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RlKk01

RlKk01

@RlKk01
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  • [T6] ZM Bots
    RlKk01 RlKk01

    Minor update:

    • Bots will throw grenades at the zombies if there is a group of 7 of them within an small radius.

    • Added a check for bots to avoid to pickup the double-points/insta-kill if there are no zombies left on the map.

    Minor fix:

    • Fixed bots not being able to revive themselves in afterlife mode, because they were trying to wander around the map at the same time.
    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    munn19 If it's only a visual bug, instead of a gameplay one, you should be fine for the moment.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    munn19 I tried, for example, on Origins, to make the bots able to grab the shield or the Maxis drone pieces, but they either go braindead and do nothing at all, or it just doesn't work the way it's supposed to. So, i'm sorry, but i don't think this is something you'll see happen on my end.

    (And not because i tried one single time working on it and then leave it that way; believe me, i worked hard on it by weeks, trying at least to make them being able to get a single shield piece, for example).

    Also, the bots being able to PaP'd their weapons or they buying perks but without going to these machines, it's something that i'm trying to rework, to make those functionalities work better than they do at this moment.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    New update:

    • Added a function that allows bots to shoot through barricaded windows when they're near them.

    • Added a function that allows bots to revive themselves while in afterlife mode.

    (Thanks to munn19 for these suggestions).

    • Added a script so the max ammo power-up also refills the clip/magazine of your weapons. (This helps compensate for bots not being smart enough to wait while players are reloading).

    Minor tweak:

    • The bot map-wandering functionality has been redesigned to behave differently in Survival mode.
    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Minor tweaks and hotfixes:

    • Bots will now pick up the Nuke power-up when there are no zombies left at the end of a round (idea taken from the "ZM Bots" mod for COD BO3 by UnDeaD).

    • Their wandering behavior has been tweaked so they no longer go in circles around the same spots when they're not following the player.

    • Fixed bots being able to open doors they shouldn't be able to open in the first place (e.g., the doors that need to be shocked in Afterlife mode on Mob of the Dead).

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    New minor update:

    • Bots will now knife zombies if they're near at them and are at one hit to get killed, or if an Insta-Kill power-up is active.

    • Bots can now purchase the Mule Kick perk, allowing them to carry a third weapon.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    vandal59 Yes, i'm trying to add that functionality, along with other ones like bots knife zombies and throw grenades at them, but, i'm failing to add them, for now at least.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    DeadEyeQe I want to apogolize for not clarifying that on first hand: it's not like i'm saying that i won't going to try to implement it, it is a good idea, but first i want to stabilize the functions to work flawlessly before adding more code.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Minor update:

    • Added a check: if there are more than 4 clients in-game, bot health is reduced by half.

    • Restructured the weapon tier list preference to make bots compatible with other mods that adds custom weapons.
      (To use it alongside with another mod, just drag the "zmbots.iwd" file within "zm_bots" into the other mod folder).

    • Optimized the scripts: removed unnecessary code within the functions.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Xx_NE0D0S_xX Bots won't be able to help you with that, sorry.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    vandal59 I'm sorry, but that's completely beyond my capabilities. All the work I've been able to do with this mod is based on some AI models and my limited knowledge of the GSC language.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    DeadEyeQe If you don't want to use the console command, simply edit the main script “zm_bo2_bots” and change this line: “bot_amount = GetDvarIntDefault(‘zm_bots’, 0)”, replacing the 0 with the number of bots you want to set by default.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Diamond KK Honestly, I'd rather leave the mod as it is: some friendly teammates who'll assist you. I don't even know how i'd even manage to make them that complex to go and take craftables pieces, or even assist you on easter eggs steps, and the bugs that it'd come from that.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Minor update:

    • Refined bots wandering system: Bots will now wander around the map within their own radius, instead of around the host player. (This will prevent them from crossing your line of sight while you're shooting.)

    • Bots will no longer approach the host player on the survival mode maps.

    • Fixed bots falling off from edges when they're wandering (for example, on Buried at the start room).

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Fractured07 I reupdated the code of the files. Would you mind to redownload the mod and see if you still have that problem?

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    New update:

    • Bots Wallbuy function reworked: Bots will now navigate to the wallbuy location and buy the weapon without the risk of going "braindead" in the process. (In GerardS0406's and BySc's versions, this specific function was killing the bots AI, leaving them completely braindead and doing nothing until they were downed and getting their AI restarted).
    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    HyperFireXD Thanks, I appreciate the kind words! I'm very aware of those quirks you mention, the bots being able to buy weapons without travelling to the wall-buy, or them being way too tanky. There are a lot of things I wish to improve in the scripts: the bots being able to buy Jugg without having an absurd amount of health from the start, them being able to travel to the wall-buy or to the machines, like the Pack-a-Punch and the perk machines, and so on with a lot of other functions.
    Either way, if you want to edit the scripts yourself, there is a way to do it. For example, if you want to edit the bots health, open the file with Notepad or Notepad++, go to the script zm_bots.gsc, and look for the function bot_perks(). There you can see the amount of health they have, 3,000 points (in case you're wondering, that's the Jugg health increased by 10x, meaning they can take 50 hits from zombies). The reason I added that amount, well...., they're bots, not human players. They don't know how to train zombies, so I added that amount of health to compensate for their lack of skill.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Dream511 Do you have any doubts respecting towards to that post?

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Hotfix:

    • Fixed several non-functional script functions.

    • Fixed a bug where bots would ignore the Mystery Box if this one rotated through the map, and returned to a previously location that it was before, specifically making them avoid to use the box again after they had a "Teddy Bear" from it at that spot.

    • Prevented bots from swapping out "Wonder Weapons" with regular ones from the box.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    vandal59 There's no way for them to reduce their revive time because they use the same interaction system as a player would, but on maps that have Quick Revive, they will buy the Perk after round 8, along with the rest of the Perks available on the map.

    BO2 Modding Releases & Resources
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