[L4D] VS Infected Bots (1.6) (old)
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NOTE: This plugin will continue to be supported by mi123645 on this thread: http://forums.alliedmods.net/showthr...938#post893938 Features: - Custom Infected HUD (based on Durzel's Infected HUD plugin) to keep track of the bots. - It uses L4D built-in cvars to configure itself (z_versus_boomer_limit, z_ghost_delay_max, etc). - Spawns special infected bots to fill up the infected's team (up to z_max_player_zombies). - When a real player connects and joins the infected team, any extra bot will be kicked. - 2 cvars to disallow spawning certain infected bots (boomers and smokers): l4d_infectedbots_allow_boomer and l4d_infectedbots_allow_boomer - 1 cvar to change the way you want infected spawn time handled: ===> 0 (default): Human zombies will use default spawn times (min time if less than 3 players in team) (min default is 20) ===> 1: Bots and human zombies will have the same spawn time. (max default is 30). - cvar to enable/disable infected bots hud: l4d_infectedbots_showhud (default is 1 - enabled). Know problems: - Since this plugin uses the "z_spawn" command to spawn the infected bots (by temporarily changing his sv_cheats flags), it won't work if you have Kigen's anti-cheat plugin installed on your server, since it will detect the spawn attempt as a cheat. I don't know if Kigen's plugin has a setting to allow this for server plugins, but it didn't allow me to use this command from my plugin. - Special infected bots know shit about team work :D .... so don't expect them to coordinate their attacks with yours :P How to install: - Download l4dvsinfectedbots.smx or compile (on your pc) l4dvsinfectedbots.sp with latest 1.2 snapshot (at least 2541). - Copy the l4dvsinfectedbots.smx file on the ../sourcemod/plugins folder and restart your server. Change log: Version 1.0: - Initial release. Version 1.1: - Implemented "give health" command on infected spawn, to fix the no-hud/no-pounce bug. Version 1.1.1: - Fixed survivor's quick HUD refresh when spawning infected bots. Version 1.1.2: - Implemented a different method to fix the survivor's quick HUD refresh when spawning infected bots. Previous one wasn't working well. Version 1.2: - Fixed several bugs while counting players. - Added chat message to inform infected players (only) that a new bot has been spawned. Version 1.3: - No infected bots are spawned if at least one player is in ghost mode. If a bot is scheduled to spawn but a player is in ghost mode, the bot will spawn no more than 5 seconds after the player leaves ghost mode (spawns). - Infected bots won't stay AFK if they spawn far away. They will always search for survivors even if they're far from them. - Allows survivor's team to be all bots, since we can have all bots on infected's team. Version 1.4: - Now Infected bots can spawn even when a real player is dead or in ghost mode without forcing the real player to spawn. - Since real players won't be forced to spawn, they won't spawn outside the map or in places they can't get out (where only bots can get out). - Minor changes to avoid some crashes. Version 1.5: - Added HUD panel for infected bots. Original idea from: Durzel's Infected HUD plugin. Some code was copied from it with his permission. - Added validations so that boomers and smokers do not spawn too often. A boomer can only spawn (as a bot) after XX seconds have elapsed since the last one died. - Added/fixed some routines/validations to prevent memory leaks. Version 1.5.1: - Fixed major bugs that caused server to hang (infite loops and threading problems). Version 1.5.2: - Normalized spawn times for human zombies (min = max). - Fixed spawn of extra bot when someone dead becomes a tank. If player was alive, his bot will still remain if he gets a tank. - Added 2 new cvars to disallow boomer and/or smoker bots: ==> l4d_infectedbots_allow_boomer = 1 (allow, default) / 0 (disallow) ==> l4d_infectedbots_allow_smoker = 1 (allow, default) / 0 (disallow) Version 1.5.3 - Fixed issue when boomer/smoker bots would spawn just after human boomer/smoker was killed. (I had to hook the player_death event as pre, instead of post to be able to check for some info). - Added new cvar to control the way you want infected spawn times handled: * l4d_infectedbots_normalize_spawntime: ===> 0 (default): Human zombies will use default spawn times (min time if less than 3 players in team) (min default is 20) ===> 1: Bots and human zombies will have the same spawn time. (max default is 30). - Fixed issue when all players leave and server would keep playing with only survivor/infected bots. - Updated version CVAR, now it will show 1.5.3 :mrgreen: Version 1.5.4. - Fixed (now) issue when all players leave and server would keep playing with only survivor/infected bots. Version 1.5.5. - Fixed some issues with infected boomer/smoker bots spawning just after human boomer is killed. - Changed method of detecting VS maps to allow non-vs maps to use this plugin. Version 1.5.6 - Rollback on method of detecting VS maps. Version 1.5.7 - Rewrited the logic on map change and round end. - Removed multiple timers on "kickallbots" routine. - Added checks to "IsClientInKickQueue" before kicking bots. Version 1.6. - Finally fixed issue of server hanging on mapchange or when last player leaves. Thx to AcidTester for his help testing this. - Added cvar to disable infected bots HUD Version 1.6.1 - Changed some routines to prevent crash on round end. (last version supported by me) Thanks to all who have helped me test this plugin. I couldn't have done it without all your feedback. NOTE: "Get Plugin" will now compile with SM 1.2 |
Re: [L4D] VS Infected Bots
Interesting - I've wanted a plugin like this since the game came out. I will give it a go on my server tonight.
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Re: [L4D] VS Infected Bots
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Re: [L4D] VS Infected Bots
EDIT: My mistake
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Did you compile the .sp yourself or did you use the web compiler??? Are you using any anti-cheat plugin? Did you get those messages right from the start or after playing for a while? |
Re: [L4D] VS Infected Bots
Ah my bad, I looked at my server and it looks like it's conflicting with the admincheats plugin. (Didn't think of it as an anti-cheat lol)
Disregard my last post. |
Re: [L4D] VS Infected Bots
Just a small thing you might want to add, when you're switched to a bot you have no HUD, and if you're a hunter you can't pounce. It's a problem that needs to be addressed by Valve, but there is a workaround:
http://www.left4dead411.com/forums/i...ic=9041&page=0 Could you make it so that when you're switched to an infected bot the "give health" command executes so you get your HUD back? |
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Re: [L4D] VS Infected Bots
Really, fucking awesome work, it's the end of the ragequit.
I'll install it but could you explain more the spawn system for the AI infected ? Will they spawn near, far, behind, in front of the survivors ? Will your plugin change some cvars ? For the strategy I'v an idea : Let the AI bots spawn ONLY if there is already one real player alive. But really awesome work guy ! :) |
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