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Plutonium

RlKk01

RlKk01

@RlKk01
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Recent Best Controversial

  • [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

  • [T6] ZM Bots
    RlKk01 RlKk01

    New update:

    • Fixed some unwanted behavior from bots.

    • Bots will no longer collide with players or themselves (thanks to techboy04gaming, whose function I borrowed to disable player collision).

    • Bots will now have the chance of carrying two weapons and switching between them, adding some variety in-game.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Trbajuice That's great! Sorry that i didn't have the chance to try to solve your problem sooner.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Minor change:

    • Now to teleport the bots, you'll have to double-tap the key "5" or, if using a controller, by double-tapping the left arrow on the directional pad.
    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    DonAllan39 Just press the key under the «Esc» key on the keyboard, then, type «set zm_bots *», the asterisk being the quantity of bots you want; but just to remind you, if you want to play with more than 3 bots, you'll have to increase the party size in your custom party.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Hotfix:

    • Fixed a bug where bots would not revive the player when the bot was near the box, causing it to try to revive the player and buy from the box at the same time.
    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Hotfix:

    • Now, at least one bot will assist the bot that it's going to revive the downed player.

    • Bots will ignore zombies until they revive the player.

    • Reworked the teleport function: bots will now have a cooldown for teleporting to the player; teleporting themself each by each to avoid getting downed in the process.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    New update:

    • Now, only one bot will revive a downed player (so that every bot in-game doesn't rush to revive at the same time).

    • Fixed bots ignoring to upgrade the Blundergat if they have the weapon; they will now Pack-a-Punch it.

    • Reworked the teleport function: bots will now teleport to the player by pressing 5 on keyboard, or the left D-pad arrow on controller.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01
    • Deleted the melee function (was way too buggy).
    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    New update:

    • Added function for bots to melee zombies if they are at one hit.

    • Reduced their health from 3000 to 1500 (I think this is the most accurate health pool for them being competent, but not being way too tanky).

    • Fix for bots to not wander when they are reviving at someone.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Hotfix:

    • Refined the bot wandering system.
    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    New update:

    • Bots teleport to players on the following maps:
      Tranzit, Die Rise, Buried, and Mob of the Dead (on Mob, they will teleport to the Golden Gate).

    • Bots can now revive players like real players do.

    • Reduced the Mystery Box detection range on the following maps:
      Tranzit, Die Rise, and Buried.

    • Fixed an issue where bots would continuously shoot into the air.

    • Bots will now avoid the Nuke power-up.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Sgt. steven Unfortunately no, i can't.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Sgt. steven I don't know if you can, but i don't see why wouldn't you be able to add bots with friends, the script take them as actual clients so i guess it could work.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    New update:

    • Their wandering function has been reworked.

    • Buffed their health from 1200 to 3000.
      (The reason why i increased again their health is for certain situations where bots are overwhelmed with zombies if they have certain weapons. If there was a possibility for me to edit a better ai i would, but i can't figure how).

    • Added more optimizations.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    New update:

    • Removed the iprints from the main script.

    • Readjusted the aim offset when they're aiming (I hope this is the last time i have to edit this).

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    New update:

    • Bots now avoid power-ups inside prison cells in Mob.

    • Readjusted the aim offset for bots again when aiming.

    • Reduced bot health from 6000 to 1200 to make them prone to get down in later rounds.

    • Fixed an issue where bots wouldn’t cancel their attempt to buy from the box if another bot was already using it.

    • Potential fix for bots causing the box to get stuck and preventing purchases from it (heavily tested, but not guaranteed of being fixed it).

    • Added a check for players using the vanilla perk limit in custom games; bots will now only buy up to 4 perks.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    Masatanium Yeah, I set it up that way for compatibility across maps. On Die Rise and Buried, for example, bots can’t reach the PaP machine, so I removed pathfinding from that function. They have the same issue with the box too, but that’s something I can’t really fix. I tried to make this mod work like the ZM Bots from BO3.

    BO2 Modding Releases & Resources

  • [T6] ZM Bots
    RlKk01 RlKk01

    When I say they were unable to stay alive, I mean that even with the health of a normal player, they couldn’t survive mid-late rounds.

    BO2 Modding Releases & Resources
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