[ZM] Updated bo2_zm_bots
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Updated code bot now buy weapons for ammo replenished
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Nice
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Is there anyway to mix this script:
bot_buy_box()
{
if(self maps\mp\zombies_zm_laststand::player_is_in_laststand())
return;if(!isDefined(level.chests) || level.chests.size == 0) return; current_box = level.chests[level.chest_index]; if(!isDefined(current_box)) return; dist = Distance(current_box.origin, self.origin); // Only try to use box if we have enough points and aren't too far if(self.score >= 1900 && dist < 150) { // Check if box is available if(!is_true(current_box._box_open) && !is_true(current_box._box_opened_by_fire_sale) && !flag("moving_chest_now")) { if(FindPath(self.origin, current_box.origin, undefined, 0, 1)) { // Move to box if not already there if(dist > 75) { self AddGoal(current_box.origin, 50, 2, "boxBuy"); return; } // Use the box when close enough self maps\mp\zombies\_zm_score::minus_to_player_score(950); current_box notify("trigger", self); // Wait for weapon to appear and box to fully open wait 4; // Try to grab weapon multiple times to ensure it's picked up for(i = 0; i < 3; i++) { if(is_true(current_box._box_open)) { current_box notify("trigger", self); self UseButtonPressed(); wait 0.5; // Check if weapon was actually taken if(!is_true(current_box._box_open)) return; } wait 0.5; } } } } // Clean up any remaining box goal if(self hasgoal("boxBuy")) self cancelgoal("boxBuy");
}
With this one:
// Improved weapon selection logic
bot_should_take_weapon(boxWeapon, currentWeapon)
{
if(!isDefined(boxWeapon))
return false;// Check if we already have this weapon if(self HasWeapon(boxWeapon)) return false; // Always take wonder weapons if(IsSubStr(boxWeapon, "raygun") || IsSubStr(boxWeapon, "thunder") || IsSubStr(boxWeapon, "wave") || IsSubStr(boxWeapon, "mark2") || IsSubStr(boxWeapon, "tesla")) { return true; } // Define weapon tiers for better decision making tier1_weapons = array("raygun_", "thunder", "wave_gun", "mark2", "tesla"); tier2_weapons = array("galil", "an94", "hamr", "rpd", "lsat", "dsr50"); tier3_weapons = array("mp5k", "pdw57", "mtar", "mp40", "ak74u", "qcw05"); tier4_weapons = array("m14", "870mcs", "r870", "olympia", "fnfal"); // Track if current weapon is in specific tier currentIsTier1 = false; currentIsTier2 = false; currentIsTier3 = false; // Check current weapon tier foreach(weapon in tier1_weapons) { if(IsSubStr(currentWeapon, weapon)) { currentIsTier1 = true; break; } } if(!currentIsTier1) { foreach(weapon in tier2_weapons) { if(IsSubStr(currentWeapon, weapon)) { currentIsTier2 = true; break; } } } if(!currentIsTier1 && !currentIsTier2) { foreach(weapon in tier3_weapons) { if(IsSubStr(currentWeapon, weapon)) { currentIsTier3 = true; break; } } } // Don't take bad weapons like snipers or launchers (with small chance for variety) if(IsSubStr(boxWeapon, "sniper") || IsSubStr(boxWeapon, "launcher") || IsSubStr(boxWeapon, "knife") || (IsSubStr(boxWeapon, "ballistic") && !IsSubStr(boxWeapon, "ballistic_knife"))) { return (randomfloat(1) < 0.15); // 15% chance } // Check box weapon tier boxIsTier2 = false; boxIsTier3 = false; boxIsTier4 = false; foreach(weapon in tier2_weapons) { if(IsSubStr(boxWeapon, weapon)) { boxIsTier2 = true; break; } } if(!boxIsTier2) { foreach(weapon in tier3_weapons) { if(IsSubStr(boxWeapon, weapon)) { boxIsTier3 = true; break; } } } if(!boxIsTier2 && !boxIsTier3) { foreach(weapon in tier4_weapons) { if(IsSubStr(boxWeapon, weapon)) { boxIsTier4 = true; break; } } } // Decision logic based on tiers and round number if(currentIsTier1) { // Already have a wonder weapon, only take another if it's a different one // For example, allow taking thunder gun when already having raygun foreach(weapon in tier1_weapons) { if(IsSubStr(boxWeapon, weapon) && !IsSubStr(currentWeapon, weapon)) { // 70% chance to take another wonder weapon return (randomfloat(1) < 0.7); } } return false; // Don't replace wonder weapon with non-wonder weapon } // Have tier 2 weapon already if(currentIsTier2) { if(boxIsTier2) { // 50% chance to swap between tier 2 weapons for variety return (randomfloat(1) < 0.5); } else if(boxIsTier3 || boxIsTier4) { // Almost never downgrade from tier 2 return (randomfloat(1) < 0.1); } // For unclassified weapons, low chance return (randomfloat(1) < 0.2); } // Have tier 3 weapon already if(currentIsTier3) { if(boxIsTier2) { // Always upgrade to tier 2 return true; } else if(boxIsTier3) { // 60% chance to swap between tier 3 for variety return (randomfloat(1) < 0.6); } else if(boxIsTier4) { // Don't downgrade return (randomfloat(1) < 0.15); } } // Round-based logic - in early rounds take most weapons if(level.round_number <= 5) { return true; } // Mid rounds - prefer at least tier 3 else if(level.round_number <= 15) { if(boxIsTier2 || boxIsTier3) return true; else return (randomfloat(1) < 0.5); // 50% chance for other weapons } // Late rounds - generally only take tier 2 else { if(boxIsTier2) return true; else if(boxIsTier3) return (randomfloat(1) < 0.7); // 70% chance for tier 3 else return (randomfloat(1) < 0.3); // 30% chance for other weapons } // Default case - 50/50 chance return (randomfloat(1) < 0.5);
}
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RlKk01 I already calling the bot_should_take_weapon in bot_buy_box function do you need something else ?
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Yeah i know, i tested your actual mod but the function of the box itself for some reason it's bugged for me, i try to buy the box but it won't let me buy it unless a bot open it first.
And i have to spend more points like 3000 thousands points just for get a weapon.
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The script that i send to you is the old version of your mod, i did reactivated and it worked perfectly it's just that it lacks of the preferance of the weapons they gets, for example they get the raygun from the box and buy again to get the balistic knives.