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  3. [ZM] Updated bo2_zm_bots

[ZM] Updated bo2_zm_bots

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  • ByScundefined BySc

    Resxt Because when i try to load raw version of the script it gives error "Failed to load custom script" maybe because i am using older version of the game r2905 for offline.
    I dont have reputation for posting links because of this reason i removed "." from github

    cyrex crimsundefined Offline
    cyrex crimsundefined Offline
    cyrex crims
    wrote on last edited by
    #19

    BySc you make it very hard how i can compile it can you give me link of gsc tool ?

    1 Reply Last reply
    1
    • ByScundefined Offline
      ByScundefined Offline
      BySc
      wrote on last edited by
      #20

      You dont need to compile you can just copy script the folder we dont need compile now.

      cyrex crimsundefined 1 Reply Last reply
      1
      • ByScundefined Offline
        ByScundefined Offline
        BySc
        wrote on last edited by
        #21

        Updated code bot now buy weapons for ammo replenished

        1 Reply Last reply
        1
        • GhostRider0125undefined Offline
          GhostRider0125undefined Offline
          GhostRider0125
          wrote on last edited by
          #22

          Nice😆👌

          1 Reply Last reply
          0
          • RlKk01undefined Offline
            RlKk01undefined Offline
            RlKk01
            wrote on last edited by
            #23

            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);
            

            }

            ByScundefined 1 Reply Last reply
            0
            • RlKk01undefined RlKk01

              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);
              

              }

              ByScundefined Offline
              ByScundefined Offline
              BySc
              wrote on last edited by
              #24

              RlKk01 I already calling the bot_should_take_weapon in bot_buy_box function do you need something else ?

              1 Reply Last reply
              0
              • RlKk01undefined Offline
                RlKk01undefined Offline
                RlKk01
                wrote on last edited by
                #25

                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😅.

                1 Reply Last reply
                0
                • RlKk01undefined Offline
                  RlKk01undefined Offline
                  RlKk01
                  wrote on last edited by
                  #26

                  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.

                  1 Reply Last reply
                  0
                  • ByScundefined Offline
                    ByScundefined Offline
                    BySc
                    wrote on last edited by
                    #27

                    RlKk01 Updated code again, still have a bug when bots take grenade they still holds as a weapon i will look at later.

                    1 Reply Last reply
                    0
                    • ByScundefined BySc

                      You dont need to compile you can just copy script the folder we dont need compile now.

                      cyrex crimsundefined Offline
                      cyrex crimsundefined Offline
                      cyrex crims
                      wrote on last edited by
                      #28

                      BySc but when i do that i have a lot of point on the first round me and all the bots and can you make another update to the bots because when i go far from them they will teleport to me and they will stay randomly on the walls i dont know why but this thing happened to me when i played origins thank you and please can you make another update please

                      ByScundefined 1 Reply Last reply
                      0
                      • BackdoorHazeundefined Offline
                        BackdoorHazeundefined Offline
                        BackdoorHaze
                        wrote on last edited by
                        #29

                        why do i spawn with a ton of points when i have this enabled?

                        BackdoorHazeundefined 1 Reply Last reply
                        0
                        • BackdoorHazeundefined BackdoorHaze

                          why do i spawn with a ton of points when i have this enabled?

                          BackdoorHazeundefined Offline
                          BackdoorHazeundefined Offline
                          BackdoorHaze
                          wrote on last edited by
                          #30

                          BackdoorHaze in the zm_bo2_bots file it says "init()
                          {
                          level.player_starting_points = 550 * 400;
                          bot_set_skill();" which gives alot of starting points, saying this for anyone else who is confused

                          1 Reply Last reply
                          0
                          • cyrex crimsundefined cyrex crims

                            BySc but when i do that i have a lot of point on the first round me and all the bots and can you make another update to the bots because when i go far from them they will teleport to me and they will stay randomly on the walls i dont know why but this thing happened to me when i played origins thank you and please can you make another update please

                            ByScundefined Offline
                            ByScundefined Offline
                            BySc
                            wrote on last edited by
                            #31

                            cyrex crims said in [ZM] Updated bo2_zm_bots:

                            BySc but when i do that i have a lot of point on the first round me and all the bots and can you make another update to the bots because when i go far from them they will teleport to me and they will stay randomly on the walls i dont know why but this thing happened to me when i played origins thank you and please can you make another update please

                            I will check it

                            BackdoorHaze said in [ZM] Updated bo2_zm_bots:

                            why do i spawn with a ton of points when i have this enabled?

                            I was using for testing i will disable next update

                            1 Reply Last reply
                            0
                            • RlKk01undefined Offline
                              RlKk01undefined Offline
                              RlKk01
                              wrote on last edited by
                              #32

                              Would it be possible to create a briefly moment of invulnerability for you and the bots when they teleport?
                              Either they die or I get killed when it happens.

                              vandal59undefined ByScundefined 2 Replies Last reply
                              0
                              • RlKk01undefined RlKk01

                                Would it be possible to create a briefly moment of invulnerability for you and the bots when they teleport?
                                Either they die or I get killed when it happens.

                                ByScundefined Offline
                                ByScundefined Offline
                                BySc
                                wrote on last edited by
                                #33

                                RlKk01 said in [ZM] Updated bo2_zm_bots:

                                Would it be possible to create a briefly moment of invulnerability for you and the bots when they teleport?
                                Either they die or I get killed when it happens.

                                It's a good idea i will check it.

                                1 Reply Last reply
                                0
                                • RlKk01undefined Offline
                                  RlKk01undefined Offline
                                  RlKk01
                                  wrote on last edited by
                                  #34

                                  BySc There is another thing, bots when they have pap weapons and they are close to a wallbuy they buy for example an m14 or an ak74. It bothers a bit when they are in high rounds and change their weapons for much worse ones.
                                  And that's It, the rest of the mod works perfectly.

                                  1 Reply Last reply
                                  0
                                  • StonedSquidzundefined Offline
                                    StonedSquidzundefined Offline
                                    StonedSquidz
                                    wrote on last edited by
                                    #35

                                    Is there anyway I could manually take over the bot for a short period of time, and be able to interact with things? I noticed the bots aren't able to pick up the stones in Origins, and was wondering if i could take over just to pick up the stones for the bots.

                                    ByScundefined 1 Reply Last reply
                                    0
                                    • ByScundefined Offline
                                      ByScundefined Offline
                                      BySc
                                      wrote on last edited by BySc
                                      #36

                                      Updated code 08.05.2025

                                      -- Added invulnerability for 2.5sec
                                      -- Added another if logic for controlling pap weapons i hope this fix lower tier weapon purches.

                                      Update can be found on github. Thanks everyone who is tested mod.

                                      1 Reply Last reply
                                      2
                                      • StonedSquidzundefined StonedSquidz

                                        Is there anyway I could manually take over the bot for a short period of time, and be able to interact with things? I noticed the bots aren't able to pick up the stones in Origins, and was wondering if i could take over just to pick up the stones for the bots.

                                        ByScundefined Offline
                                        ByScundefined Offline
                                        BySc
                                        wrote on last edited by
                                        #37

                                        StonedSquidz said in [ZM] Updated bo2_zm_bots:

                                        Is there anyway I could manually take over the bot for a short period of time, and be able to interact with things? I noticed the bots aren't able to pick up the stones in Origins, and was wondering if i could take over just to pick up the stones for the bots.

                                        As far as i know there is no bot control logic within the game but i can look it. I need to add map specific logics for bot to make them collect things related to ee.

                                        1 Reply Last reply
                                        1
                                        • RlKk01undefined Offline
                                          RlKk01undefined Offline
                                          RlKk01
                                          wrote on last edited by
                                          #38

                                          BySc The teleport function keeps killing the bots when teleport to you.

                                          ByScundefined 1 Reply Last reply
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