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No bots in T6 zombies Solo Play

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  • Hadi77KSAundefined Hadi77KSA

    Solo play sets com_maxclients to 1. This is the cause of the problem (Note: another cause is having sv_maxclients be set to 1). I’ll edit my fork of the solo MotD mod to account for this.
    Edit: updated and can be found here https://forum.plutonium.pw/post/126436

    Kysie98undefined Offline
    Kysie98undefined Offline
    Kysie98
    wrote on last edited by
    #3

    Hadi77KSA Thanks for this. Downloaded the updated file, although instead of testing whether or not bots can spawn by doing the entire EE, I've been using the spawnBot command. Looks like that still doesn't work in SP after placing your motd_solo.gsc file in zm_prison. Is it only supposed to work if you make it all the way to the final step? Or am I missing something?

    Screenshot 2024-04-07 140717.png

    Hadi77KSAundefined 1 Reply Last reply
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    • Kysie98undefined Kysie98

      Hadi77KSA Thanks for this. Downloaded the updated file, although instead of testing whether or not bots can spawn by doing the entire EE, I've been using the spawnBot command. Looks like that still doesn't work in SP after placing your motd_solo.gsc file in zm_prison. Is it only supposed to work if you make it all the way to the final step? Or am I missing something?

      Screenshot 2024-04-07 140717.png

      Hadi77KSAundefined Offline
      Hadi77KSAundefined Offline
      Hadi77KSA
      Contributor
      wrote on last edited by
      #4

      Kysie98 yes, it’ll work after entering all prisoner numbers as intended, because once all numbers are entered, the script checks and changes if necessary the values of sv_maxclients and com_maxclients, then spawns the bot.

      Kysie98undefined 1 Reply Last reply
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      • Hadi77KSAundefined Hadi77KSA

        Kysie98 yes, it’ll work after entering all prisoner numbers as intended, because once all numbers are entered, the script checks and changes if necessary the values of sv_maxclients and com_maxclients, then spawns the bot.

        Kysie98undefined Offline
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        Kysie98
        wrote on last edited by
        #5

        Hadi77KSA Okay, I'll do an EE run and see if it works. Since you said this is a cleaner version of bandit's mod, do I still have to be Weasel or can I play as any of the characters?

        Hadi77KSAundefined 1 Reply Last reply
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        • Kysie98undefined Kysie98

          Hadi77KSA Okay, I'll do an EE run and see if it works. Since you said this is a cleaner version of bandit's mod, do I still have to be Weasel or can I play as any of the characters?

          Hadi77KSAundefined Offline
          Hadi77KSAundefined Offline
          Hadi77KSA
          Contributor
          wrote on last edited by Hadi77KSA
          #6

          Kysie98 same as his mod if you have experience with it; it wouldn’t make much of a difference. If you’re playing as Weasel, the bot will spawn as any of the other characters. If you’re playing as any character other than Weasel, the bot will spawn in as Weasel. I haven’t made much of a change to his script, just removed some unnecessary lines, and with the recent update made the script continuously check if there’s only one player in the match after entering the numbers until a bot is spawned.

          Although, during my testing on solo play, I noticed that the bot spawns invisible. I don’t know if that would bring up issues or not.

          Kysie98undefined 2 Replies Last reply
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          • Hadi77KSAundefined Hadi77KSA

            Kysie98 same as his mod if you have experience with it; it wouldn’t make much of a difference. If you’re playing as Weasel, the bot will spawn as any of the other characters. If you’re playing as any character other than Weasel, the bot will spawn in as Weasel. I haven’t made much of a change to his script, just removed some unnecessary lines, and with the recent update made the script continuously check if there’s only one player in the match after entering the numbers until a bot is spawned.

            Although, during my testing on solo play, I noticed that the bot spawns invisible. I don’t know if that would bring up issues or not.

            Kysie98undefined Offline
            Kysie98undefined Offline
            Kysie98
            wrote on last edited by
            #7

            Hadi77KSA Got it. I'll test it out as both Weasel and non-Weasel characters and see if it spawns. If so, I'll let you know if the invisible spawn affects the completion of the EE or not 👍

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            • Hadi77KSAundefined Hadi77KSA

              Kysie98 same as his mod if you have experience with it; it wouldn’t make much of a difference. If you’re playing as Weasel, the bot will spawn as any of the other characters. If you’re playing as any character other than Weasel, the bot will spawn in as Weasel. I haven’t made much of a change to his script, just removed some unnecessary lines, and with the recent update made the script continuously check if there’s only one player in the match after entering the numbers until a bot is spawned.

              Although, during my testing on solo play, I noticed that the bot spawns invisible. I don’t know if that would bring up issues or not.

              Kysie98undefined Offline
              Kysie98undefined Offline
              Kysie98
              wrote on last edited by
              #8

              Hadi77KSA the bot spawns after you input the numbers in SP, which is good, but I'm not able to complete the final step of the EE after that (afterlife > hop on plane, etc). Perhaps due to the invisible spawn. Tested with both Finn and Weasel, so character doesn't seem to matter.

              Hadi77KSAundefined 1 Reply Last reply
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              • Kysie98undefined Kysie98

                Hadi77KSA the bot spawns after you input the numbers in SP, which is good, but I'm not able to complete the final step of the EE after that (afterlife > hop on plane, etc). Perhaps due to the invisible spawn. Tested with both Finn and Weasel, so character doesn't seem to matter.

                Hadi77KSAundefined Offline
                Hadi77KSAundefined Offline
                Hadi77KSA
                Contributor
                wrote on last edited by
                #9

                Kysie98 I unfortunately won’t be trying to fix it. Instead, I’ll add instructions that appear at the start of the match to notify the player to switch to custom games to make the mod work properly if the player has chosen solo play. Thank you for testing it out 🌹

                Kysie98undefined 1 Reply Last reply
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                • Hadi77KSAundefined Hadi77KSA

                  Kysie98 I unfortunately won’t be trying to fix it. Instead, I’ll add instructions that appear at the start of the match to notify the player to switch to custom games to make the mod work properly if the player has chosen solo play. Thank you for testing it out 🌹

                  Kysie98undefined Offline
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                  Kysie98
                  wrote on last edited by
                  #10

                  Hadi77KSA got it, thanks for your help. Although, is there any way to simply enable bots in Solo Play, regardless of any EE? If so, then I could use a .gsc file that fixes the client max and then use another solo EE mod. Other MOTD EE mods won't work either because the bots cannot spawn in, so I would really just need that fixed, if it's simple enough. Not much of a coder lol

                  Hadi77KSAundefined 1 Reply Last reply
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                  • Kysie98undefined Kysie98

                    Hadi77KSA got it, thanks for your help. Although, is there any way to simply enable bots in Solo Play, regardless of any EE? If so, then I could use a .gsc file that fixes the client max and then use another solo EE mod. Other MOTD EE mods won't work either because the bots cannot spawn in, so I would really just need that fixed, if it's simple enough. Not much of a coder lol

                    Hadi77KSAundefined Offline
                    Hadi77KSAundefined Offline
                    Hadi77KSA
                    Contributor
                    wrote on last edited by
                    #11

                    Kysie98 that’s the question. My script that you’ve ran increases both sv_maxclients and com_maxclients right before spawning the bot. That’s how the bot was able to spawn, but you’ve seen the problems that followed. You’ll be able to achieve the same result by increasing both sv_maxclients and com_maxclients and then spawning a bot. The problem of bots spawning invisible in this case seems to generally be caused by spawning bots that lead to a total number of players greater than what the value of com_maxclients was at the start of the match. So, attempting to override it mid-game doesn’t seem to be a viable option. However, using map_restart or fast_restart after overriding the value of com_maxclients seems to be a viable option, and I’ll adopt that information into the mod in the form of a message that gets sent every 3 seconds to the host player.

                    Kysie98undefined 1 Reply Last reply
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                    • Hadi77KSAundefined Hadi77KSA

                      Kysie98 that’s the question. My script that you’ve ran increases both sv_maxclients and com_maxclients right before spawning the bot. That’s how the bot was able to spawn, but you’ve seen the problems that followed. You’ll be able to achieve the same result by increasing both sv_maxclients and com_maxclients and then spawning a bot. The problem of bots spawning invisible in this case seems to generally be caused by spawning bots that lead to a total number of players greater than what the value of com_maxclients was at the start of the match. So, attempting to override it mid-game doesn’t seem to be a viable option. However, using map_restart or fast_restart after overriding the value of com_maxclients seems to be a viable option, and I’ll adopt that information into the mod in the form of a message that gets sent every 3 seconds to the host player.

                      Kysie98undefined Offline
                      Kysie98undefined Offline
                      Kysie98
                      wrote on last edited by
                      #12

                      Hadi77KSA Okay, so how do you manually increase those values when in a game? Is there a console command for it? I think I tried using com_maxclients 4 and sv_maxclients 4, as an example, but couldn't spawn a bot after using spawnBot 1. Maybe I'm missing something. And is there no way to change the default value for those prior to the start of the match?

                      Hadi77KSAundefined 1 Reply Last reply
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                      • Kysie98undefined Kysie98

                        Hadi77KSA Okay, so how do you manually increase those values when in a game? Is there a console command for it? I think I tried using com_maxclients 4 and sv_maxclients 4, as an example, but couldn't spawn a bot after using spawnBot 1. Maybe I'm missing something. And is there no way to change the default value for those prior to the start of the match?

                        Hadi77KSAundefined Offline
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                        Hadi77KSA
                        Contributor
                        wrote on last edited by
                        #13

                        Kysie98 com_maxclients can’t be changed using the console, instead you’ll need to change it using a script. It can also be changed from the party privacy menu by changing the party player limit, but starting a Solo Play match overrides it.

                        Kysie98undefined 1 Reply Last reply
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                        • Hadi77KSAundefined Hadi77KSA

                          Kysie98 com_maxclients can’t be changed using the console, instead you’ll need to change it using a script. It can also be changed from the party privacy menu by changing the party player limit, but starting a Solo Play match overrides it.

                          Kysie98undefined Offline
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                          Kysie98
                          wrote on last edited by
                          #14

                          Hadi77KSA that makes sense. So in the updated version of your mod, the com_maxclient will auto set to 2 on match start, and then a quick map restart at the beginning of the match will allow everything to work properly for the second spawn-in once you reach the step of the EE where the bot spawns?

                          Hadi77KSAundefined 1 Reply Last reply
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                          • Kysie98undefined Kysie98

                            Hadi77KSA that makes sense. So in the updated version of your mod, the com_maxclient will auto set to 2 on match start, and then a quick map restart at the beginning of the match will allow everything to work properly for the second spawn-in once you reach the step of the EE where the bot spawns?

                            Hadi77KSAundefined Offline
                            Hadi77KSAundefined Offline
                            Hadi77KSA
                            Contributor
                            wrote on last edited by
                            #15

                            Kysie98 that’s what I’m hoping for, yes.

                            Kysie98undefined 2 Replies Last reply
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                            • Hadi77KSAundefined Hadi77KSA

                              Kysie98 that’s what I’m hoping for, yes.

                              Kysie98undefined Offline
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                              Kysie98
                              wrote on last edited by
                              #16

                              Hadi77KSA had a chance to try out the updated version and everything works! Finally. Thank you 🙏

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                              • Hadi77KSAundefined Hadi77KSA

                                Kysie98 that’s what I’m hoping for, yes.

                                Kysie98undefined Offline
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                                Kysie98
                                wrote on last edited by
                                #17

                                Hadi77KSA what's up, man. I came back to T6 on Plutonium after a while and regarding this mod, you are unable to kill Weasel during the final bridge battle. He downs and then just gets stuck in afterlife until your own character downs. I must've self-downed when I initially tried this out instead of killing Weasel. On the flip side, when you play as Weasel, no issue. You are able to kill the other characters and the get the "good" ending, then the game ends.

                                I know you said this is a modified version of teh_bandit's mod, in which he states "you must play as Weasel." Anything in the code that can be easily modified to allow you to complete the game with the "bad" ending and kill Weasel? Didn't see anything obvious on first glance.

                                Hadi77KSAundefined 1 Reply Last reply
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                                • Kysie98undefined Kysie98

                                  Hadi77KSA what's up, man. I came back to T6 on Plutonium after a while and regarding this mod, you are unable to kill Weasel during the final bridge battle. He downs and then just gets stuck in afterlife until your own character downs. I must've self-downed when I initially tried this out instead of killing Weasel. On the flip side, when you play as Weasel, no issue. You are able to kill the other characters and the get the "good" ending, then the game ends.

                                  I know you said this is a modified version of teh_bandit's mod, in which he states "you must play as Weasel." Anything in the code that can be easily modified to allow you to complete the game with the "bad" ending and kill Weasel? Didn't see anything obvious on first glance.

                                  Hadi77KSAundefined Offline
                                  Hadi77KSAundefined Offline
                                  Hadi77KSA
                                  Contributor
                                  wrote on last edited by
                                  #18

                                  Kysie98 thanks for reporting the problem. It seems to be a side effect of allowing the bot to spawn in solo play. During the final stage, the check to determine which side wins differs between each side. For Weasel, the game only checks if the player playing as him is in last stand, i.e. is downed but not in afterlife. For the rest of the mobsters, the game checks more than that for each player, including if the player is in afterlife. That explains why if the bot isn’t Weasel then entering afterlife counts as a win for the Weasel; and on the other hand if the bot was Weasel and enters afterlife, it wouldn’t count it as a win for the rest of the mobsters.

                                  I’ve updated the mod to track the afterlives the bot has and keep them at 1. That’ll hopefully deal with this issue.

                                  Kysie98undefined 1 Reply Last reply
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                                  • Hadi77KSAundefined Hadi77KSA

                                    Kysie98 thanks for reporting the problem. It seems to be a side effect of allowing the bot to spawn in solo play. During the final stage, the check to determine which side wins differs between each side. For Weasel, the game only checks if the player playing as him is in last stand, i.e. is downed but not in afterlife. For the rest of the mobsters, the game checks more than that for each player, including if the player is in afterlife. That explains why if the bot isn’t Weasel then entering afterlife counts as a win for the Weasel; and on the other hand if the bot was Weasel and enters afterlife, it wouldn’t count it as a win for the rest of the mobsters.

                                    I’ve updated the mod to track the afterlives the bot has and keep them at 1. That’ll hopefully deal with this issue.

                                    Kysie98undefined Offline
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                                    Kysie98
                                    wrote on last edited by
                                    #19

                                    Hadi77KSA amazing, just tested and it works. you're a god

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