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= Squad Mates = In Space Marine 2's [https://spacemarine2.fandom.com/wiki/Operations Operations Game Mode] you have the option to play with 3 other players through a mission, or run a mission solo. When you run a mission solo you are given squad mates in the form of AI. They can be any of the 6 classes in game, and they have their own predefined weapons and armor. In vanilla, while useful, these squad members are bland and cannot be edited at all. But by editing their files, they become heavily customizable. Before continuing, you should read: [http://www.warhammerworkshop.com/index.php/Friendly_AI_Info#Squad_Mates Squad Mates] == What Files Contribute to Squad Mate Customization? == There are a lot of files that will allow you to customize your squad mates, and there are multiple different methods for customization. These files can control weapon loadouts, armor, and color of each Squad Mate. == Character_Customization_Library.sso == This file among other things, contains one of the simplest ways to edit the armor of AI squad mates. This file is located in: '''''"client_pc\root\paks\client\default\default_other.pak\ssl\body\customization."''''' [[File:Armor presets.png|left|thumb|351x351px|This is how character_customization_library.sso defines what goes into the first armor slot.]][[File:Armor Selection.png|thumb|273x273px|This is the armor the bot will use]] === Predefined Armor Presets === The reason AI squad mates look bland and without helmets in vanilla is because that is the first predefined armor slot. (see right) character_customization_library.sso is the file that defines all of these predefined armor slots for every class. (see left) Each preset can be edited to show different armor parts including [http://www.warhammerworkshop.com/index.php/DLC_and_Community_Items DLC and Community Event Armor], and even armor parts of other classes. [[File:Showcase01.png|thumb|340x340px|Squad mates using edited armors on Decapitation]] Every preset is split up into 10 entries: '''HELMET, BACKPACK, CHEST, LEFT_PAULDRON, RIGHT_PAULDRON, LEFT_GAUNTLET, RIGHT_GAUNTLET, LEFT_GREAVE, RIGHT_GREAVE,''' and '''VANITY.''' Changing these entries will edit how the predefined armor slot will look. And changing '''''PREDEFINED_PRESET_1''''' will change how the AI squad mates look in game. (see right) To find the names of armor pieces look at the other presets for a class, or scroll down to the '''"bodySections"''' section for each class. To know what they look like, have the game open in another window and look at the armor with the corresponding name. Example: "chest_soldier_common_01" will be the first common (grey) chest plate option on Tactical. [[File:Dark angels chapter preset.png|thumb|451x451px|Dark Angels chapter presets]] == Global_Armor_Color_Pattern_Library.sso == This file defines colors, decals, and the colors of decals for every chapter preset in the game. By changing the defined colors and decals of a preset you can create custom chapter preset to use in your mods. This file is located in '''''"client_pc\root\paks\client\default\default_other.pak\ssl\body\customization."''''' === Predefined Chapter Presets === A predefined Chapter Preset typically looks like the image on the right for the [https://warhammer40k.fandom.com/wiki/Dark_Angels Dark Angels] preset. There will be slight differences between presets. Some define the color of decals, some will specify shoulder pauldron markings by class, all of these can be copied and pasted into one preset for maximum customization. [[File:Custom Preset.png|thumb|Custom Preset replacing the default Ultramarines preset.|286x286px]] The AI Squad mates are programmed to always be [https://warhammer40k.fandom.com/wiki/Ultramarines Ultramarines]. But the Ultramarine colors can be changed. ''I'm going to sneak in a quick tutorial here.'' If you look at the Ultramarines section at the very top of this file, you will notice it does not have color definitions. To change the color definitions that don't exist we have to steal them from another Chapter Preset. Copy the ''"mainColoring"'' section from the Dark Angels preset, and paste it right above the ''"decals"'' section in the Ultramarines preset. You can now edit the '''Primary, Secondary,''' and '''Tertiary''' colors of the Ultramarines preset, and any colors you set it to will appear on your squad mates while playing solo. A list of available colors can be found in "armor_color_library". Changing the colors of a predefined color preset will replace it with your colors, so changing the colors of the Ultramarines preset means you will no longer have an "Ultramarines" preset. [[File:Bot Preset.png|left|thumb|311x311px|Custom preset being applied to bots in game.]] === Coloring Specific Body Parts === As you can see in the Dark Angels preset there is a "bodySectionsColoring" section. Inside of this section it says "CHEST" with color definitions below it. You can think of this as using the UI in game to add a color rule for a body part, just doing it through text. So "mainColoring" is the "General Rules" for your custom pattern, and "bodySectionsColoring" is the "Custom Rules" for your custom pattern. You can copy and paste this section and change the "CHEST" to '''HELMET, HELMET_LENSES, BACKPACK, LEFT_PAULDRON, RIGHT_PAULDRON, LEFT_GAUNTLET, RIGHT_GAUNTLET, LEFT_GREAVE,''' or '''RIGHT_GREAVE.''' Then edit the colors to whatever you would like. When adding HELMET_LENSE colors, you only need a primary slot and where it says "_type =" in the ''colors'' section, change "CustomizationBodyColoringInfo" to "CustomizationBodyColoringInfoLenses" for proper light emissions from the color. The Bulwark Shield is the only VANITY item that can be colored. ''Changes you make to color presets will be applied to ALL squad mates, you cannot color Squad Mates separately using this method.'' [[File:Prop character customization state local .png|thumb|374x374px]] == Making Bots Look like Your Classes. == The Above method works great for simplicity applied across all Classes in an operation. But there is an easier method that makes editing the AI Squad Mates as easy as customizing your own classes. Every PVE class has its own client file named '''"npc_bot_marine_CLASSNAME_client.cls".''' These files can be found in '''''"client_pc\root\paks\client\default\default_other.pak\ssl\characters\bots."''''' Within the client files for each class, very close to the top is a line called ''"prop_character_customization_state_local".'' This line can be changed to ''"prop_character_customization_state_authority".'' Once this line is changed, you can customize a class in game in the armory, and when you go into an Operation solo, your squad mates will look exactly like your character, with your amor, colors, and decals. If you have not customized your character's colors or armor yet, a bot will spawn using the armor from PREDEFINED_PRESET_1 and will Spawn looking like an Ultramarine. The weapons you pick in the armory will not be what the bots use. To change Bot Loadouts read the section below this. ''WARNING: Changing this line will stop console players and people playing on a vanilla version of the game, or a modded version that do NOT have this changed in their files, from joining your lobby. They will get hung on "Joining Server" and never load.'' == Weapon_Bot_Loadout_Templates_Library.sso == AI squad mates get their weapons predefined by Class, and then Difficulty, in '''''weapon_bot_loadout_templates_library.sso'''''. This file is located in '''''"server_pc\root\paks\server\default\default_other.pak\ssl\main\user\weapon_loadouts\bot_templates"''''' [[File:Bot Loadout Templates.png|thumb|753x753px|Soldier Weapon Loadouts by difficulty.]] === Defining Weapons === Each difficulty section has a '''primarySkill, secondarySkill,''' and '''meleeSkill.''' These "Skills" define the type of weapon each class will use when they are a Bot. Changing the entries for these 3 spaces will change the type of weapon that the Bot will use in a mission. The '''equipmentSkill''' space is for grenades. Bots can be given any grenade, but do ''NOT'' know how to use Melta Bombs, they will place them, but will not detonate them. You can find a list of available weapon names in [http://www.warhammerworkshop.com/index.php/Weapon_info#Firearm_library_pve.sso firearm_library_pve.sso.] A weapon does not have to be one that is on the class in the vanilla version of the game. You can give the Bulwark a [http://www.warhammerworkshop.com/index.php/Weapon_info#Heavy_Bolter Heavy Bolter] using this file. Underneath weapon skills are the variables that define the version of the weapon. primaryVersion corresponds to primarySkill, secondaryVersion to secondarySkill, and meleeVersion to meleeSkill. These versions are the versions you can select in the Armory. 01 = Common (Grey), 02 = Master Crafted (Green), 03 = Artificer (Purple), 04 = Relic (Gold) You can get even more specific with "0#_x". So if you wanted the 3rd Relic variant you would fill in the space as "04_b" because 04 is the first variant. For a list of weapon Variants you can chose from see [http://www.warhammerworkshop.com/index.php/Weapon_info#Firearm_Modificators_Library.sso firearm_modificators_library.sso.] When you set a weapon to a specific version, the skin applied to that version will be equipped, and values associated with that version will also be applied to the weapon. Weapons and weapon versions do not have to be the same on every difficulty so you can make your Heavy bot use a Heavy Bolter on the first 3 difficulties, and a [http://www.warhammerworkshop.com/index.php/Weapon_info#Multi_Melta Multi-Melta] on the last 3 difficulties. === Expanding Arsenals === You will notice that some characters do not have a primary or a melee slot. In cases like this if you would like to have a squad mate like the Bulwark have a primary weapon, you need to add a primarySkill and primaryVersion, and then define the weapon and version. A character having a skill slot does not have to remain consistent on all difficulty levels. Your bulwark can have no primarySkill on the first 3 difficulties, and ''have'' a primarySkill on the last 3 difficulties. [[File:Showcase 02.png|center|thumb|670x670px|Bots with Relic/DLC weapons on Decapitation, Sniper and Vanguard Pictured.]]
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