute this move when they press both attack buttons at the same time (see list below for valid values) lungeAtkMove 0 - if set, player will execute this move when they crouch+fwd+attack (see list below for valid values) jumpAtkUpMove 0 - if set, player will execute this move when they jump+attack (see list below for valid values) jumpAtkFwdMove 0 - if set, player will execute this move when they jump+fwd+attack (see list below for valid values) jumpAtkBackMove 0 - if set, player will execute this move when they jump+back+attack (see list below for valid values) jumpAtkRightMove 0 - if set, player will execute this move when they jump+rightattack (see list below for valid values) jumpAtkLeftMove 0 - if set, player will execute this move when they jump+left+attack (see list below for valid values) //NOTE: these "move" fields refer to saber moves that are defined in code. Set to LS_NONE to have the normal move removed, set to one of the following values to override the current move LS_NONE - Do a regular attack instead of a special move (overrides the usual special move with a normal attack) // Attacks LS_A_TL2BR LS_A_L2R LS_A_BL2TR LS_A_BR2TL LS_A_R2L LS_A_TR2BL LS_A_T2B LS_A_BACKSTAB LS_A_BACK LS_A_BACK_CR LS_ROLL_STAB LS_A_LUNGE LS_A_JUMP_T__B_ LS_A_FLIP_STAB LS_A_FLIP_SLASH LS_JUMPATTACK_DUAL LS_JUMPATTACK_ARIAL_LEFT LS_JUMPATTACK_ARIAL_RIGHT LS_JUMPATTACK_CART_LEFT LS_JUMPATTACK_CART_RIGHT LS_JUMPATTACK_STAFF_LEFT LS_JUMPATTACK_STAFF_RIGHT LS_BUTTERFLY_LEFT LS_BUTTERFLY_RIGHT LS_A_BACKFLIP_ATK LS_SPINATTACK_DUAL LS_SPINATTACK LS_LEAP_ATTACK LS_SWOOP_ATTACK_RIGHT LS_SWOOP_ATTACK_LEFT LS_TAUNTAUN_ATTACK_RIGHT LS_TAUNTAUN_ATTACK_LEFT LS_KICK_F LS_KICK_B LS_KICK_R LS_KICK_L LS_KICK_S LS_KICK_BF LS_KICK_RL LS_KICK_F_AIR LS_KICK_B_AIR LS_KICK_R_AIR LS_KICK_L_AIR LS_STABDOWN LS_STABDOWN_STAFF LS_STABDOWN_DUAL LS_DUAL_SPIN_PROTECT LS_STAFF_SOULCAL LS_A1_SPECIAL LS_A2_SPECIAL LS_A3_SPECIAL LS_UPSIDE_DOWN_ATTACK LS_PULL_ATTACK_STAB LS_PULL_ATTACK_SWING LS_SPINATTACK_ALORA LS_DUAL_FB LS_DUAL_LR LS_HILT_BASH sry for so long post :p




nuthead001

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3rd January 2003

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#4 16 years ago

Jeez, why didn't I think to look in the Assets file? Thanks for the quick reply, that answered my question!