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[T6] ZM Bots

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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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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                  • RlKk01 Offline
                    RlKk01 Offline
                    RlKk01
                    wrote last edited by RlKk01
                    #75

                    Minor update:

                    • Bots will throw grenades at the zombies if there is a group of 7 of them within an small radius.

                    • Added a check for bots to avoid to pickup the double-points/insta-kill if there are no zombies left on the map.

                    Minor fix:

                    • Fixed bots not being able to revive themselves in afterlife mode, because they were trying to wander around the map at the same time.
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                    • Furox1514 Offline
                      Furox1514 Offline
                      Furox1514
                      wrote last edited by
                      #76

                      Is anyone else having trouble setting up bots?
                      When I enter the command, it says it's unknown.

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