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

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

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.

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:

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:

And the upgraded weapons also don't look like ones if we're spectating the bots:

The mod itself is good, the ideas are decent but need some work on them. -
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:

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.

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:

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:

And the upgraded weapons also don't look like ones if we're spectating the bots:

The mod itself is good, the ideas are decent but need some work on them. -
@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.

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.

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.

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_ 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.

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.

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. -
@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'

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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!
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carrying on the flame

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