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-   -   [L4D2] ScavengeBots (https://forums.alliedmods.net/showthread.php?t=248931)

Machine 09-26-2014 21:18

[L4D2] ScavengeBots
 
2 Attachment(s)

Description:

Allows Survivor Bots to scavenge gascans.
Supports all maps and gamemodes.
Ability to add custom map coordinates to cfg.
Demonstration here


Cvars:

Code:

scavengebots_on                "Enable ScavengeBots? 0=off, 1=on."                //Default is 1

Changelog:

Code:

Version 1.0
- Release


Requirements:

The scavengebots.cfg file needs to go into your sourcemod/data folder.

Bugs:

It is very hard to get bots to do what you want them to do. Sometimes they can get stuck or need help to get to some cans. There are going to be some issues.

Sev 09-26-2014 21:51

Re: [L4D2] ScavengeBots
 
Machine...

This is fucking amazing sir...

Another one of the long standing issues with the game all fixed up.

Great work!

:)

Machine 09-26-2014 21:56

Re: [L4D2] ScavengeBots
 
Just caught another bug, redownload and tell me if I missed any more. :)

DeathChaos25 09-27-2014 02:03

Re: [L4D2] ScavengeBots
 
Wow, really good one.

It hadn't crossed my mind to use Command a Bot to move them to a gas can and back to where it's needed.

As for the issues, these are inevitable, the AI by itself already has enough issues as it is, so I wouldn't worry too much about how dumb they can be when scavenging.

But good job nonetheless.

Sev 09-29-2014 14:47

Re: [L4D2] ScavengeBots
 
So how does one add the coordinates for custom campaigns for the cfg?

DeathChaos25 09-29-2014 15:32

Re: [L4D2] ScavengeBots
 
Quote:

Originally Posted by Sev (Post 2205040)
So how does one add the coordinates for custom campaigns for the cfg?

I THINK it's just a matter of adding the map name and the coordinates for where the entity that you pour gas into is located.

I guess you would use the Hammer editor to view them?

Machine 09-29-2014 20:36

Re: [L4D2] ScavengeBots
 
Its not the origin of the nozzle, its the origin the survivor stands when he pours the gas. The angles is when you look at the nozzle from that position. This is basically the biggest trick in this plugin. It teleports the bots to that origin/angle to enable him to 'use' the gascan.

Easiest way to get origin/angle for your custom map is to move to the gas nozzle while looking at it then open the console and type getpos_exact. This will tell you your exact origin and angles. Write these down and add that information to the cfg.

LoneBat 10-01-2014 13:05

Re: [L4D2] ScavengeBots
 
L 10/02/2014 - 01:00:57: SourceMod error session started
L 10/02/2014 - 01:00:57: Info (map "c1m4_atrium") (file "errors_20141002.log")
L 10/02/2014 - 01:00:57: [SM] Unable to load plugin "scavengebots.smx": Native "__FLOAT_EQ__" was not found
L 10/02/2014 - 01:01:14: Error log file session closed.
L 10/02/2014 - 01:01:14: SourceMod error session started
L 10/02/2014 - 01:01:14: Info (map "c1m4_atrium") (file "errors_20141002.log")
L 10/02/2014 - 01:01:14: [SM] Unable to load plugin "scavengebots.smx": Native "__FLOAT_EQ__" was not found
L 10/02/2014 - 01:04:11: Error log file session closed.

This don't work for me.

DeathChaos25 10-01-2014 13:33

Re: [L4D2] ScavengeBots
 
Quote:

Originally Posted by LoneBat (Post 2205721)
L 10/02/2014 - 01:00:57: SourceMod error session started
L 10/02/2014 - 01:00:57: Info (map "c1m4_atrium") (file "errors_20141002.log")
L 10/02/2014 - 01:00:57: [SM] Unable to load plugin "scavengebots.smx": Native "__FLOAT_EQ__" was not found
L 10/02/2014 - 01:01:14: Error log file session closed.
L 10/02/2014 - 01:01:14: SourceMod error session started
L 10/02/2014 - 01:01:14: Info (map "c1m4_atrium") (file "errors_20141002.log")
L 10/02/2014 - 01:01:14: [SM] Unable to load plugin "scavengebots.smx": Native "__FLOAT_EQ__" was not found
L 10/02/2014 - 01:04:11: Error log file session closed.

This don't work for me.

I remember another user had a similar issue.

Update to the latest version of Sourcemod, that should fix the issue.

LoneBat 10-01-2014 13:39

Re: [L4D2] ScavengeBots
 
Quote:

Originally Posted by DeathChaos25 (Post 2205733)
I remember another user had a similar issue.

Update to the latest version of Sourcemod, that should fix the issue.

Thx, try again tomorrow.


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