[T6] ZM Bots
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DeadEyeQe If you don't want to use the console command, simply edit the main script “zm_bo2_bots” and change this line: “bot_amount = GetDvarIntDefault(‘zm_bots’, 0)”, replacing the 0 with the number of bots you want to set by default.
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RlKk01 ammm i will stay on first idea because sometime i dont need bots
So i dont wanna change script everytime
Maybe i will waiting staff add that in the menu list starting map. -
Minor update:
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Added a check: if there are more than 4 clients in-game, bot health is reduced by half.
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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.
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Minor tweaks and hotfixes:
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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).
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Their wandering behavior has been tweaked so they no longer go in circles around the same spots when they're not following the player.
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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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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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New update:
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Added a function that allows bots to shoot through barricaded windows when they're near them.
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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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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?
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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?
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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Also the PaP-d weapon of a bot is glitchy:


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