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[ZM] Updated bo2_zm_bots

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  • ByScundefined Offline
    ByScundefined Offline
    BySc
    wrote last edited by
    #21

    Updated code bot now buy weapons for ammo replenished

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

      Nice😆👌

      1 Reply Last reply
      0
      • RlKk01undefined Offline
        RlKk01undefined Offline
        RlKk01
        wrote 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
        • ByScundefined Offline
          ByScundefined Offline
          BySc
          replied to RlKk01 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 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 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 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
                • cyrex crimsundefined Offline
                  cyrex crimsundefined Offline
                  cyrex crims
                  replied to BySc 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 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 Offline
                      BackdoorHazeundefined Offline
                      BackdoorHaze
                      replied to BackdoorHaze 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
                      • ByScundefined Offline
                        ByScundefined Offline
                        BySc
                        replied to cyrex crims 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 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.

                          bocanegra59undefined ByScundefined 2 Replies Last reply
                          0
                          • ByScundefined Offline
                            ByScundefined Offline
                            BySc
                            replied to RlKk01 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 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 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 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
                                  • ByScundefined Offline
                                    ByScundefined Offline
                                    BySc
                                    replied to StonedSquidz 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 last edited by
                                      #38

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

                                      ByScundefined 1 Reply Last reply
                                      0
                                      • ByScundefined Offline
                                        ByScundefined Offline
                                        BySc
                                        replied to RlKk01 last edited by
                                        #39

                                        RlKk01 said in [ZM] Updated bo2_zm_bots:

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

                                        I will test again asap.

                                        bocanegra59undefined 1 Reply Last reply
                                        0
                                        • Gundawg21undefined Offline
                                          Gundawg21undefined Offline
                                          Gundawg21
                                          wrote last edited by
                                          #40

                                          Thanks for updating the original mod. Very cool.

                                          The bots temporarily break the mystery box sometimes. I think it has to do with them buying ammo from the box itself? They spend the 950 points and it doesn't open. After this, the player cannot interact with the box whatsoever until the bots decide to actually spin the box.

                                          This still happens when enabling them to have infinite ammo.

                                          That's the only real underlying issue imo. Aside from that, great work!

                                          RlKk01undefined 1 Reply Last reply
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