do you know how i can make the ai not be so hard to knock over because i just end up when using blunts their head just springs to the right and then like its on springs spring back instead of falling to the ground
not 100% sure (in fact, this is one WILD guess), but from what I can tell that's in the Brain_HumanTough.json file, under the "pushHitBehaviors" section (about line 516), which has several blahblahblah+PushBehavior subsections. Changing the values here seemed to work for me.
From the looks of it: - the "Level" is synonymous with maybe damage levels? (Level=0 = a light tap; Level=3 = a heavy hit) - "onlyForBodyPart" probably means the push action will only take effect if this body part is hit with the damage - all the "during[blank]" (duringIdle, duringCombat, etc) variables are the states that it will look for to play the certain called push action - the push actions available to call are None, StaggerLight, StaggerMedium, StaggerFull, and Destabilize. Destabilize being knockdown. - you may notice most of the "during[blank]" variables have "None" next to them, meaning that staggering and knockdown is disabled for like 90% of your hits
So...: If I, under [Level=1] and [onlyForBodyPart: "Head" "RightLeg" "LeftLeg"], next to [duringCombat] call ["Destabilize"]... I get: A less the good hit to the enemy's head or legs while they are in their combat stance will completely knock them over
With this info you can go through every section, from Level=0 up to Level=3 and change all the called variables to change how hard your hits... well hit. Or, you can just take my values. I tweaked them so that stagger and knockdown is way more present in combat. Light hits remain unimpactful for the most part, unless you get good hits on the hands, legs, and head (in which you will cause a light stagger). Any strong and meaningful strikes should stagger and knockdown the enemy in ways that make sense and are satisfying. You should also be able to combo your enemy as they will be susceptible to greater staggers if you hit them with a harder strike than the last.
Hey again, I wanted to say thanks and that your advice helped. Though I have a new question. What do these strings affect in combat? Cause I've been trying to experiment with your mod to make the enemies more aggressive and the attack intervals even shorter and I am curious as to what they do. These are the strings. I'll mark which ones I'm curious about---
attackTurnSpeedMultiplier": 4.0, <--------------------------- THIS STRING "recoilMinWeaponSpeed": 20.0, <--------------------------- THIS STRING "recoilNothingRiposteChance": { <--------------------------- THIS STRING "recoilNothingRiposteModifier": { <--------------------------- THIS STRING
pretty sure in the previous version I copied a couple of settings from the mmp sabre wave to the tough ai json and it worked. tried in u11 and didnt work
What ends up happening with me is I go towards an NPC to fight, and then the NPC steps back, and I end up just holding forward until I'm in range and then I kill it.
Even in large groups I end up doing this one after another to the enemies. Is there a way to make them not step back? Or to attack more?
EDIT: After playing with some of the values, I got it to be a little better, but there is still the repeated scenario where I am surrounded by a circle of NPCs, but they mostly just stay on the circumference of the circle. I want more NPCs to enter into the middle and actually fight. I wonder if there is a value to do that. I also think reducing their retreat speed makes me walk backwards slower.
111 comments
From the looks of it:
- the "Level" is synonymous with maybe damage levels? (Level=0 = a light tap; Level=3 = a heavy hit)
- "onlyForBodyPart" probably means the push action will only take effect if this body part is hit with the damage
- all the "during[blank]" (duringIdle, duringCombat, etc) variables are the states that it will look for to play the certain called push action
- the push actions available to call are None, StaggerLight, StaggerMedium, StaggerFull, and Destabilize. Destabilize being knockdown.
- you may notice most of the "during[blank]" variables have "None" next to them, meaning that staggering and knockdown is disabled for like 90% of your hits
So...:
If I, under [Level=1] and [onlyForBodyPart: "Head" "RightLeg" "LeftLeg"], next to [duringCombat] call ["Destabilize"]...
I get:
A less the good hit to the enemy's head or legs while they are in their combat stance will completely knock them over
Or, you can just take my values. I tweaked them so that stagger and knockdown is way more present in combat. Light hits remain unimpactful for the most part, unless you get good hits on the hands, legs, and head (in which you will cause a light stagger). Any strong and meaningful strikes should stagger and knockdown the enemy in ways that make sense and are satisfying. You should also be able to combo your enemy as they will be susceptible to greater staggers if you hit them with a harder strike than the last.
"pushHitBehaviors": [
{
"$type": "ThunderRoad.BrainModuleHitReaction+PushBehaviour, ThunderRoad",
"level": 0,
"onlyForBodyParts": [],
"duringIdle": "StaggerLight",
"duringCombat": "None",
"duringStagger": "None",
"duringStaggerFull": "None",
"duringAttack": "None",
"duringAttackJump": "None"
},
{
"$type": "ThunderRoad.BrainModuleHitReaction+PushBehaviour, ThunderRoad",
"level": 0,
"onlyForBodyParts": [
"LeftHand",
"RightHand"
],
"duringIdle": "StaggerLight",
"duringCombat": "StaggerLight",
"duringStagger": "None",
"duringStaggerFull": "None",
"duringAttack": "None",
"duringAttackJump": "None"
},
{
"$type": "ThunderRoad.BrainModuleHitReaction+PushBehaviour, ThunderRoad",
"level": 1,
"onlyForBodyParts": [],
"duringIdle": "StaggerMedium",
"duringCombat": "None",
"duringStagger": "None",
"duringStaggerFull": "None",
"duringAttack": "None",
"duringAttackJump": "None"
},
{
"$type": "ThunderRoad.BrainModuleHitReaction+PushBehaviour, ThunderRoad",
"level": 1,
"onlyForBodyParts": [
"Head",
"RightLeg",
"LeftLeg"
],
"duringIdle": "StaggerFull",
"duringCombat": "StaggerLight",
"duringStagger": "None",
"duringStaggerFull": "None",
"duringAttack": "StaggerLight",
"duringAttackJump": "StaggerLight"
},
{
"$type": "ThunderRoad.BrainModuleHitReaction+PushBehaviour, ThunderRoad",
"level": 2,
"onlyForBodyParts": [],
"duringIdle": "Destabilize",
"duringCombat": "None",
"duringStagger": "StaggerMedium",
"duringStaggerFull": "None",
"duringAttack": "StaggerLight",
"duringAttackJump": "StaggerLight"
},
{
"$type": "ThunderRoad.BrainModuleHitReaction+PushBehaviour, ThunderRoad",
"level": 2,
"onlyForBodyParts": [
"Head",
"RightLeg",
"LeftLeg"
],
"duringIdle": "Destabilize",
"duringCombat": "StaggerLight",
"duringStagger": "StaggerFull",
"duringStaggerFull": "StaggerFull",
"duringAttack": "StaggerMedium",
"duringAttackJump": "Destabilize"
},
{
"$type": "ThunderRoad.BrainModuleHitReaction+PushBehaviour, ThunderRoad",
"level": 3,
"onlyForBodyParts": [],
"duringIdle": "Destabilize",
"duringCombat": "StaggerMedium",
"duringStagger": "StaggerFull",
"duringStaggerFull": "Destabilize",
"duringAttack": "StaggerFull",
"duringAttackJump": "Destabilize"
},
{
"$type": "ThunderRoad.BrainModuleHitReaction+PushBehaviour, ThunderRoad",
"level": 3,
"onlyForBodyParts": [
"Head",
"RightLeg",
"LeftLeg"
],
"duringIdle": "Destabilize",
"duringCombat": "StaggerFull",
"duringStagger": "StaggerFull",
"duringStaggerFull": "Destabilize",
"duringAttack": "Destabilize",
"duringAttackJump": "Destabilize"
}
],
attackTurnSpeedMultiplier": 4.0, <--------------------------- THIS STRING
"recoilMinWeaponSpeed": 20.0, <--------------------------- THIS STRING
"recoilNothingRiposteChance": { <--------------------------- THIS STRING
"recoilNothingRiposteModifier": { <--------------------------- THIS STRING
Can you tell me what those do??
in the previous version I copied a couple of settings from the mmp sabre wave to the tough ai json and it worked. tried in u11 and didnt work
Even in large groups I end up doing this one after another to the enemies. Is there a way to make them not step back? Or to attack more?
EDIT: After playing with some of the values, I got it to be a little better, but there is still the repeated scenario where I am surrounded by a circle of NPCs, but they mostly just stay on the circumference of the circle. I want more NPCs to enter into the middle and actually fight. I wonder if there is a value to do that.
I also think reducing their retreat speed makes me walk backwards slower.