No bots in T6 zombies Solo Play
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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
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Kysie98 that’s the question. My script that you’ve ran increases both
sv_maxclients
andcom_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 bothsv_maxclients
andcom_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 ofcom_maxclients
was at the start of the match. So, attempting to override it mid-game doesn’t seem to be a viable option. However, usingmap_restart
orfast_restart
after overriding the value ofcom_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. -
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?
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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. -
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?
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Kysie98 that’s what I’m hoping for, yes.
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Hadi77KSA had a chance to try out the updated version and everything works! Finally. Thank you
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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.
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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.
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Hadi77KSA amazing, just tested and it works. you're a god