WARNING: The steps below are ONLY intended for manual installation of the mod and are NOT generally recommended. Click here for the online installation guide.

Movie Battles II requires a physical copy of Jedi Academy, which can be purcashed online, or through Steam. If you already have Jedi Academy installed, make sure you have the 1.01 patch installed. Steam users will be automatically patched to the latest version of the game. Macintosh users will be required to have the 1.01e patch.

Installation of Movie Battles II on a computer running Microsoft Windows

  1. Assuming you're reading this, you already have the .zip containing the Movie Battles II modification for Jedi Academy open

  2. Select all of the files from the zip file, and extract them to your GameData folder

    • If you installed Jedi Academy in the default location, navigate to
      Computer > Local Disk > Program Files > LucasArts > Star Wars Jedi Knight Jedi Academy > GameData
    • For 64-bit operating system users navigate to
      Computer > Local Disk > Program Files (x86) > LucasArts > Star Wars Jedi Knight Jedi Academy > GameData
  3. Drag and drop all of the files into GameData, pressing OK when prompted

  4. To play, double click on the file "Play_MBII.bat"

  5. Enjoy!

Installation of Movie Battles II on a Steam version of Star Wars Jedi Knight Jedi Academy

  1. Select all of the files from the zip file, and extract them to your GameData folder

    • For Steam users running a 32-bit operating system
      Computer > Local Disk > Program Files > Steam > steamapps > common > Jedi Academy > GameData
    • For Steam users running a 64-bit operating system
      Computer > Local Disk > Program Files (x86) > Steam > steamapps > common > Jedi Academy > GameData
  2. Drag and drop all of the files into GameData, pressing OK when prompted

  3. To play, you can either start up in base and select MBII through the mod menu in setup, or you can right click on Star Wars Jedi Knight Jedi Academy in your Steam Library, select "Set Launch Options" and add +set fs_game "MBII", which will run MBII whenever you double click on the game in Steam.

  4. Enjoy!

Installation of Movie Battles II on a Macintosh

  1. Select all of the files from the zip file, and extract them to your Jedi Academy folder

  2. Navigate to

    Finder > Applications > Jedi Academy

  3. Drag and drop all of the files into Jedi Academy

  4. To play you need to start up in base and select MBII through the mod menu in setup

  5. Enjoy!

Important Notes:

  • Steam users: Cannot run the game using the .bat file provided with the mod. Please follow the instructions properly.

  • Mac users: It is suggested that you turn of EAX in the sound options as it can cause unexplained crashes.

  • ATI users: Update to the latest drivers.

Movie Battles is a team and objective based online multiplayer Total Conversion for Star Wars: Jedi Academy. It is a complete re-work of the 'Siege' gametype of Base JKA. The extent of the gameplay alterations from the base game are enough that - in most cases - it's worth thinking of Movie Battles II as an entirely new game built upon the JKA engine.

NOTE:

Movie Battles II uses its own custom maps. Base JKA maps WILL NOT load into Movie Battles II and Movie Battles II maps WILL NOT load into base JKA.

The Game Modes

LAST MAN STANDING:

Movie Battles II uses a Last Man Standing gameplay system. This means that when you die in-game, you cannot rejoin the game until the next gaming round starts. However, some classes have the ability to come back more than once. This is always a limited amount, and individual lives for that class are relatively weak to compensate. While waiting for the next round to begin, you can observe the action being played out by the remaining players.

A round ends in one of 3 ways:

  • One team completes their necessary objectives (Depends on the map).
  • One team eliminates all opponents on the opposing team.
  • The time limit for the round runs out (Victory for the defenders).

The Gameplay Modes - Open, Semi-Authentic and Authentic

Movie Battles II has three gameplay modes:

  • Open mode.

    This gamemode has the least restrictions, but is also the least 'movie-realistic'. There is no limit to how many players can play a certain class, and usually all supported classes and models should be available (dependent upon individual server settings).

    Open mode has an optional point progression system which allows you to upgrade your abilities as you play. (See below). This can be disabled in favor of always having maximum points available.

  • Semi-authentic.

    This mode is similar to open mode, but certain standard classes and models will be disabled to try and recreate the 'feel' of the current map.

  • Authentic.

    This mode is very much different to both open and semi-authentic modes. Not only are classes and models limited to match the current map, but also certain classes only allow a max number of players at any one time. If you want to play the class, but there are no spare slots, you will be put in a queue, and forced to play a different class until a slot is available to play the limited class.

    Also, class set-ups are fixed from the start of play. There is no point progression system available in Authentic mode. A benefit of Authentic mode, is to allow for very powerful characters and abilities that otherwise would unbalance the gameplay of Open mode.

Class Abilities and the Buying System

Each different class available in the game has differing abilities. These abilities are split up into levels that you must buy. You also must spend points upgrading your weapons and abilities to better match your situation.

When you first join an MBII server, you are allocated a minimum amount of points. (This amount is dependent upon the settings of the server you have joined).

You gain points to buy new abilities and upgrade existing ones by playing the game itself. You are awarded bonus points for:

  • Completing objectives.
  • Killing members of the opposing team.
  • Staying alive through to the end of a gaming round.
  • Starting a new gaming round. I.e. even the worst player will still gain points each round (albeit slower than a better player).

However, you can also lose gained points through the following actions:

  • Hurt or kill a member of your team.
  • Commit suicide.

If loss of points means you can no longer afford certain levels or abilities, those levels and / or abilities will be automatically removed.

Note also that it's possible for servers to configure the minimum points to the same value as the maximum points, so that everyone starts with the maximum, and never loses any points.

The Classes

SOLDIERS

Soldiers are weak individually, but their strength is in numbers.

  • Pistol - Level 2 gives alt charge fire.
  • E-11 Blaster - Level 2 gives a faster secondary fire. Level 3 makes secondary fire more accurate and increases the clip capacity.
  • Frag Grenade (1 per life max).
  • Concussion Grenade - Each level grants you 1 concussion grenade (2 per life max). These grenades become live the moment you press the attack button. If charged too long, they will explode in your hand. The charge can be cancelled by changing weapons.
  • Reinforcements - Up to 2 extra lives.
  • Close Combat Training - Level 1 grants faster running speed in melee and the ability to kick. Level 2 grants faster running speed for all weapons, special melee techniques, and a faster getup.
  • Light Armour - Additional armour.
  • Ammo - Additional ammuntion.

[Class special 1 - TAP]: Using class special 1 after death will prevent you from respawning on allied Commanders with Rally.

COMMANDERS

Better trained and equipped than the average soldier, but less numerous.

  • Pistol - Level 2 gives alt charge fire.
  • E-11 Blaster - Level 2 gives a faster secondary fire. Level 3 makes secondary fire more accurate and increases the clip capacity.
  • A280 (on Rebels) - Level 2 adds a rapid-fire mode (Toggle with 'Weapon Mode' key); level 3 adds a scope toggled with the alt-fire key.

OR

  • T-21 (on Imperials) - Level 2 adds a rapid-fire mode on alt-fire. Level 3 increases the clip size and slightly increases primary fire rate.
  • Frag Grenade (max. of 2 per life).
  • Fire Grenade / Sonic Grenade (max. of 2 per life).
  • Reinforcement - An extra life.
  • Dodge - Allows you to dodge sniper fire from enemies you're facing. Level 1 will only allow you to dodge shots while standing still or crouching. Level 2 allows you to dodge shots while walking or crouching with movement. Higher dodge levels drain fewer dodge points, allowing more consecutive dodges.
  • Light Armour - Additional armour.
  • Ammo - Additional ammuntion.

JEDI AND SITH

Most of the powers work similarly to the base JKA powers, but there are subtle differences. Check the site (top of this page) for more details.

Right mouse button (or your alt-fire button) is now used for defense. Press it to increase your defense to both saber attacks and incoming blaster fire. However, when increasing your defense, you also reduce your movement speed.

Defending against blaster fire drains your Force Points. Defending against saber attacks drains your Blocking Points (represented by the Red bar on the right side of your Heads Up Display).

You can also defend against blaster fire while attacking if you have Force Seeing, Saber Attack, Saber Defense and Force Block at level 3. This is known as 'Attack-Defense', and while it provides near-immunity to blaster fire, it also increases the amount of force manna required to block blaster shots.

[Class special 1 - TAP]: Throw/Retrieve saber

[Class special 2 - TAP]: Saber melee (Can be combined with aerial movement for a kick or Use key for special melee attacks)

Saber styles: A combination of up to three single styles or 1 multi-blade style and 1 single style may be selected.

  • Fast - Level 1 grants blue, level 2 replaces blue with cyan, level 3 grants both.
  • Medium - Level 1 grants yellow, level 2 replaces yellow with either dual or staff style, level 3 grants both.
  • Strong - Level 1 grants red, level 2 replaces red with purple, level 3 grants both.

Saber Defense has three levels. Each level increases your ability to defend against attacks and blaster shots.

Force Powers

As a Jedi or Sith you are given access to a large array of force powers. Jedi and Sith share several key force powers that make up their core abilities - Force jump, push, pull, and sense. Jedi and Sith also have their own unique set of force powers that they, and only they, can use. Jedi are given access to Mind Trick and Force Speed, and Sith are given access to Force Grip and Force Lightning. Each of these force powers is unique to the side you play on. Certain combinations of force powers gain bonuses when used without a lightsaber.

There are also force powers that can only be seen in Authentic mode, such as Deadly Sight, and Force Destruction.

HEROES

Heroes rely on their skill and speed rather than brute strength.

  • Pistol - Level 2 gives alt charge fire. Level 3 gives a high-powered primary fire, as well as making the alt charge fire even more devastating. Level 3's weapon mode can be toggled for normal power primary fire and a rapid burst alt fire.
  • E-11 Blaster - Level 2 gives a faster secondary fire. Level 3 makes secondary fire more accurate and increases the clip capacity.
  • Projectile rifle - Has two scope levels on alt-fire and cannot be fired outside of scope.
  • Frag Grenade (max. of 3)
  • Dash - Heroes can use the Dash ability to move quickly over a short distance. Level 1 grants the basic ability with high dodge point usage. Level 2 lowers the dodge point usage and makes the Hero dodge all blaster fire for the duration of the animation.
  • Dodge - Allows you to dodge sniper fire from enemies you're facing. Level 1 will only allow you to dodge shots while standing still or crouching. Level 2 allows you to dodge shots while walking or crouching with movement. Level 3 allows you to dodge shots while running. Higher dodge levels drain fewer dodge points, allowing more consecutive dodges.
  • Heal - Heroes have a limited heal ability representing their general health and fitness. Heal works between the health level boundaries of the level of heal you have purchased. Once your health has gone below one of these boundaries, you cannot go back up over it again. Increasing your heal level determines how fast you regenerate back to the next available boundary after being damaged.
  • Quick throw - A special ability which allows Heroes to quickly use a grenade while holding another weapon. You need to have bought at least one frag grenade to take advantage of this ability. Level 1 throws primary grenades, while level 2 throws secondary grenades.
  • Medium Armour - Additional armour.
  • Ammo - Additional ammuntion.

[Class special 1 - TAP]: Quick Throw a frag grenade (if available).

[Class special 2 - TAP]: Dash in the direction you're moving.

WOOKIEES

Big, mean, furry killing machines.

  • Pistol - Level 2 gives alt charge fire.
  • Bowcaster - Level 2 adds a scope toggled by the alt-fire key. Level 3 adds a charge-fire mode that can be toggled with the 'Weapon Mode' key.
  • Frag Grenade (up to 2)
  • Wookiee Health - Increases the base 100hp in increments of 100 per level, with a maximum of 400hp at level 3.
  • Wookiee Strength - Does several things:
    • Increases melee strength
    • Allows the Wookiee to resist force powers used against him. Level 2 makes the Wookiee immune to force push and pull, while level 3 makes the Wookiee impervious to grip and being knocked down. It also means the Wookiee can fire as normal while being electrocuted.
    • Increases melee movement speed (level 3 only)
  • Fury - Grants a Rage meter which builds as you deal damage to enemies. Melee damage fills the meter faster. When the meter is sufficiently high Rage mode can be activated, enhancing speed, damage resistance, and melee damage. Level 2 adds the Wookiee Barge ability, a melee lunge attack. Barge has lowered cooldown if used during Rage mode.
  • Ammo - Additional ammuntion.

[Class Special 1 - TAP]: Activate Rage mode.

[Class Special 2 - TAP]: Use Wookiee Barge.

DROIDEKA

Heavily armored and shielded, tempered by lack of mobility in certain situations.

  • Shield Projector - Grants a bubble shield while standing still. Level 2 allows the shield to deploy instantly when unfolding. Level 3 allows the shield to stay up while moving in deployed mode.
  • Shield Strength - Increases shield strength up to a maximum of 800 at level 3.
  • Hull Strength - Increases base HP up to 400 for level 2. Level 3 removes the damage penalty while rolling.
  • Firepower - Increases blaster fire and ammo recharge rate.
  • Power Management - Allows weapon ammo to be drained in exchange for faster shield regeneration, or vice versa. Uses weapon toggle to change mode.
  • Shield Discharge - Allows you to knock away opponents that get to close to you, knock down opponents that are in the air, and knock away grenades. Activated using alt-fire, using 200 shield points per discharge.
  • Quick Deploy - Grants the ability to deploy or undeploy extremely fast.
  • Advanced Logic - Gives you immunity to Jedi Mind tricks.

The Crouch key is used to toggle movement mode between deployed and rolling. Deployed Droidekas can use their weapons and shields but have slow movement. Rolling Droidekas are very fast, however they takes double hull damage and cannot fire weapons. Beware of grenades! Frags will instantly detonate on shield impact, while pulses will temporarily disable shields, blasters, and movement.

MANDALORIAN

An ancient race of warriors utilizing strong armor and various gadgets to aid them in battle.

  • Pistol - Level 2 gives alt charge fire, level 3 provides dual pistols as well as an alt charge fire that fires a high powered shot from each pistol. Level 3's weapon mode can be toggled for single pistol usage, conserving ammo.
  • EE-3 Blaster - Level 2 gives a faster primary fire and a scope available via alt-fire. Level 3 grants a high-powered sniper shot that drains a significant portion of ammo (1 shot per clip). The sniper shot can be accessed via the Weapon Mode toggle and can only be fire while using the scope. While highly-accurate, the EE-3 is prone to overheating, and needs time to cool down to retain its accuracy.
  • Fuel - Required to use the Mandalorian's jetpack and flamethrower. Each level fills the fuel meter by 1/3.
  • Rocket - Gives you one backpack mounted rocket that can be fired at any time. Note that you cannot fire it while the jetpack is active.
  • Flamethrower - Projects a powerful flame from your wrist. If an enemy is exposed to your flame for a certain amount of time they will be set on fire.
  • Wrist Laser - Allows you to fire very powerful shots from a wrist-mounted blaster. If not given an opportunity to cool down, your wrist laser may explode and be rendered useless, so pay attention to the HUD to make sure it doesn't overheat.
  • Heavy Armour - Additional armour.
  • Ammo - Additional ammo.

[Class special 1 - TAP]: Fires your backpack mounted rocket.

[Class special 2 - TAP]: Fires your Flamethrower or Wrist Laser.

[Weapon Mode - TAP]: If both Flamethrower and Wrist Laser are purchased, they can be cycled between while in melee.

CLONETROOPER

The backbone of the clone army.

  • Clone pistol - Level 2 gives alt charge fire, which bounces off walls. Higher charge allows for more bounces.
  • Clonetrooper Rifle - Each level increases the firing rate of the clone rifle.
  • Concussive Blasts (up to 9 per life) - Gives you 3 concussive blasts every level (usable with alt fire). They're ideal for knocking opponents over, particularly Mandalorians or Sith.
  • Ion Blasts (up to 6 per life) - Gives you 2 ion blasts every level (usable by holding alt fire to charge). Drains ammo and stuns for a short period of time. Most effective against Droidekas and Super Battle Droids.
  • Reinforcement - An extra life.
  • Stamina - Allows you a temporary burst of speed that drains your stamina. Each level increases the amount of stamina you regain while walking and standing still. Level 3 allows you to fire your clone rifle while sprinting.
  • Medium Armour - Additional armour.
  • Ammo - Additional ammo.

[Class special 1 - TAP]: Activates stamina burst.

[Weapon Mode - TAP]: Cycles between Concussive and Ion blasts when both are available.

ARC TROOPER

The elite commandos of the clone army - reserved for the most important and dangerous missions.

  • Clone pistol - Level 2, enables secondary charged bouncing shot, higher charge allows for more bounces. At level 3, dual clone pistols are attained. Level 3's weapon mode can be toggled for single pistol usage, conserving ammo.
  • Westar M5 rifle - Level 1 grants basic weapon and access to purchasable extensions. Level 2 gives walking accuracy to primary fire.
    • Scope - Level 1, you can enter the scope mode by pressing alt fire. Fast, high powered shots are fired when scoped.
    • Grenade Launcher (two levels) - Level 1 allows you to fire pulse grenades with alt fire. These grenades will stick to any surface. In addition each level gives you 1 extra pulse grenade. Pulse effects are cut in half when fired from the grenade launcher.
  • PLX Rocket launcher - Level 1, rocket launcher with 1 rocket, the ARC will change to a crouching posture while firing. Level 2 adds 1 more rocket, and allows the use of Pulse Rockets. Level 3 adds 4 more rockets, for a grand total of 6.
    Pulse rockets require a rocket and pulse grenade. You can use your weapon mode key to switch between firing with a normal PLX rocket or a pulse rocket. Pulse rockets can also be remote detonated in midair.
  • Pulse Grenade - Causes electrical damage to anything it hits - resulting in damage to players and also causing their current weapon clip to discharge, requiring a weapon reoload. They are also capable of shorting out Droidekas and Super Battle Droids for short periods of time.
  • Dexterity:
    • Level 1 - Allows long-range dives and quick rolls whilst using a weapon to put distance between you and your enemy.
    • Level 2 - Allows high jumps and the ability to perform a forward flip off a wall.
    • Level 3 - Allows the ARC to roll quickly back onto his feet when force pushed/pulled or caught in an explosion. At dexterity level 3, you are also given the ability to fire whilst performing a dive. Note: An ARC can't recover from being force pushed/pulled if it occurs while the ARC is jumping. Level 3 also allows ARCs to wallrun like a Jedi or Sith.
  • Stamina - Allows for a temporary burst of speed that drains your stamina. Each level increases the amount of stamina you regain while walking and standing still. Level 3 allows you to fire your clone rifle while sprinting.
  • Heavy Armour - Additional armour.
  • Ammo - Additional ammo.

[Class special 1 - TAP]: Activates stamina burst.

[Class special 2 - TAP]: Activates a quick dive or roll (depending on movement direction).

SUPER BATTLE DROID

The ogre-ish metallic minions of the Trade Federation.

The SBD uses its built-in wrist blaster as its main weapon. (Primary fire).

You can also swing your left arm to bash nearby opponents (Alt fire)

  • Hull strength - Each level increases health up to a max. of 200.
  • Firepower - Each level increases the fire rate of the built-in wrist mounted blaster.
  • Battery recharge - Higher levels allow your battery to recharge faster during and after use.
  • Advanced Logic - Gives you invulnerability to Jedi Mind Tricks.
  • Advanced Targeting - Allows you to zoom in using the class special 2 key.
  • Advanced Radar - Allows you to see enemies on your radar while in power-saver mode.
  • SPECIAL ARMOR TYPES

    Super Battle Droids are given several special armor types to help them combat certain enemies.

    • Cortosis
      • Level 1 provides a reduction in damage from lightsabers.
      • Level 2 provides the same damage reduction, but also shuts off any lightsaber that connects with the armour for a moment.
    • Blast Armor provides a reduction in damage from heavy weapons: explosives and snipers.
    • Magnetic Plating provides a reduction in damage from regular blaster fire, and deflects shots away with reduced damage.
  • Ammo - Additional ammo.

Note about Battery:

Battery recharge mode. The SBD requires its internal battery to be fully charged to operate at peak efficiency. Damage taken is reduced, firing rate is increased and knockdowns can be resisted when the battery power is high. Going into battery recharge mode makes you temporarily vulnerable (your arm gun is de-activated, and you are restricted to walking speed). However, your battery recharges at a higher rate than normal. You will also be able to extinguish yourself if you've caught fire.

Note about Advanced Targeting:

Class special 2 requires Advanced Targeting to function, and has 2 different functions, depending on which mode you are in.

In normal mode: TOGGLE - zoom view.

In low power mode: HOLD - ammo to battery. Allows you to transfer power from your arm blaster clip to your battery.

[Class Special 1 - TAP]: Switches you to Battery Recharge mode.

[Class Special 2 - TAP]: Zoom (with advanced targeting) or transfer ammo to battery power (recharge mode only).

BOUNTY HUNTER

Skilled and deadly mercenaries who know no loyalty other than credits.

  • Pistol - Level 2 gives alt charge fire. Level 3 gives a high-powered primary fire, as well as making the alt charge fire even more devastating. Level 3's weapon mode can be toggled for normal power primary fire and a rapid burst alt fire.
  • E-11 Blaster - Level 2 gives a faster secondary fire. Level 3 makes secondary fire more accurate and increases the clip capacity.
  • DLT-20a - Level 2 adds a rapid-fire mode (Toggle with Class special 1). Level 3 adds a scope toggled by your alt-fire key.
  • Projectile rifle - Has two scope levels on alt-fire and cannot be fired outside of scope.
  • Disruptor rifle - Level 1 gives you primary fire, and the ability to fire uncharged sniper shots. Level 2 allows a charged shot while scoped.
  • Thermal detonator (1 max.) - Disintegrates anything within its blast radius, use carefully!
  • Poison Darts (3 max.) - Poison darts do a small amount of damage every second over a period of time, and will disorient an opponent, skewing their vision.
  • Tracking Darts (max. 2 packs of 3) - Tracking Darts indicate approximate health and highlight enemies (even through walls and while being Mind Tricked).
  • Medium Armour - Additional armour.
  • Ammo - Additional ammo.

[Class special 1 - TAP]: Fires a poison dart while in melee.

[Class special 2 - TAP]: Fires a tracking dart while in melee OR activates the gun kick if a weapon is in use.

MBII specific cvars:

  • g_allowVote (default 44)

    Allows the server to determine which vote types are allowed. 0 = All votes disallowed, 127 = All votes allowed. To reach the appropriate value, choose the vote options you want to allow from the list below and add up their values:

    • 0 - All Votes
    • 1 - Gametype
    • 2 - Map
    • 4 - Restart Map
    • 8 - Next Map
    • 16 - Kick
    • 32 - MB Mode
    • 64 - Vote limit

    108 is the recommended setting for servers running a custom map rotation (108 = MB Mode, Restart Map and Next Map votes and Vote limit to 3/round are allowed).
  • g_FullSpecTalkToPlayers (default 1)

    Allows the server to specify whether "True" spectators are allowed to talk to the people currently playing. "True" spectators do not include players who already "Died" in a round. 0 = Disable spectators talking to "Alive" players.

  • g_HideHUDFromSpecs (default 0)

    Allows the server to hide the HUDs of players from spectators. 1 = Hide players' HUDs from specatators.

  • g_SpectateTeamOnly (default 0)

    Allows players to spectate only their own team after death. 1 = Prevent spectating the enemy team.

  • g_MinMBPoints (default 4)

    Allows the server to determine what points a player starts on when they first join and also how low a player can drop from losing points. Settings over 80 for this value are invalid.

  • g_MBPointsPerRound (default 3)

    Allows the server to specify how many MB points clients gain per round no matter how they behave during the round.

  • g_AllowedHeroClasses (default 0)

    Allows you to limit the classes available on the Hero team (Good Guys). 0 = All classes available. To reach the appropriate value, choose the classes from the list below and add up their values:

    • 0 - All Classes
    • 1 - Soldier
    • 2 - Elitetrooper
    • 4 - Jedi
    • 8 - Hero
    • 16 - Wookiee
    • 32 - Clonetrooper
    • 64 - ARC Trooper

  • g_AllowedVillainClasses (default 0)

    Allows you to limit the classes available on the Villain team (Bad Boys). 0 = All classes available. To reach the appropriate value, choose the classes from the list below and add up their values:

    • 0 - All Classes
    • 1 - Soldier
    • 2 - Elitetrooper
    • 4 - Sith
    • 8 - Bounty Hunter
    • 16 - Droideka
    • 32 - Mandalorian
    • 64 - SBD

  • g_TimePeriod (default 0)

    Allows you to choose what time period your server will play in. Models and classes will be limited appropiately (i.e. you won't see Qui-Gon Jinn in the Empire Strikes Back time period, or Lando in the AOTC time period...). 0 = All time periods are supported. Choose from one of the following values:

    • 0 - All time periods
    • 1 - Ancient times
    • 2 - Pre-Prequel
    • 3 - The Phantom Menace (Ep.I)
    • 4 - Attack of The Clones (EP.II)
    • 5 - Revenge Of The Sith (EP.III)
    • 6 - A New Hope (Ep.IV)
    • 7 - The Empire Strikes Back (EP.V)
    • 8 - Han-Frozen 8 (for CC map)
    • 9 - Return Of The Jedi (EP.VI)
    • 10 - Post-Original Trilogy

  • g_EUAllowed (default 1)

    Set this value to 0 to disallow any models that weren't seen in any Star Wars movies.

  • g_Authenticity (default 0)

    This cvar controls which MB mode your server runs in. Due to technical reasons it cannot be modified directly ingame - use the "mbmode " command instead.

    Setting this cvar to 1 will place the server into Semi-Authentic Mode. This means that the allowed class settings, the time period and the EU model settings for the server are determined by the map currently loaded onto it. This is so that the gameplay can more accurately respresent the 'scene' this map is meant to portray.

    Setting this cvar to 2 will place the server into Full-Authentic Mode. This means that class selections, class setups and the number of players per class will be limited according to the mapper's choice.

    When in Semi-Authentic or Full-Authentic Mode, the g_AllowedHeroClasses, g_AllowedVillainClasses, g_timePeriod and g_EUAllowed cvars set by the server are ignored.

    Setting this cvar to 3 will place the server into Open mode. This allows all classes to be played if they haven't already been restricted through other server commands.

  • Team balancing system

    • g_AutoTeamBalance (default 0)
    • g_AllowUnbalance (default 1)

    These cvars allow you to control the inbuilt team balancing system.

    If g_AutoTeamBalance is set to 1, the server will block players joining the team that is at a numerical advantage.

    The threshold for g_AutoTeamBalance activation is determined by g_AllowUnbalance. If the difference in the teams' player count is greater than g_AllowUnbalance, team balancing goes into effect to prevent additional imbalancing. By default the allowed difference in player count is 1.

  • Team punishment system

    • g_PPSpecCount (default 4)
    • g_PPKickVoteCount (default 6)
    • g_PPKickVoteRepeat (default 3)
    • g_PPKickCount (default 0)
    • g_RoundsToForgivePP (default 2)
    • g_PPtempBanForRounds (default 4)

    These cvars allow you to control the inbuilt Team Kill punishment system.

    Each time a player kills someone on their team, they register a Penalty Point. The player also registers a Penalty Point if he or she has dealt a certain amount of damage to their team mates.

    Penalty Points end up being 'forgiven'. The number of rounds it takes to forgive a PP is determined by the g_RoundsToForgivePP cvar.

    If the number of registered PPs goes over the limit specified by the g_PPSpecCount cvar, the Team Killer will automatically commit suicide and go into Spectator Mode (Presumably from the pain of knowing they sent off their comrades to an early grave!)

    If the number of registered PPs goes over the limit specified by the g_PPKickVoteCount cvar, a kick vote will be automatically triggered against that player.

    The g_PPKickVoteRepeat cvar determines how many rounds have to pass between kick votes for a continuing offender.

    If the number of registered PPs goes over the limit specified by the g_PPKickCount cvar, the offending player will immediately be removed from the server and temporarily banned for number of rounds specified in g_PPtempBanForRounds. (No vote required)

    Setting g_PPSpecCount, g_PPKickVoteCount or g_PPKickCount disables the particular feature it controls.

  • g_chatProtectTime (default 1000)

    Set time in miliseconds when client is disabled of posting chat messages. Disables chat spamming.

  • g_InactivityKick (default 300)

    Time in seconds before an inactive (i.e. not moving etc) is kicked.

  • g_InactivitySpec (default 60)

    Time in seconds before an inactive (i.e. not moving etc) is moved to the spectator mode.

  • g_ShuffleTimer (default 300)

    Time in seconds teams stay locked after an admin runs the shuffle command.

  • g_AntiCheat (default 1)

    Enforces the use of the anti-cheat system when enabled. Clients actively using game hacks or not running the MBII Launcher will be automatically kicked from the server.

SMOD commands

SMOD is an extended Admin mod written specifically for MB.

Usage:

/smod <command> <needed args>

Login:

/smod login <admin account number> <password>

For example:

/smod login <2> <yourpassword>

Commands

  • login <password> - Allows you to login as SMOD admin.
  • logout - Allows you to logout from SMOD.
  • status - Displays server status.
  • who - Displays status of other admins on server.
  • map <map> - Changes map.
  • nextmap - Switches to next map in rotation.
  • map_restart - Reinitializes map without a full reload (score and joined players reset).
  • newround - Immediately ends the current round and starts a new one (score and joined players preserved).
  • gametype <number> - Changes gametype (3 = Duel, 4 = Power Duel, 7 = MovieBattles)
  • mbmode <number> - Changes MB mode - only works in MovieBattles gametype (0 = Open Mode, 1 = Semi-Authentic, 2 = Full-Authentic).
  • say <message> - Prints chat message in red labelled as 'Admin'.
  • smsay <message> - Prints chat message in yellow, in the admin chat channel("[Admin]"), only visible to other admins.
  • ban <name or clientid> - Bans the specified client.
  • removeban <IP> - Removes the specified IP from the banlist.
  • tempban <clientid or name> <number of rounds> - Temporarily bans client for specified number of rounds.
  • tempbanlist - Shows actual temporarily banned clients with number of rounds remaining to go and tempbanID.
  • removetempban <tempbanID> - Removes the specified tempbanID from the tempbanlist.
  • kick <name or clientid> - Kicks the specified client.
  • forceteam <name or clientid> <team> - Forces the specified client to the specified team (1 = Red team, 2 = Blue team, 3 = Spectator).
  • info - Displays all SMOD commands which are available according to your log-in level.
  • vstr <argument> - Allows you to execute vstr commands.
  • campaign <number> - Disable (0) or enable (1) the usage of the campaign file.
  • campaignfile <argument> - Name of the campaign file (.mbcr file).
  • shuffle - Reassigns all players to a team according to their scores and locks them to the team for an amount of time defined in the g_ShuffleTimer cvar.
  • mute <clientid or name> <number of minutes> - Prevents a client using chat for the specified number of minutes. The default mute time is 5 minutes.
  • unmute <clientid or name> - Unmutes a muted client.
  • settk <clientid or name> <number of TK points> - Forces the TK points of a client to the specified number.

SMOD Calculator

Use the SMOD calculator to automatically add up the values according to the features/commands you want to enable for a particular admin. For example, g_smodConfig_4 7 gives kick, nextmap and map to the fourth admin account.

This goes to the server's config:

seta g_smodConfig_4

Tip: You can paste values from a current config to the text box to see what rights are currently enabled.

SMOD Value Calculator Version 1.2, 28.03.16. Author: Puppytine. License: public domain.

Default Server Configuration

// Movie Battles II
// Sample Server Config

// Server Config:
seta sv_hostname "MBII Server"                        // Name of your server
seta g_motd "Welcome to my MB2 Server\nHave fun!"        // Message of the Day

// Additional master servers to report to
seta sv_master1 "master.moviebattles.org"            // Master servers - do not alter unless you know what you are doing.
seta sv_master2 "master.jkhub.org"
seta sv_master3 ""
seta sv_master4 ""
seta sv_master5 ""

// Administration:
seta rconpassword ""                        // Rcon admin password - CHANGE THIS

// See MBII_Readme (GameData folder) for info on bitvalues!
// If g_smodconfig_1 is set to 0, smod system is disabled.
// Accounts without password are disabled aswell.
seta g_smodAdminPassword_1 ""               // Smod admin password - CHANGE THIS
seta g_smodConfig_1 "65535"                 // All commands enabled
seta g_smodAdminPassword_2 ""
seta g_smodConfig_2 "7"                     // Kick, nextmap, map.
seta g_smodAdminPassword_3 ""
seta g_smodConfig_3 "0"
seta g_smodAdminPassword_4 ""
seta g_smodConfig_4 "0"
seta g_smodAdminPassword_5 ""
seta g_smodConfig_5 "0"
seta g_smodAdminPassword_6 ""
seta g_smodConfig_6 "0"
seta g_smodAdminPassword_7 ""
seta g_smodConfig_7 "0"
seta g_smodAdminPassword_8 ""
seta g_smodConfig_8 "0"
seta g_smodAdminPassword_9 ""
seta g_smodConfig_9 "0"
seta g_smodAdminPassword_10 ""
seta g_smodConfig_10 "0"
seta g_smodAdminPassword_11 ""
seta g_smodConfig_11 "0"
seta g_smodAdminPassword_12 ""
seta g_smodConfig_12 "0"
seta g_smodAdminPassword_13 ""
seta g_smodConfig_13 "0"
seta g_smodAdminPassword_14 ""
seta g_smodConfig_14 "0"
seta g_smodAdminPassword_15 ""
seta g_smodConfig_15 "0"
seta g_smodAdminPassword_16 ""
seta g_smodConfig_16 "0"

// Shuffle and Auto-balance Settings
set g_ShuffleTimer "300"                    // How long in seconds clients must wait before they can change teams again after shuffle is used.
set g_autoteambalance "0"                    // Auto-balance setting - 0 = OFF, 1 = ON.  Off by default.
set g_allowunbalance "1"                    // How many players a team may be stacked before auto balance intervenes. Ex: If teams are 6 on 5 and g_allowunbalance is 1 players cannot join the team with more players.

// Logging
seta g_log "games.log"                        // Filename to record logging information to. ex: "serverlog.txt" If left blank, do not log.
seta g_logClientInfo "0"                    // Logs client information changes if set to 1 (More detailed logging, useful in matching clients to IPs.)
seta g_logSync "0"                        // Use synchronous appending in log writes. (May impact server performance if set to 1(Not generally recommended), but may provide more detailed logs if a crash occurs.)

// Server Settings:
seta sv_fps "40"                        // Server FPS setting.
seta sv_maxclients "32"                        // Number of your server's player slots
seta sv_privateClients ""                    // Number of private slots
seta sv_privatePassword ""                    // Password for using the private slots
seta sv_pure "0"                        // Pure setting - 0 = off, 1 = on. If enabled, clients can only use pk3s which match the ones on the server.
seta sv_maxRate "25000"                        // Server-side cap for /rate. Settings higher than 25000 do not improve the client's ping.
seta sv_maxPing "0"                        // Only players with a ping below this can connect to your server. "0" = disabled.
seta sv_timeout "600"                        // Timeout - do not alter unless you know what you are doing.
seta sv_minSnaps "20"                        // Sets minimum snaps client can have.
seta sv_minRate "2000"                        // Sets minimum rate client can have.
seta sv_maxConnections "3"                    // Maximum number of connections from one IP (prevents many crash scripts).
seta sv_floodProtect "1"                    // Prevent flooding of chat and admin commands.

// Movie Battles II Settings:
seta g_gametype "7"                        // Gametype - 3 = Duel, 4 = Power Duel, 7 = MovieBattles Mode.
seta fraglimit "15"                        // If a team reaches this amount of won rounds, it wins the map.
seta roundlimit "20"                        // When the total rounds reaches this amount, the map ends. Ties may happen.
seta timelimit "0"                        // Timelimit. No point using this, seeing as rounds end after 5 minutes.
seta g_MinMBPoints "80"                        // Semi-Authentic: Amount of MB points players start out with.
seta g_MBPointsPerRound "3"                    // Semi-Authentic: Amount of MB points players gain every round.
seta g_Authenticity "0"                        // MB Mode setting - 0 = Open mode, 1 = Semi-Authentic, 2 = Full-Authentic.
seta g_allowedHeroClasses "0"                    // Limit classes on Hero team in Open mode. See Readme for details.
seta g_allowedVillainClasses "0"                // Limit classes on Villain team in Open mode. See Readme for details.
seta g_TimePeriod "0"                        // Set time period in Open mode. See Readme for details.
seta g_EUAllowed "1"                        // Allow / disallow Expanded Universe models in Open Mode. 0 = disallowed, 1 = allowed.

// Anti-Cheat System:
seta g_AntiCheat "1"						// Cheating or unverified clients will be automatically kicked. 0 = disabled, 1 = enabled.

// Anti-Teamkill System:
seta g_TKPointsMinorFriendly "1"                // Ignore damage amounts below 5 for purposes of applying g_TKPointsSpecCount (Stray very minor splash damage is permissible.)
seta g_TKPointsSpecCount "400"                    // Player will be forced to spectate if he/she has accrued this many TKPoints for team kills or hurting teammates. 0 = disabled.
seta g_TKPointsKickCount "700"                    // Player will be kicked and temp-banned from the server if a player has gotten this many TKPoints for team kills or hurting teammates. 0 = disabled.
seta g_TKPointsForgiveAfterRounds "2"                // How many rounds must pass without any TKing by the player before g_TKPointsRemovedPerRound applies. 0 = always.
seta g_TKPointsRemovedPerRound "50"                // Each round that passes without the player having done any TKing, this many TKPoints will be removed from their total. 0 = disabled.
seta g_TKPointsTempBanForRounds "10"                // Number of rounds player gets banned for after exceeding g_TKPointsKickCount count.

// Misc:
seta g_FullSpecTalkToPlayers "1"                // Allow / disallow spectators talk to 'living' players (ghosting).
seta g_chatProtectTime "250"                    // Ammount of time that has to pass between two chat messages sent by player for them to be valid.
seta g_password ""                        // Password players need in order to be able to join your server.
seta g_allowVote "0"                        // Allow votes - 0 = all votes disabled, 127 = all votes allowed. See readme for details.
seta g_automapcycle "0"                        // Use automapcycle instead of a custom one. 0 = disabled, 1 = enabled.
seta g_dismember "100"                        // Dismemberment probability. This is a percentage, i.e. 100 is the maximun setting. Clients have to adjust the cg_dismember cvar accordingly in order to see dismemberment.
seta g_allowNPC "1"                        // Do not alter.
seta g_noSpecMove "0"                        // Allow / disallow spectator movement. 0 = spectators can move, 1 = they cannot move.
seta g_spectateTeamOnly "0"                    // 0 = Spectators can spectate players from either team, 1 = Spectators can only spectate players from their own team.
seta g_AllowEntity_target_level_change "0"            // Whether or not to permit the target_level_change map entity to function. (Maps which utilize this feature can break map rotations.) 1 = enabled. 0 = disabled.
seta g_HideHUDFromSpecs "1"                    // 0 = Spectators can view the HUD from 'living' players, 1 = disabled.
seta g_InactivityKick "0"                    // Time in seconds until an inactive (i.e. not moving etc) client is kicked.
seta g_InactivitySpec "120"                    // Time in seconds until an inactive (i.e. not moving etc) client is moved to the spectator mode.
seta g_filterban "1"                        // If "0" - only players who are on the banlist may join. 1: people on the banlist may not join.

// Map rotation:
set d1 "map mb2_commtower;set nextmap vstr d2"
set d2 "map mb2_tradefed;set nextmap vstr d3"
set d3 "map mb2_lunarbase;set nextmap vstr d4"
set d4 "map mb2_republiccruiser;set nextmap vstr d5"
set d5 "map mb2_jabba;set nextmap vstr d6"
set d6 "map mb2_jeditemple;set nextmap vstr d7"
set d7 "map mb2_tatooine;set nextmap vstr d8"
set d8 "map mb2_kamino;set nextmap vstr d1"

vstr d1                                // Start the first map in the rotation