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-   -   [CS:S/CS:GO] iBots (https://forums.alliedmods.net/showthread.php?t=169030)

TnTSCS 10-07-2011 17:56

[CS:S/CS:GO] iBots
 
3 Attachment(s)
DESCRIPTION:
This plugin will dynamically set the HP and quota of bots based on the number of human players and the difference between bots and humans team scores.

This plugin was based off of the privately released metamod plugin Adaptive Bots by Old and Slow. I did not have access to the sourcecode for that plugin and this plugin was designed off of my experience and memory of playing on a server that had the Adaptive Bots plugin. Credit to the idea goes to Old and Slow - Thank you :)

It's a fun plugin and I wanted others to enjoy this type of gameplay. This plugin was designed with having the game end when a player (either bot or human) reaches the frag limit score.

You can use a per-map configuration to set which team the bots will play on and which team the humans will play on (see below for cvars). This plugin has 20 cvars so you can configure it to your liking. If you'd like any additional cvars added, just let me know in this thread.

I've included ignited hegrenades for VIP players if you want to use those. You can override the flag I set (which was "a") to any flag you want using the command "ibots_vip" and set it to whatever flag you want. I'll be adding a couple more VIP features in subsequent releases.

I added Super HEGrenades to help when bots start getting a lot of HP, the grenades are somewhat more useful - you can turn this off in the config file.

1.1.1.2 now has a configurable friendly fire manager

1.3.0.2 now has the ability for specified players the ability to take control of bots after they die. Players with admin flag CUSTOM1 or overridden access to "allow_control_bots" have access to the bot takeover.

OVERRIDE COMMANDS AVAILABLE:
Admins for iBots_botcontrol_msg when set to 1 are admins with "b" flag (default) or whatever flag you override with command "ibots_admin"

People who are allowed to control bots are players with CUSTOM1 flag (default), or whatever flag you override with command "allow_control_bots"

People who get the special VIP effects (like ignited nade) are players with "a" (default), or whatever flag you override with command "ibots_vip"

Commands

CVars


REQUIREMENTS:
SourceMod 1.5+

Optional:
Updater

INSTALLATION and NOTES:
To install, simply place the iBots.smx file in your sourcemod/plugins folder and the ibots.phrases.txt in your translation folder and either restart the server or change the map.

A configuration file will be created in cstrike/cfg/sourcemod called plugin.iBots.cfg. Open this file and modify to your liking. Pay special attention to not set the same team number to the bots and humans.

Speaking of bots, make sure your server.cfg or bot.cfg (or similar) does not set the bot_join_team or bot_quota or bot_difficulty - let this plugin do that for you or you may see undesirable results.

CREDITS:
berni for SMLib functions
Old and Slow for original idea and his Adaptive Bots MetaMod:Source plugin
Sourcemod and alliedmods community
My alpha/beta testers

KNOWN ISSUES:
None that I know of. Unless the configuration file is setup incorrectly or some other plugin is messing with the bot_quota, bot_join_team, bot_difficulty, or health of players, this plugin should work great as a stand alone plugin for bots vs human gameplay.

If you were planning on running this on deathmatch servers, just be aware that those plugins usually come with a spawn protection that will reset the health of the bots after X seconds back to 100HP.

If you find an issue, let me know and I'll fix it ASAP.

To Do List:
* DONE Add translation file so this plugin is not hard coded in English
* Add dynamic weapon un/restriction based on score and/or streaks For now, use a separate plugin to achieve this.
* DONE Add cvar so server admins can specify what team bots are on (per map config compatible)
* DONE Implement [INC] Colors by exvel for better output of chat and ease of use for translation file
* DONE Add Updater capability
* DONE Add ability to update config file with missing CVars

Change Log


Upgrading:
Might be safe if you backup your old config file, delete (or rename) it, then let the plugin create a new one for you since I've introduced a number of new CVars since 1.3.0.2. If you're upgrading to 1.3.0.2 (or later) make sure you grab the new translation file, just in case.

As of 1.3.0.3, this plugin will automatically add new CVars to the config file, so you don't need to worry about backing up your config - just check it for the newly added CVars and set those as you see fit.

** To edit your bot names, open up the botprofile.db with notepad or similar and change the names to reflect the difficulty - make sure you back up your original botprofile.db file.

away000 10-07-2011 18:53

Re: iBots
 
Great man, maybe will use this on mine servers, can be veru usefull when he crash...

TnTSCS 10-07-2011 22:07

Re: iBots
 
I'm going to work on an new and improved method of dynamically changing the bots team. This way, if an admin types in a command it will switch the humans and bots and the team scores.

sinblaster 10-08-2011 02:19

Re: iBots
 
I had seta00 make me something very similar to this a while back, good job. I think I'll switch due to the extra advantages.

linglingftw 10-08-2011 03:49

Re: iBots
 
Thanks for releasing this.. I should find a use for it on a few of my servers.

Leonardo 10-09-2011 14:12

Re: iBots
 
is this plugin only for css?

TnTSCS 10-09-2011 16:36

Re: iBots
 
Quote:

Originally Posted by Leonardo (Post 1571678)
is this plugin only for css?

it's only been tested on CSS... I don't have any other servers to test it on

Powerlord 10-10-2011 10:23

Re: iBots
 
I can say that things that adjust the HP of bots probably shouldn't be used on a TF2 (or Fortress Forever?) server, as bots are assigned random classes (which determines their hitpoints).

Nico82 01-14-2012 15:28

Re: iBots
 
Hello having some trouble i am tryin to have 4 bots for one human but it keeps giving me two bots. I have ibot_quota set to 4 and also have ibot_quota_min to show 5 bots in when noone is in game but no bots are showing up either can u assist?

TnTSCS 01-14-2012 15:37

Re: iBots
 
I'll be updating this plugin this weekend... I'll have a fix for you by tomorrow.

Nico82 01-14-2012 16:40

Re: iBots
 
Thanks look forward to it

Nico82 01-16-2012 23:16

Re: iBots
 
How is it coming along? Not trying to be a pain in the ass but the person I am running there server really wants to have these bot quota increased

TnTSCS 01-17-2012 00:07

Re: iBots
 
I ran out of time today testing, I'll run through it tomorrow and post the update. I also found a bug when the bots + humans > max players... I fixed that as well.

Nico82 01-17-2012 12:52

Re: iBots
 
Thanks buddy Appreciate it :)

TnTSCS 01-17-2012 20:26

Re: iBots
 
busier than I had expected at work - still here - going on 12 hours now...

Nico82 01-17-2012 21:30

Re: iBots
 
That blows I know the feeling man. Just think about the loot that you will have. Hope you are hourly if you are salary that blows

TnTSCS 01-21-2012 14:51

Re: [CS:S] iBots
 
Update posted:

Version 1.0.2 (rolled with 1.0.1):
* Some code clean up and optimization - trying to get this plugin approved :)
* Fixed up the team joining code to be a bit more streamlined
* Added translation file
* Added an admin command (ibots_switch) to allow admins to change the bots and humans team mid-game (can also be used to set the teams with a map_ config file)

Quote:

Originally Posted by Nico82 (Post 1631769)
Hello having some trouble i am tryin to have 4 bots for one human but it keeps giving me two bots. I have ibot_quota set to 4 and also have ibot_quota_min to show 5 bots in when noone is in game but no bots are showing up either can u assist?

I've tested this and it works just fine - make sure you don't have any other config files that set the bot_quota or bot_join_team or bot_difficulty - this plugin will handle those. Also, make sure you have bot_join_after_player 0

Nico82 01-24-2012 22:49

Re: [CS:S] iBots
 
Thanks Buddy I appreciate your help into looking into this

coty9090 06-07-2012 06:44

Re: [CS:S] iBots
 
none of the commands are working for me in the server.cfg, and only some work through console...

Also console says ibots_team_human isn't a command.

TnTSCS 06-07-2012 09:29

Re: [CS:S] iBots
 
There are only two commands... sm_ibots and sm_ibots_switch, IIRC.

I'm soaking a newer version and will release it soon - added a few more things. BTW, ibots_team_human isn't a command, it's a CVar

coty9090 06-07-2012 18:45

Re: [CS:S] iBots
 
Cool, well, then not many of the CVars work :p Is there going to be a way to disable some of the options (like health decrease/increase) ?

TnTSCS 06-07-2012 18:56

Re: [CS:S] iBots
 
indeed... I'll have to add a CVar (or tweak the current ones) so if you want to disable a feature, you can.

Sneak Peak at CVars

coty9090 06-07-2012 19:26

Re: [CS:S] iBots
 
Is there a way to make it so bots will join/leave exactly when human players do, instead of at round end/restart?

TnTSCS 06-07-2012 21:54

Re: [CS:S] iBots
 
of course there's a way :)

coty9090 06-07-2012 22:57

Re: [CS:S] iBots
 
I'd appreciate it, this mod would go perfect on my server if i could edit/disable a few options.

When will the next release be out?

TnTSCS 06-22-2012 22:58

Re: [CS:S] iBots
 
I'll post the updated version tomorrow... Just finished adding a couple of new features

TnTSCS 06-25-2012 12:26

Re: [CS:S] iBots
 
Updated:

Version 1.0.3 to 1.1.0: - still not 100% finished yet, slowly getting there... more things to add

* Enhanced the team join handling
+ Added last bot beacon
+ Added admin command so admins can change the HP of the bots
* Fixed bot beacon so multiple beacons don't occur anymore
* Changed the MinBotQuota to retain the minimum number of bots until the ratio caused it to increase.
+ Added HP bonus based on difficulty level of the bot (currently requires the difficulty to be part of the bots name, will be changed at a later date)
+ Added a few new CVars so admins can disable parts they don't want
* Fixed bug with spectators messing up the bot_quota
+ Added carry over HP for surviving humans
+ Added super nades (they grow more powerful as bots get more HP)
+ Added check to see how many reserved slots there are to help negate the bot join/part bug
* Fixed bug with Nade Multiplier not resetting and error when sm_ibots was typed in console
+ Added ignited grenades for VIP players


I'll be working on this plugin a lot more than I have been in the past, since we currently have a production iBots server now

coty9090 06-26-2012 08:28

Re: [CS:S] iBots
 
i put the cvars in my server.cfg and tried in console, doesnt say unknown command, but they still wont work and no bots join. a few things work, like last bot beacon, but i had to set bot_quota to 20 in order for bots to join. Also make it so frag limit is able to be turned off, or really high.

TnTSCS 06-26-2012 17:27

Re: [CS:S] iBots
 
type:

find iBots

in your console and post the output here. I'll add a CVar for the fraglimit so you can turn that off.

coty9090 07-03-2012 20:03

Re: [CS:S] iBots
 
"bot_walk" = "0"
game replicated
- If nonzero, bots can only walk, not run.
"bot_difficulty" = "1"
game replicated
- Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
"bot_quota" = "4" ( def. "0" )
game notify replicated
- Determines the total number of bots in the game.
"bot_quota_mode" = "normal"
game replicated
- Determines the type of quota.
Allowed values: 'normal', 'fill', and 'match'.
If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.
If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
"bot_prefix" = ""
game replicated
- This string is prefixed to the name of all bots that join the game.
<difficulty> will be replaced with the bot's difficulty.
<weaponclass> will be replaced with the bot's desired weapon class.
<skill> will be replaced with a 0-100 representation of the bot's skill.
"bot_allow_rogues" = "1"
game replicated
- If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.
"bot_allow_pistols" = "1"
game replicated
- If nonzero, bots may use pistols.
"bot_allow_shotguns" = "1"
game replicated
- If nonzero, bots may use shotguns.
"bot_allow_sub_machine_guns" = "1"
game replicated
- If nonzero, bots may use sub-machine guns.
"bot_allow_rifles" = "1"
game replicated
- If nonzero, bots may use rifles.
"bot_allow_machine_guns" = "1"
game replicated
- If nonzero, bots may use the machine gun.
"bot_allow_grenades" = "1"
game replicated
- If nonzero, bots may use grenades.
"bot_allow_snipers" = "1"
game replicated
- If nonzero, bots may use sniper rifles.
"bot_join_team" = "CT" ( def. "any" )
game replicated
- Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.
"bot_join_after_player" = "1"
game replicated
- If nonzero, bots wait until a player joins before entering the game.
"bot_auto_vacate" = "0" ( def. "1" )
game replicated
- If nonzero, bots will automatically leave to make room for human players.
"bot_zombie" = "0"
game cheat replicated
- If nonzero, bots will stay in idle mode and not attack.
"bot_defer_to_human" = "0"
game replicated
- If nonzero and there is a human on the team, the bots will not do the scenario tasks.
"bot_chatter" = "off" ( def. "normal" )
game replicated
- Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
"bot_dont_shoot" = "0"
game cheat replicated
- If nonzero, bots will not fire weapons (for debugging).
"bot_eco_limit" = "800" ( def. "2000" )
game replicated
- If nonzero, bots will not buy if their money falls below this amount.
"bot_auto_follow" = "0"
game replicated
- If nonzero, bots with high co-op may automatically follow a nearby human player.
"bot_flipout" = "0"
game cheat replicated
- If nonzero, bots use no CPU for AI. Instead, they run around randomly.
"bot_join_delay" = "0"
game
- Prevents bots from joining the server for this many seconds after a map change.
"bot_kill"
game
- bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.
"bot_kick"
game
- bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.
"bot_knives_only"
game
- Restricts the bots to only using knives
"bot_pistols_only"
game
- Restricts the bots to only using pistols
"bot_snipers_only"
game
- Restricts the bots to only using sniper rifles
"bot_all_weapons"
game
- Allows the bots to use all weapons
"bot_loadout" = ""
game cheat
- bots are given these items at round start
"bot_randombuy" = "0"
game cheat
- should bots ignore their prefered weapons and just buy weapons at random?
"nb_stop" = "0"
game cheat replicated
- Stop all NextBots
"nb_command"
game cheat
- Sends a command string to all bots
"nb_move_to_cursor"
game cheat
- Tell all NextBots to move to the cursor position
"nb_debug"
game cheat
- Debug NextBots. Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS.
"nb_debug_filter"
game cheat
- Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
"nb_player_walk" = "0"
game cheat
- Force bots to walk
"nb_player_crouch" = "0"
game cheat
- Force bots to crouch
"nb_player_move" = "1"
game cheat
- Prevents bots from moving

The Bot join/leave isn't working correctly, i have it set so where the bots will join/leave when a player joins/leaves, but it bugs out and only adds the amount i set sometimes,, like i have it set 4 bots/player and theres 5 ppl with only 16 bots and i have the max set to 20.
Seems like once the bot quota max is met, when people leave and there are less then the bot quota max, it bugs and doesn't remove bots, and sometimes they will only join/leave at round end/start even if i have it set to player join/leave.
If multiple people join at the same time, and join the team at about the same time, it will skip 1 of the quota's for 4 bots/1 player and stop letting bots join/leave.
I need to keep putting "rcon bot_quota 0" into console in order for the bots to join regularly.

TnTSCS 07-05-2012 23:34

Re: [CS:S] iBots
 
not find bots... find ibots (or maybe just find ibot)

...:: TnT Edit ::...

BTW, another version coming this weekend - gonna soak it and see if there are issues.

coty9090 07-07-2012 01:42

Re: [CS:S] iBots
 
The Bot join/leave isn't working correctly, i have it set so where the bots will join/leave when a player joins/leaves, but it bugs out and only adds the amount i set sometimes,, like i have it set 4 bots/player and theres 5 ppl with only 16 bots and i have the max set to 20.
Seems like once the bot quota max is met, when people leave and there are less then the bot quota max, it bugs and doesn't remove bots, and sometimes they will only join/leave at round end/start even if i have it set to player join/leave.
If multiple people join at the same time, and join the team at about the same time, it will skip 1 of the quota's for 4 bots/1 player and stop letting bots join/leave.
I need to keep putting "rcon bot_quota 0" into console in order for the bots to join regularly.

It's "find ibot"...

"sm_ibotshp"
- Set the HP of the iBots
"sm_ibots_switch"
- Allows you to switch the teams
"sm_ibots"
"iBots_NadeMultiplyerDecrease" = "0.100000" ( def. "0.15" ) min. 0.100000 max. 10.000000
- Amount to decrease the power of Super Nades as Bots' HP decreases
"iBots_NadeMultiplyerIncrease" = "0.100000" ( def. "0.25" ) min. 0.100000 max. 10.000000
- Amount to increase the power of Super Nades as Bots' HP increases
"iBots_SuperNades" = "0" min. 0.000000 max. 1.000000
- Use super grenades?
1 = YES
0 = No
"iBots_JoinPartMode" = "3" ( def. "1" ) min. 1.000000 max. 3.000000
- Which method to use for adjusting bot count when humans join or leave?
1 = Adjust on Round Start
2 = Adjust on Round End
3 = Adjust on Join
"iBots_HPBonus" = "0" ( def. "1" ) min. 0.000000 max. 1.000000
- Use the HP bonus for when players kill bots?
1 = Yes
0 = No
"iBots_ModifyHP" = "0" ( def. "1" ) min. 0.000000 max. 1.000000
- Use bot HP feature to increase/decrease bot's HP based on winning streaks?
1 = YES
0 = No
"iBots_KnifeMultiplier" = "2" min. 0.000000 max. 50.000000
- The multiplier value of HP to award a player for killing a bot with a knife.
"iBots_Bonus_Elite" = "20" min. 0.000000 max. 50.000000
- The amount of HP to award a player for killing an Elite level bot
"iBots_Bonus_Expert" = "15" min. 0.000000 max. 50.000000
- The amount of HP to award a player for killing an Expert level bot
"iBots_Bonus_VeryHard" = "15" min. 0.000000 max. 50.000000
- The amount of HP to award a player for killing a Very Hard level bot
"iBots_Bonus_Hard" = "10" min. 0.000000 max. 50.000000
- The amount of HP to award a player for killing a Hard level bot
"iBots_Bonus_Tough" = "10" min. 0.000000 max. 50.000000
- The amount of HP to award a player for killing a Tough level bot
"iBots_Bonus_Normal" = "5" min. 0.000000 max. 50.000000
- The amount of HP to award a player for killing a Normal level bot
"iBots_Bonus_Fair" = "5" min. 0.000000 max. 50.000000
- The amount of HP to award a player for killing a Fair level bot
"iBots_Bonus_Easy" = "5" min. 0.000000 max. 50.000000
- The amount of HP to award a player for killing an Easy level bot
"iBots_TEAM_BOT" = "3" ( def. "1" ) min. 2.000000 max. 3.000000
- Team number for bots (2 is T, 3 is CT)
"iBots_advertise" = "0" ( def. "5" ) min. 0.000000 max. 15.000000
- The number of rounds in between advertisement of iBots (0 to disable)
"iBots_final_diff_humans" = "2" ( def. "7" ) min. 1.000000 max. 15.000000
- If humnas win the map by this many rounds, the bot_difficulty will be raised by 1
"iBots_final_diff_bots" = "2" min. 1.000000 max. 15.000000
- If bots win the map by this many rounds, the bot_difficulty will be lowered by 1
"iBots_score_difference" = "4" min. 1.000000 max. 8.000000
- Number of wins the humans have over the bots before additional bots (beyond the quota formula) start joining
"iBots_streak_money" = "2500" min. 100.000000 max. 16000.000000
- Amount of money to pay the loosing team after iBots_streak_<team>_cash is reached
"iBots_streak_bots_cash" = "3" min. 1.000000 max. 10.000000
- Number of wins in a row bots must get before humans are paid (iBots_streak_money)
"iBots_streak_bots" = "2" min. 1.000000 max. 20.000000
- How many rounds bots have to win in a row to start having their HP reduced
"iBots_streak_humans_cash" = "4" min. 1.000000 max. 10.000000
- Number of wins in a row humans must get before bots are paid (iBots_streak_money)
"iBots_streak_humans" = "2" min. 1.000000 max. 20.000000
- How many rounds humans have to win in a row to start increasing the bot's HP
"iBots_maxbots" = "20" ( def. "24" ) min. 0.000000 max. 64.000000
- Maximum number of bots allowed - should be higher than iBots_quota_min
"iBots_quota" = "4.0" ( def. "2.2" ) min. 1.000000 max. 10.000000
- Number of bots for each human player (will be rounded to nearest whole number after calculation)
"iBots_ManageBots" = "1" min. 0.000000 max. 1.000000
- Should iBots manage the bots?
"iBots_maxfrags" = "100" min. 10.000000 max. 100.000000
- Number of frags to declare a player a winner - this will set mp_fraglimit to the value specified here
"iBots_hp_decrease" = "5.000000" ( def. "15" ) min. 5.000000 max. 100.000000
- Amount of HP to take from bot's health as bots maintain a winning streak at or above iBots_streak_bots
"iBots_hp_increase" = "5.000000" ( def. "30" ) min. 5.000000 max. 100.000000
- Amount of HP to add to bot's health as humans maintain a winning streak at or above iBots_streak_humans
"iBots_hp" = "100" ( def. "70" ) min. 1.000000 max. 100.000000
- Lowest Health for iBots (they will always start with 100 on map start)
"iBots_quota_min" = "4" ( def. "3" ) min. 0.000000 max. 64.000000
- Minimum number of iBots to have in-game at any given time.
"iBots_version" = "1.1.0"
notify singleplayer replicated
- The version of 'iBots'

TnTSCS 07-07-2012 10:48

Re: [CS:S] iBots
 
okay, I'll look at the bot quota part again, maybe I missed something

TnTSCS 07-07-2012 11:01

Re: [CS:S] iBots
 
do you want the quota to adjust when a player joins/leave the server, or joins/leaves the team?

...:: TnT Edit ::...

Eh, I am going to set iBots_JoinPartMode 3 to adjust when people join or leave the team. I've fixed it and am testing.

I'm also adding a FF Mode CVar so you can fine tune friendly fire... off to paint a house, will be back later tonight to finish testing...

TnTSCS 07-07-2012 20:31

Re: [CS:S] iBots
 
Plugin Updated:

1.1.0 to 1.1.1.2
1.1.1.0
+ Added CVar to enable/disable the mp_maxfrags option
- Now, plugin will announce the highest winner on Event_RoundEnd if the iBots_usemaxfrags is 0
* Went from 3 digit version to 4 digit version
+ Added Updater functionality
* Plugin now requires SourceMod 1.4.4 or higher due to the 07/02/2012 CS:S Update
1.1.1.1
+ Added CVar to turn on/off ignited nades (they don't ignite any players, yet)
1.1.1.2
* Fixed JoinPartMode 3 issue where bot_quota sometimes wouldn't be adjusted.
+ Added Friendly Fire Mode - see new CVar iBots_ffmode

----------------------

If you have Updater and set this plugin to use it, then you'll get the updated files soon, otherwise, get the new files from the OP

Old and Slow 07-09-2012 22:51

Re: [CS:S] iBots
 
Interesting - I didn't realize this was available.

Maybe I should release the MM:S version - I didn't figure anyone was interested since I have installed on only 2 other servers by request.

TnTSCS 07-09-2012 23:33

Re: [CS:S] iBots
 
I tried requesting access, but got nowhere, that's why I wrote this one up :)

You have credits in the OP

Old and Slow 07-10-2012 07:45

Re: [CS:S] iBots
 
I don't remember you making a request. I know we had some discussions about the SM chicken mod plugin. Yeah, I saw the credits, thanks.

I swapped code with Jean Mas (former botkicker server owner) on the bot profile stuff.

I don't try to ignore requests - how did you go about it?
I would have helped had I known.

TnTSCS 07-10-2012 13:38

Re: [CS:S] iBots
 
I don't remember if I sent you a PM or was requesting it from the server op of the arlignton texas server that runs your abots... No worries though... it's a popular mod and us "older" guys like playing it

coty9090 07-12-2012 15:59

Re: [CS:S] iBots
 
When i try to load the updated Version i get this error:

[SM] Plugin ibots.smx failed to load: Native "CS_SetTeamScore" was not found.


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