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[L4D2] Survivor AI Trigger fix


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iNFiNiTeX
Senior Member
Join Date: Dec 2009
Old 01-27-2010 , 01:17   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #61

I updated to the newest version of this plugin and it made the game start with only one survivor and then added more as each one dies, saying something about "botbait" I simply removed it since I have no real use for this plugin since it does not support versus, but just thought I would mention it. Seemed to work fine before however.
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Delroton
New Member
Join Date: Jan 2010
Old 01-30-2010 , 19:59   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #62

Quote:
Originally Posted by AtomicStryker View Post
You dont realize every BotBait position has to be MANUALLY defined by absolute coordinates. Its braindamaging lame labour to the Plugin Coder, ME.

Doing this 'Checkpoint' type of thing was merely my attempt to find out: would i manage to pull it off??

I am NOT EVER gonna map out ALL the freakin maps myself (which is what you ask).
Hi!

Is it any difficult? As for now I am unemployed, so when I got spare time I guess I could help you out.. I got some code understanding, but I am faaaar from beeing skilled in the field.

Oh and another quick question, is there any way to slow them down? or make them run back and forwards between two points? I'm using this to practice hunter jumps .. = )
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 01-31-2010 , 08:15   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #63

I cant tell you much more than to read the code and try to understand it. Theres little cryptic about it.

If you just want to practise Hunter Jumps, i suggest not to use this Plugin.

Just start a versus game locally, then set sv_cheats 1 and use nb_movetocursor or use a teleport Plugin to get the Bots where you want them. They wont move by themselves.
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Delroton
New Member
Join Date: Jan 2010
Old 01-31-2010 , 08:22   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #64

Quote:
Originally Posted by AtomicStryker View Post
I cant tell you much more than to read the code and try to understand it. Theres little cryptic about it.

If you just want to practise Hunter Jumps, i suggest not to use this Plugin.

Just start a versus game locally, then set sv_cheats 1 and use nb_movetocursor or use a teleport Plugin to get the Bots where you want them. They wont move by themselves.
Yeah thats what i've done usually, I just wanted to try and port it over to my server and let some friends practice also, whenever im not around =)
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LTR.2
Veteran Member
Join Date: Aug 2009
Old 02-01-2010 , 19:10   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #65

what about giving us the tools to spawn or own botbait?
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LTR.2
Veteran Member
Join Date: Aug 2009
Old 02-08-2010 , 23:04   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #66

botbait tools anyone?
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-09-2010 , 04:50   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #67

Its all in the Source, lazy dude
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LTR.2
Veteran Member
Join Date: Aug 2009
Old 02-10-2010 , 13:48   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #68

Quote:
Originally Posted by AtomicStryker View Post
Its all in the Source, lazy dude

i don't know how to do that.

BTW have you figured out how to make gas cans be used in the generator for scavenge rounds?
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LTR.2
Veteran Member
Join Date: Aug 2009
Old 02-20-2010 , 16:16   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #69

i don't think the botbait is nedeed anymore.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-20-2010 , 17:49   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #70

They did change something ... do Bots advance by themselves now?
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