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Plutonium

RlKk01undefined

RlKk01

@RlKk01
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Recent Best Controversial

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    vandal59 Sorry, but I haven't found a way to help you, I don't have too much experience in coding mods yet.

    BO2 Modding Releases & Resources

  • Changing bus speed in Tranzit
    RlKk01undefined RlKk01

    Ultimateman Would you mind making a lightweight script with that function?
    I can't understand how to make it work as you instructed.

    BO2 Modding Support & Discussion

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    Yeah, i made a mistake, is this line "player thread on_player_spawned();"

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    @bocanegra59 In zm_bo2_bots_utility.gsc search this line "level thread init_zombie_healthbar();" and try to add "//" before the line of the script starts.

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    Zevon Try to update your plutonium, the version you have is outdated.

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    Gundawg21 No prob 🙂

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    Gundawg21 It has to do more with this line in zm_bo2_bots
    // Deduct points
    self maps\mp\zombies_zm_score::minus_to_player_score(950);

    To solve the problem you need to replace the number 950 to 0.

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    BySc The teleport function keeps killing the bots when teleport to you.

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    BySc There is another thing, bots when they have pap weapons and they are close to a wallbuy they buy for example an m14 or an ak74. It bothers a bit when they are in high rounds and change their weapons for much worse ones.
    And that's It, the rest of the mod works perfectly.

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    Would it be possible to create a briefly moment of invulnerability for you and the bots when they teleport?
    Either they die or I get killed when it happens.

    BO2 Modding Releases & Resources

  • Adding Bots To BO1 Zombies
    RlKk01undefined RlKk01

    Did you checked BySc mod from bo2?
    Maybe checking his source code would help.

    BO1 Modding Support & Discussion

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    The script that i send to you is the old version of your mod, i did reactivated and it worked perfectly it's just that it lacks of the preferance of the weapons they gets, for example they get the raygun from the box and buy again to get the balistic knives.

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    Yeah i know, i tested your actual mod but the function of the box itself for some reason it's bugged for me, i try to buy the box but it won't let me buy it unless a bot open it first.
    And i have to spend more points like 3000 thousands points just for get a weapon😅.

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    Is there anyway to mix this script:

    bot_buy_box()
    {
    if(self maps\mp\zombies_zm_laststand::player_is_in_laststand())
    return;

    if(!isDefined(level.chests) || level.chests.size == 0)
        return;
        
    current_box = level.chests[level.chest_index];
    if(!isDefined(current_box))
        return;
    
    dist = Distance(current_box.origin, self.origin);
        
    // Only try to use box if we have enough points and aren't too far
    if(self.score >= 1900 && dist < 150)
    {
        // Check if box is available
        if(!is_true(current_box._box_open) && !is_true(current_box._box_opened_by_fire_sale) && !flag("moving_chest_now"))
        {
            if(FindPath(self.origin, current_box.origin, undefined, 0, 1))
            {
                // Move to box if not already there
                if(dist > 75)
                {
                    self AddGoal(current_box.origin, 50, 2, "boxBuy");
                    return;
                }
                
                // Use the box when close enough
                self maps\mp\zombies\_zm_score::minus_to_player_score(950);
                current_box notify("trigger", self);
                
                // Wait for weapon to appear and box to fully open
                wait 4;
                
                // Try to grab weapon multiple times to ensure it's picked up
                for(i = 0; i < 3; i++)
                {
                    if(is_true(current_box._box_open))
                    {
                        current_box notify("trigger", self);
                        self UseButtonPressed();
                        wait 0.5;
                        
                        // Check if weapon was actually taken
                        if(!is_true(current_box._box_open))
                            return;
                    }
                    wait 0.5;
                }
            }
        }
    }
    
    // Clean up any remaining box goal
    if(self hasgoal("boxBuy"))
        self cancelgoal("boxBuy");
    

    }

    With this one:

    // Improved weapon selection logic
    bot_should_take_weapon(boxWeapon, currentWeapon)
    {
    if(!isDefined(boxWeapon))
    return false;

    // Check if we already have this weapon
    if(self HasWeapon(boxWeapon))
        return false;
        
    // Always take wonder weapons
    if(IsSubStr(boxWeapon, "raygun") || 
       IsSubStr(boxWeapon, "thunder") || 
       IsSubStr(boxWeapon, "wave") || 
       IsSubStr(boxWeapon, "mark2") || 
       IsSubStr(boxWeapon, "tesla"))
    {
        return true;
    }
    
    // Define weapon tiers for better decision making
    tier1_weapons = array("raygun_", "thunder", "wave_gun", "mark2", "tesla");
    tier2_weapons = array("galil", "an94", "hamr", "rpd", "lsat", "dsr50");
    tier3_weapons = array("mp5k", "pdw57", "mtar", "mp40", "ak74u", "qcw05");
    tier4_weapons = array("m14", "870mcs", "r870", "olympia", "fnfal");
    
    // Track if current weapon is in specific tier
    currentIsTier1 = false;
    currentIsTier2 = false;
    currentIsTier3 = false;
    
    // Check current weapon tier
    foreach(weapon in tier1_weapons)
    {
        if(IsSubStr(currentWeapon, weapon))
        {
            currentIsTier1 = true;
            break;
        }
    }
    
    if(!currentIsTier1)
    {
        foreach(weapon in tier2_weapons)
        {
            if(IsSubStr(currentWeapon, weapon))
            {
                currentIsTier2 = true;
                break;
            }
        }
    }
    
    if(!currentIsTier1 && !currentIsTier2)
    {
        foreach(weapon in tier3_weapons)
        {
            if(IsSubStr(currentWeapon, weapon))
            {
                currentIsTier3 = true;
                break;
            }
        }
    }
    
    // Don't take bad weapons like snipers or launchers (with small chance for variety)
    if(IsSubStr(boxWeapon, "sniper") || 
       IsSubStr(boxWeapon, "launcher") || 
       IsSubStr(boxWeapon, "knife") || 
       (IsSubStr(boxWeapon, "ballistic") && !IsSubStr(boxWeapon, "ballistic_knife")))
    
    {
        return (randomfloat(1) < 0.15); // 15% chance
    }
    
    // Check box weapon tier
    boxIsTier2 = false;
    boxIsTier3 = false;
    boxIsTier4 = false;
    
    foreach(weapon in tier2_weapons)
    {
        if(IsSubStr(boxWeapon, weapon))
        {
            boxIsTier2 = true;
            break;
        }
    }
    
    if(!boxIsTier2)
    {
        foreach(weapon in tier3_weapons)
        {
            if(IsSubStr(boxWeapon, weapon))
            {
                boxIsTier3 = true;
                break;
            }
        }
    }
    
    if(!boxIsTier2 && !boxIsTier3)
    {
        foreach(weapon in tier4_weapons)
        {
            if(IsSubStr(boxWeapon, weapon))
            {
                boxIsTier4 = true;
                break;
            }
        }
    }
    
    // Decision logic based on tiers and round number
    if(currentIsTier1)
    {
        // Already have a wonder weapon, only take another if it's a different one
        // For example, allow taking thunder gun when already having raygun
        foreach(weapon in tier1_weapons)
        {
            if(IsSubStr(boxWeapon, weapon) && !IsSubStr(currentWeapon, weapon))
            {
                // 70% chance to take another wonder weapon
                return (randomfloat(1) < 0.7);
            }
        }
        return false; // Don't replace wonder weapon with non-wonder weapon
    }
    
    // Have tier 2 weapon already
    if(currentIsTier2)
    {
        if(boxIsTier2)
        {
            // 50% chance to swap between tier 2 weapons for variety
            return (randomfloat(1) < 0.5);
        }
        else if(boxIsTier3 || boxIsTier4)
        {
            // Almost never downgrade from tier 2
            return (randomfloat(1) < 0.1);
        }
        // For unclassified weapons, low chance
        return (randomfloat(1) < 0.2);
    }
    
    // Have tier 3 weapon already
    if(currentIsTier3)
    {
        if(boxIsTier2)
        {
            // Always upgrade to tier 2
            return true;
        }
        else if(boxIsTier3)
        {
            // 60% chance to swap between tier 3 for variety
            return (randomfloat(1) < 0.6);
        }
        else if(boxIsTier4)
        {
            // Don't downgrade
            return (randomfloat(1) < 0.15);
        }
    }
    
    // Round-based logic - in early rounds take most weapons
    if(level.round_number <= 5)
    {
        return true;
    }
    // Mid rounds - prefer at least tier 3
    else if(level.round_number <= 15)
    {
        if(boxIsTier2 || boxIsTier3)
            return true;
        else
            return (randomfloat(1) < 0.5); // 50% chance for other weapons
    }
    // Late rounds - generally only take tier 2
    else
    {
        if(boxIsTier2)
            return true;
        else if(boxIsTier3)
            return (randomfloat(1) < 0.7); // 70% chance for tier 3
        else
            return (randomfloat(1) < 0.3); // 30% chance for other weapons
    }
    
    // Default case - 50/50 chance
    return (randomfloat(1) < 0.5);
    

    }

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    BySc I noticed when I was playing, there are some debug messages constantly appearing on the left side of the screen, it constantly checks the distance from the mystery box, even when the ai is close to the box and they spend all their points buying weapons in it.

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    BySc Yes, no matter what map you played, at some point it always lags the whole game.

    BO2 Modding Releases & Resources

  • [ZM] Updated bo2_zm_bots
    RlKk01undefined RlKk01

    At the end i tested the script without compiling it and it is quite buggy, there's a point where the game just freeze.

    BO2 Modding Releases & Resources
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