Printable Version Single-Player JO Maps, Part 2: Force Powers

Author: Jepman

Alright, I'm going to assume you have a level or something to test your character's new Force powers. It's not a terrible task to change Force powers, just follow this tutorial and I will take you on an easy ride through the wonders of Force power settings.

Tools needed:
  • GtkRadiant / JK2Radiant Jedi Outcast map editor
  • BehavEd Jedi Outcast Icarus Script Editor
  • Wordpad Text Editor
  • I am also expecting that your Radiant editor and BehavEd are correctly setup. Radiant does most of it for you, but I believe you have to go set the paths right in the BehavEd Preferences (Prefs button).

    First we're going to start by creating the Icarus script that will set your Force powers. Create a new folder within jedioutcast/gamedata/. This will allow you to load your mod up in-game through the Mods option. In this folder you have just created, create yet another one, and this time name it scripts. We need to create one more folder. Create it within the scripts folder, and give it the name as that of your level. For now we'll name it project1 Once you've done this, create a new text file in there. Call it level_start.txt.

    Open up jedioutcast/gamedata/projectfolder/scripts/project1/level_start.txt in Wordpad, then copy and paste the following code into the text file:

    rem ( "script run at start of level" ); 
    rem ( "set up force powers and weapons" ); 
    affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH ) 
    // Neutral Force 
                    set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_FORCE_SEEING_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
    // Light Force 
                    set ( /*@SET_TYPES*/ "SET_FORCE_ABSORB_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
    // Dark Force 
                    set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_FORCE_DRAIN_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_FORCE_DARK_RAGE_LEVEL", /*@FORCE_LEVELS*/ "0" ); 
    // Saber Abilities 
                    set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@FORCE_LEVELS*/ "0" ); 
                    set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@FORCE_LEVELS*/ "0" ); 

    If you leave the code as it is right now, your player will start with no Force powers whatsoever. It's great for Single Player levels where your player is not a Jedi or any sort of Force user.

    For each Force power, you can set the "rank" of power you want your player to have. So, if you wanted to have your player have a rank of 2 for Force Jump and a rank 3 for Force Push, the code would look like this:

    set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" );
    set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "3" ); 

    There is a maximum rank for each Force power. Without cheat codes in Jedi Outcast, the maximum level you reach in both Single Player and Multiplayer alike is 3. I was told with cheating you could go up to 5, but I haven't experienced this as of yet.

    Save your text file and launch BehaveEd, a tool that comes with the latest release of Raven's Jedi Outcast Editing Tools (along with the MP source code and such). In BehaveEd, load up your level_start.txt file. Simply click on the Compile! button down in the lower right corner of your screen. This will compile your script into level_start.ibi which is a compiled version that will work in JO.

    Now we're going to implant this into your level. Make sure that level_start.ibi is in jedioutcast/gamedata/yourproject/scripts/project1/level_start.txt. Load up your map in GTKRadiant. Once it's loaded, create a new info_player_start entity (right-click on the map and select it from the entity list [info > info_player_start]) and place it where you want your player to start. Then, create another entity near the info_player_start called target_scriptrunner (target > target_scriptrunner).

    With the target_scriptrunner entity selected, open the entity properties window (press the N key). Once that is open, enter the following commands in the Key and Value boxes:

    // This will give your entity a name so you can target it 
    Key                         Targetname 
    Value                      run_level_start
    // This is the code to run your script
    Key                         Usescript 
    Value                      project1/level_start 

    Once you have added these keys and values, deselect the target_scriptrunner entity and select the info_player_start entity. We're going to target the target_scriptrunner entity. There are two ways of achieving this. Both are easy and do the same job.

    Method 1: Open up the entity property windows (when you have the info_player_start entity selected) and enter:

    // This code tells the entity to fire the target when you spawn. 
    Key                         Target 
    Value                      run_level_start 

    Method 2: First select the info_player_start entity first, and then add the target_scriptrunner entity to your selection. Then press Ctrl-K; this targets the second selection (You must select them in order. If you select the target_scriptrunner entity first then the info_player_start entity, it'll be target_scriptrunner targetting info_start_player. This won't work. It needs to be the other way around.).

    Now save and compile your level. Create a new PK3 file with the new script file in under the scripts/project1/ folder. Make sure this PK3 file is saved under your mod directory. Start up Jedi Outcast in Single Player mode. Go to Options, then to Mods. If you have the patched version of the game, your mod directory name should appear in the mod list (If you don't, then download the new JO patches and update your game!). Click on your mod and click Load Mod.

    If you have read through Single-Player JO Maps, Part 1 : General Stuff then your level should load when you press New Game. If not you will have to go in the console and type:

    devmap levelname (do not type in the file extension (.bsp)

    Well this is it for Force Powers. Feel free to contact me if you need help getting any of this to work, or post a topic at the Massassi Forums in the Jedi Outcast Editing Forum.

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