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  3. Bots for Zombies mode for BO2/T6 V0.2

Bots for Zombies mode for BO2/T6 V0.2

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  • Xplod_ Offline
    Xplod_ Offline
    Xplod_
    wrote last edited by Xplod_
    #1

    Before I write something about the mod, I want to thank and give full credit to GerardS0406, BySc, techboy04gaming and RIKk01 for begin with the system of the bots for Bo2/T6.

    For the new 0.2 version, you can still play in any map you want without problem, but is a new version because it was implemented thinking system for bots for Origins, like they could play the map more like a human do (picking crafts, activating generators, dig, etc.). This is like a beta version for the map, and an incomplete one, but the mod itself works normal like the V0.1.3 in others maps. You can find the implements in the release page of Github.

    This mod is like an update for the work of RIKk01 and techboy04gaming update from April 2026.

    All the information of the bots you can read it in the github link:
    https://github.com/Xplod883/ZM-BO2-T6-Bots.git

    Video for the Bots in Origins of the V0.2 upload: https://youtu.be/Zp2LstQWsVo?si=VhzaXoqcM7lxiZrO

    Installation: Open Windows+R, write appdata, and follow this next direction: AppData/Local/Plutonium/storage/t6/mods (if you don't have a mods folder, create one with minus in all words) get into the folder and paste the zm_bots folder to it, now in the game, under all options is the Mods, select it and upload the mod.

    For setting the bots write the next set zm_bots # "# is the amount of bots you want in the game" You can upload maximum 7 bots in a game (I don't know if you can upload more in Grief Mode) and puting max. players in the party = 8 pressing P before starting a match.

    You can control the bots using D-PAD Down/2 for make them wander/follow you/stay, is an inspiration for the BO3 ZM Bots Mod.

    You can teleport all the bots to your position, press twice D-PAD Right/5 (3 works too, I don't really know how to fix this, sorry).

    This bot is obviously just for having fun, because the full funcionality in specific maps was not implemented yet, I was working in Origins for the full funcionality for the bots (pick craftables, activate generators, dig, etc.) and that is like an ambition I have, make that for all maps (MOTD like Origins, Buried, Die Rise and Tranzit) with the NavMesh fully implemented, make the system for the bots to make EE's, but that's too ambitious, like I say, I began with Origins, but is a tedious work, so I'll better upload this for the community to taste/play.

    If you detect a bug/issue in the mod, you can write the comment in the Plutonium forum/Github issues.

    1 Reply Last reply
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    • RlKk01 Online
      RlKk01 Online
      RlKk01
      wrote last edited by RlKk01
      #2

      I hope you can go further with this mod than I, on my own. I simply can't go any further to implement anything more.

      Xplod_ 1 Reply Last reply
      0
      • Masatanium Offline
        Masatanium Offline
        Masatanium
        wrote last edited by
        #3

        Awesome work with this, though do you think you could also upload the decompiled code on the Github page?
        Also, there's a typo on the GitHub. I assume it should be "bots" and not "bos". Just thought I should let you know.
        6e223e36-5b3d-4f0a-b0c3-357827e600cf-image.jpeg

        Xplod_ 1 Reply Last reply
        1
        • Masatanium Masatanium

          Awesome work with this, though do you think you could also upload the decompiled code on the Github page?
          Also, there's a typo on the GitHub. I assume it should be "bots" and not "bos". Just thought I should let you know.
          6e223e36-5b3d-4f0a-b0c3-357827e600cf-image.jpeg

          Xplod_ Offline
          Xplod_ Offline
          Xplod_
          wrote last edited by Xplod_
          #4

          Masatanium README md fixed, and uploaded decompiled files for anyone to work on it, thanks for noticing those errors.

          1 Reply Last reply
          0
          • RlKk01 RlKk01

            I hope you can go further with this mod than I, on my own. I simply can't go any further to implement anything more.

            Xplod_ Offline
            Xplod_ Offline
            Xplod_
            wrote last edited by Xplod_
            #5

            RlKk01 Thank you, and your work is so appreciated.

            I want to go more further with the mod, like I say in the github page, the next objective I have is implementing fully functional AI for bots for specific maps (for example in Origins they have to pick up craftables, craft them, activate generators, pick shovels and dig, take staffs, do the EE, etc., the same for MOTD, Buried, Die Rise, Tranzit. I guess for Nuketown I don't have to do anything but I will see). I advanced a lot with Origins with crafts, dig, pick, generators, but needs a lot of work/testing to get the half of the work done.

            1 Reply Last reply
            1
            • Ms. THOT Offline
              Ms. THOT Offline
              Ms. THOT
              wrote last edited by Ms. THOT
              #6

              I decided to try this mod, playing Mob of the Dead, Origins and Nuketown Zombies. What I already noticed is that their wander behaviour is really unactive, they often stop after their objective is complete, and will only move when there's another one (a door, zombie, etc.)
              Here's Billy standing still after opening the door:
              b33d7639-12cd-449a-8b11-af7bc7611381-image.jpeg
              Yes, I know that they will probably move around the map actively once the hordes appear, but it makes the first rounds rather dead.
              Another problem, and I assume it was the function from the older mod that got somehow broken, is that they notice the zombies in the windows, they shuffle around, point their gun at them yet never shoot them.
              b4958fde-18da-4013-bbf9-e1adc348ce56-image.jpeg
              They also never buy wall weapons and rarely use the box unless you directly lead them to it. But even after getting at least one weapon from the box, they forget about it and almost never use it despite having enough points for it. Most of the game they use M1911 and often get in the situations like these:
              46a33a05-25a7-43c7-864e-7e49bc9ea387-image.jpeg
              The problem with distant PaP is sadly still there, meaning they will get upgraded weapons earlier than they should.
              Here, PaP didn't drop yet:
              2b7258b4-0f37-415a-9a15-c36d7f5ac8df-image.jpeg
              And the upgraded weapons also don't look like ones if we're spectating the bots:
              e216a8c0-8ca4-4e09-8d35-5407ff0f750d-image.jpeg
              The mod itself is good, the ideas are decent but need some work on them.

              Xplod_ 1 Reply Last reply
              1
              • Xplod_ Offline
                Xplod_ Offline
                Xplod_
                wrote last edited by Xplod_
                #7
                This post is deleted!
                1 Reply Last reply
                0
                • Ms. THOT Ms. THOT

                  I decided to try this mod, playing Mob of the Dead, Origins and Nuketown Zombies. What I already noticed is that their wander behaviour is really unactive, they often stop after their objective is complete, and will only move when there's another one (a door, zombie, etc.)
                  Here's Billy standing still after opening the door:
                  b33d7639-12cd-449a-8b11-af7bc7611381-image.jpeg
                  Yes, I know that they will probably move around the map actively once the hordes appear, but it makes the first rounds rather dead.
                  Another problem, and I assume it was the function from the older mod that got somehow broken, is that they notice the zombies in the windows, they shuffle around, point their gun at them yet never shoot them.
                  b4958fde-18da-4013-bbf9-e1adc348ce56-image.jpeg
                  They also never buy wall weapons and rarely use the box unless you directly lead them to it. But even after getting at least one weapon from the box, they forget about it and almost never use it despite having enough points for it. Most of the game they use M1911 and often get in the situations like these:
                  46a33a05-25a7-43c7-864e-7e49bc9ea387-image.jpeg
                  The problem with distant PaP is sadly still there, meaning they will get upgraded weapons earlier than they should.
                  Here, PaP didn't drop yet:
                  2b7258b4-0f37-415a-9a15-c36d7f5ac8df-image.jpeg
                  And the upgraded weapons also don't look like ones if we're spectating the bots:
                  e216a8c0-8ca4-4e09-8d35-5407ff0f750d-image.jpeg
                  The mod itself is good, the ideas are decent but need some work on them.

                  Xplod_ Offline
                  Xplod_ Offline
                  Xplod_
                  wrote last edited by Xplod_
                  #8

                  @More-Ordovices Hi pal', thanks a lot for the errors/bugs discovering, I fixed all what you said i this message, sorry if I last long in it, but now the V0.1.1 in Github is released now with all the bugs fixed that you discovered.

                  1783753956505-48096b6b-f555-4cd9-a5f2-caea61eb3605-image.jpeg

                  Ms. THOT 1 Reply Last reply
                  0
                  • Xplod_ Xplod_

                    @More-Ordovices Hi pal', thanks a lot for the errors/bugs discovering, I fixed all what you said i this message, sorry if I last long in it, but now the V0.1.1 in Github is released now with all the bugs fixed that you discovered.

                    1783753956505-48096b6b-f555-4cd9-a5f2-caea61eb3605-image.jpeg

                    Ms. THOT Offline
                    Ms. THOT Offline
                    Ms. THOT
                    wrote last edited by
                    #9

                    Xplod_ Thanks for taking these into account. I decided to take the same 3-map marathon to check on any new errors. Everything worked great, some bots were damaging the zombies with their pistols before knifing them, which is cool.
                    I found out that bots often use explosives (such as RPG as shown here) at point blank range. While I understand that they have a large number of HP, I think it would be more realistic to make them switch to less extreme weapon.
                    02ddc6c2-9cd0-460d-b33d-4d4b10950e52-image.jpeg
                    They often don't take the power into account (Afterlife charged or powered by the generator) and simply stare at the perk machine, trying to buy it.
                    36c98a27-5ecc-4dd4-9831-528ff98d5672-image.jpeg
                    When I tore them away from QR by using the follow behavior, they still ran to it, now being unable to buy it because they're broke, so Origins is playable only with them following you, in my opinion. Otherwise, most of the problems are fixed and the bots are great to play with on other maps.

                    Xplod_ 1 Reply Last reply
                    0
                    • Ms. THOT Ms. THOT

                      Xplod_ Thanks for taking these into account. I decided to take the same 3-map marathon to check on any new errors. Everything worked great, some bots were damaging the zombies with their pistols before knifing them, which is cool.
                      I found out that bots often use explosives (such as RPG as shown here) at point blank range. While I understand that they have a large number of HP, I think it would be more realistic to make them switch to less extreme weapon.
                      02ddc6c2-9cd0-460d-b33d-4d4b10950e52-image.jpeg
                      They often don't take the power into account (Afterlife charged or powered by the generator) and simply stare at the perk machine, trying to buy it.
                      36c98a27-5ecc-4dd4-9831-528ff98d5672-image.jpeg
                      When I tore them away from QR by using the follow behavior, they still ran to it, now being unable to buy it because they're broke, so Origins is playable only with them following you, in my opinion. Otherwise, most of the problems are fixed and the bots are great to play with on other maps.

                      Xplod_ Offline
                      Xplod_ Offline
                      Xplod_
                      wrote last edited by
                      #10

                      @More-Ordovices Thanks again for the bugs advices, fixed the bugs you listed in the last message, new version v0.1.2 is launched in the github page if you want to give a try, thanks pal'👍 👍

                      Ms. THOT 1 Reply Last reply
                      0
                      • Xplod_ Xplod_

                        @More-Ordovices Thanks again for the bugs advices, fixed the bugs you listed in the last message, new version v0.1.2 is launched in the github page if you want to give a try, thanks pal'👍 👍

                        Ms. THOT Offline
                        Ms. THOT Offline
                        Ms. THOT
                        wrote last edited by
                        #11

                        Xplod_ I tried out the version 0.1.3. It's an excellent update and I didn't find any problems. Me and six Russmans appreciate it.
                        d11a709f-6347-474a-8a37-c3d4da06503c-image.jpeg

                        1 Reply Last reply
                        0
                        • davered75 Offline
                          davered75 Offline
                          davered75
                          wrote last edited by davered75
                          #12

                          I can't find where should i write the "set zm_bots #" command. Should it be in the chat in game? I tried but didn't work for me, do I need other mods for it to work? Thanks for the help!

                          Resxt 1 Reply Last reply
                          0
                          • davered75 davered75

                            I can't find where should i write the "set zm_bots #" command. Should it be in the chat in game? I tried but didn't work for me, do I need other mods for it to work? Thanks for the help!

                            Resxt Offline
                            Resxt Offline
                            Resxt
                            Plutonium Staff
                            wrote last edited by
                            #13

                            davered75 in the console

                            1 Reply Last reply
                            1
                            • GhostRider01250 Away
                              GhostRider01250 Away
                              GhostRider01250
                              wrote last edited by
                              #14

                              carrying on the flame🔥

                              1 Reply Last reply
                              0
                              • Xplod_ Offline
                                Xplod_ Offline
                                Xplod_
                                wrote last edited by Xplod_
                                #15

                                The Origins bots system update 0.2 launched in the github page, enjoy everyone, and thanks for the support!👍 👍

                                1 Reply Last reply
                                0
                                • Nick_Z Offline
                                  Nick_Z Offline
                                  Nick_Z
                                  wrote last edited by
                                  #16

                                  plss, make a version of the script, but for zgrief and turned

                                  1 Reply Last reply
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