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  3. [T6] ZM Bots

[T6] ZM Bots

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • RlKk01 RlKk01

    Minor update:

    • Added a check: if there are more than 4 clients in-game, bot health is reduced by half.

    • Restructured the weapon tier list preference to make bots compatible with other mods that adds custom weapons.
      (To use it alongside with another mod, just drag the "zmbots.iwd" file within "zm_bots" into the other mod folder).

    • Optimized the scripts: removed unnecessary code within the functions.

    vandal59 Offline
    vandal59 Offline
    vandal59
    wrote last edited by
    #63

    RlKk01 Hey bro, could you make it so the bots can equip the riot shield?

    RlKk01 1 Reply Last reply
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    • vandal59 vandal59

      RlKk01 Hey bro, could you make it so the bots can equip the riot shield?

      RlKk01 Offline
      RlKk01 Offline
      RlKk01
      wrote last edited by
      #64

      vandal59 Yes, i'm trying to add that functionality, along with other ones like bots knife zombies and throw grenades at them, but, i'm failing to add them, for now at least.

      1 Reply Last reply
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      • vandal59 Offline
        vandal59 Offline
        vandal59
        wrote last edited by
        #65

        ok thanks

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        • RlKk01 Offline
          RlKk01 Offline
          RlKk01
          wrote last edited by RlKk01
          #66

          New minor update:

          • Bots will now knife zombies if they're near at them and are at one hit to get killed, or if an Insta-Kill power-up is active.

          • Bots can now purchase the Mule Kick perk, allowing them to carry a third weapon.

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          • RlKk01 Offline
            RlKk01 Offline
            RlKk01
            wrote last edited by RlKk01
            #67

            Minor tweaks and hotfixes:

            • Bots will now pick up the Nuke power-up when there are no zombies left at the end of a round (idea taken from the "ZM Bots" mod for COD BO3 by UnDeaD).

            • Their wandering behavior has been tweaked so they no longer go in circles around the same spots when they're not following the player.

            • Fixed bots being able to open doors they shouldn't be able to open in the first place (e.g., the doors that need to be shocked in Afterlife mode on Mob of the Dead).

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            • Sphinxus Offline
              Sphinxus Offline
              Sphinxus
              wrote last edited by
              #68

              this is so FUNNY and fun obv

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              • munn19 Offline
                munn19 Offline
                munn19
                wrote last edited by munn19
                #69

                Would be cool if they learned to revive themselves when they go down and appear in Afterlife on Mob of the Dead (along with boarding the plane, shooting the zombies in the windows, turning the Origins generators on and protecting them later).

                Edit: I also saw a problem with bots getting PaP earlier than they should (on Nuketown before it dropped or on MOTD before we got to the bridge).

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                • RlKk01 Offline
                  RlKk01 Offline
                  RlKk01
                  wrote last edited by RlKk01
                  #70

                  New update:

                  • Added a function that allows bots to shoot through barricaded windows when they're near them.

                  • Added a function that allows bots to revive themselves while in afterlife mode.

                  (Thanks to munn19 for these suggestions).

                  • Added a script so the max ammo power-up also refills the clip/magazine of your weapons. (This helps compensate for bots not being smart enough to wait while players are reloading).

                  Minor tweak:

                  • The bot map-wandering functionality has been redesigned to behave differently in Survival mode.
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                  • munn19 Offline
                    munn19 Offline
                    munn19
                    wrote last edited by
                    #71

                    Loved that update. Is it possible to make bots grab the nearest singular part and bring it to the place that requires it (like TranZit buildables or plane parts) or, in case with other tables, collect the parts/wait for all three parts to be available and use the table if they'll pass by one?

                    RlKk01 1 Reply Last reply
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                    • munn19 Offline
                      munn19 Offline
                      munn19
                      wrote last edited by
                      #72

                      Also the PaP-d weapon of a bot is glitchy:
                      a1752e8f-ff10-4e3a-9973-d9c6c82d6cad-image.jpeg

                      2d3c755e-e78b-41ed-8f2e-aed14ea05442-image.jpeg

                      RlKk01 1 Reply Last reply
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                      • munn19 munn19

                        Loved that update. Is it possible to make bots grab the nearest singular part and bring it to the place that requires it (like TranZit buildables or plane parts) or, in case with other tables, collect the parts/wait for all three parts to be available and use the table if they'll pass by one?

                        RlKk01 Offline
                        RlKk01 Offline
                        RlKk01
                        wrote last edited by RlKk01
                        #73

                        munn19 I tried, for example, on Origins, to make the bots able to grab the shield or the Maxis drone pieces, but they either go braindead and do nothing at all, or it just doesn't work the way it's supposed to. So, i'm sorry, but i don't think this is something you'll see happen on my end.

                        (And not because i tried one single time working on it and then leave it that way; believe me, i worked hard on it by weeks, trying at least to make them being able to get a single shield piece, for example).

                        Also, the bots being able to PaP'd their weapons or they buying perks but without going to these machines, it's something that i'm trying to rework, to make those functionalities work better than they do at this moment.

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                        • munn19 munn19

                          Also the PaP-d weapon of a bot is glitchy:
                          a1752e8f-ff10-4e3a-9973-d9c6c82d6cad-image.jpeg

                          2d3c755e-e78b-41ed-8f2e-aed14ea05442-image.jpeg

                          RlKk01 Offline
                          RlKk01 Offline
                          RlKk01
                          wrote last edited by
                          #74

                          munn19 If it's only a visual bug, instead of a gameplay one, you should be fine for the moment.

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