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[L4D/L4D2] Infected Bots Control (1.0.0)


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exhumed
Junior Member
Join Date: Aug 2009
Old 12-08-2009 , 00:54   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #681

The solution posted by ProBoomer ( thanks anyway ) just causes more troubles.
I don't want to load the game config loader plugin to solve (partially) this issue.

anyone can help ?

thanks in advance!
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ProBoomer
Member
Join Date: Feb 2009
Old 12-08-2009 , 05:21   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #682

Quote:
Originally Posted by AtomicStryker View Post
Because as you should have noticed Infected dont get flashlights in coop mode.
Uhm... but in Coop the infected are Bots.... who matter if they have or not have the flashlight.... for the side of survivor the gameplay is the same.

I not understand also because in .sp have some line for survival mode... not need Infected Bots in Survival.

I think are the only people using this plugin for have Infected Bots in Versus and have more then 4 infected bots in Coop. OR anyone use this for put 6 infecteds in coop?
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LTR.2
Veteran Member
Join Date: Aug 2009
Old 12-08-2009 , 19:15   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #683

Quote:
Originally Posted by ProBoomer View Post
Uhm... but in Coop the infected are Bots.... who matter if they have or not have the flashlight.... for the side of survivor the gameplay is the same.
because players may join the infected side.
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mi123645
Veteran Member
Join Date: Feb 2009
Old 12-08-2009 , 23:14   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #684

Sorry about that guys, Infected Bots is going to go through a huge revamp soon. The bugs that were mentioned will be fixed, and I won't have to change the gamemode to give infected flashlights and such.
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ProBoomer
Member
Join Date: Feb 2009
Old 12-09-2009 , 01:31   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #685

Good Notice.

I have find also this bug and have a suggestion.

1)

With coordination set to 1 and spawn from plugins to 1.. i can't have only 4 infected bots and sometime they stop to spawn.

With coordination set to 0 and spawn allowed from original director I can have 6 infected bots or more without any problem.

But if you can fix the problem of gamemode changing i am happy... for workaround the changing I have make 2 plugins, unload both and load the coop or versus version. And have replicated also two config files.

A big work anytime..... lol


2)

Suggestion... if possible determine the infected spawned like this for example with 6 infected:

l4d_master_cycle 6 (6 cycles of different spawn)

l4d_cycle_1: blabla
l4d_cycle_2: blabla
blabla
l4d_cycle_6: blabla
1) start, 2 boomers, 2 hunters, 1 smokers and 1 chargers and when they dead countdown the respawn of 'x' seconds and

2) 2 chargers 2 smokers 1 boomer 1 spitter

respawn cycle

3) 1 smokers 1 chargers 2 boomers 1 hunter 1 spitter

respawn cycle

4) 2 spitters, 1 boomers, 2 jockeys, 1 charger

5) blabla
6) blabla

end of respawn cycle goto to begin

blablabla
blablabla

With this mode I can decide the cycle of infecteds.

Or is too hard to thinking about this?
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Inhuman
New Member
Join Date: Nov 2009
Old 12-09-2009 , 05:19   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #686

Hi! I was just wondering if you could post some code chages that we could use in order to fix this changemode bug, so we can use this plugin to add more infected to coop, just to make it harder. Not to join the infected side. So there would be no need of infected flashlight.

Thanks!
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ProBoomer
Member
Join Date: Feb 2009
Old 12-09-2009 , 06:43   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #687

Quote:
Originally Posted by Inhuman View Post
Hi! I was just wondering if you could post some code chages that we could use in order to fix this changemode bug, so we can use this plugin to add more infected to coop, just to make it harder. Not to join the infected side. So there would be no need of infected flashlight.

Thanks!
Between we wait for new release... i have fixed this. But for not make too many chaos in thread if you want write me and i send a 7zip for all files and plugin.

Have try today and work fine... with original director and coordination 0 I have 6 infected in Coop.

Try to play in my signature server one Coop Advanced.... not Expert because Expert have Classic Cfg without powerup

If mi123645 can insert also a cycle for customize the sequence of infected spawned in Coop I think are the final plugin for Coop
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Blu3star
Member
Join Date: Jul 2009
Old 12-09-2009 , 13:31   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #688

I use this in my 10 player coop server, which is set on expert mode.
I have a no friendly fire plugin , plus the new points system, and we all
have a blast. I wonder why these problems are affecting you?
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mythosmc
Junior Member
Join Date: Dec 2009
Old 12-09-2009 , 16:39   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #689

are any of you guys having a problem with the z_spawn being able to be executed by players?

it seems like either this plugin or some other one is causing the z_spawn to not get its 'cheat' flag back after it was removed

it kinda sucks to have people come on the server and spawn 10000 witches!! ;)

Last edited by mythosmc; 12-09-2009 at 17:58.
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mi123645
Veteran Member
Join Date: Feb 2009
Old 12-09-2009 , 22:40   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #690

I've re-uploaded 1.8.7 to fix the KillTimer errors. For those who have problems with the gamemode changing and staying on versus, you probably have other plugins that change the gamemode. Same goes for the z_spawn bug.
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