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[L4D2] Survivor AI Trigger fix


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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 06-21-2010 , 08:33   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #121

It most certainly CAN be found using searches. But its so straightforward nobody thinks it needs an actual tutorial. Just pop the compiled Plugin (.smx file) into your addons/sourcemod/plugins folder.
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cheewongken
Senior Member
Join Date: Feb 2009
Old 07-03-2010 , 15:09   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #122

Quote:
Originally Posted by Khaine View Post
Actually I just tested this out...

If combined with the Infectedbots plugin (which I believe sets sb_all_bot_team 1 without cheats), then the bots will continue in single-player mode and pull you out of a closet.
only with infectedbots installed? alone, it won't work eh..? lol
this was on coop right?
(still hasn't installed SM )

EDIT: installed SM!

Last edited by cheewongken; 07-06-2010 at 08:33.
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cheewongken
Senior Member
Join Date: Feb 2009
Old 07-04-2010 , 08:33   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #123

omg. i love your plugin.
if the map loads with this plugin enabled, sb_all_bot_team is automatically set to 1 even though there's a human player. i tested it in single player mode and jumped off the hotel to my death.. and guess what, the bots kept going on without me.. and the game didn't restart!!!

the bots eventually rescued me from a closet..
looks like you don't need infectedbots plugin either.

EDIT: there is ONE thing though.. if you and the bots are all in the saferoom, one of the bots will close the saferoom door.. could you make this configurable? (Normally i kill dying bots in the saferoom [especially on expert] before closing the door so they respawn with 50 life)

EDIT2: i realised this could be because sb_all_bot_team is 1... could you make it so that they won't or can't close the door if there's a living human player?

EDIT3: yes.. it is cause of that cvar... could you make this block-able?

Last edited by cheewongken; 07-05-2010 at 04:43.
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cheewongken
Senior Member
Join Date: Feb 2009
Old 07-07-2010 , 02:29   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #124

Can anyone mod the plugin so that sb_close_checkpoint_door_interval is set to a higher number (like 120 [2 minutes]) when a human's alive and reset to default when all human players are dead?

I tried myself but failed...
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kiloat
Junior Member
Join Date: Jul 2010
Old 07-07-2010 , 04:17   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #125

would it be possible make the bot use pipe and molotovs?
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cheewongken
Senior Member
Join Date: Feb 2009
Old 07-07-2010 , 12:31   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #126

i don't think valve ever built that type of AI into l4d...

unless someone wants to extract the grenade ai from somewhere or code their own one... i'd say you're outta luck.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 07-07-2010 , 14:51   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #127

No, its fairly simple, since D1Maxa wrote his Incapped Grenade Throwing Plugin with an entire Grenade Emulator. You could totally make a bot 'throw' a grenade.

That doesnt solve some other problems, though (WHEN to throw? WHERE to throw?) as well as the fact Bots dont pick up throwables.
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cheewongken
Senior Member
Join Date: Feb 2009
Old 07-08-2010 , 03:25   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #128

hey AtomicStryker... been seeing a lot of your plugins on the forums... good job!
About the close safe room door req i have? could you do it?
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 07-08-2010 , 05:11   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #129

Post whatever you did in the Scripting Forum and people will help you.
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Sev
Veteran Member
Join Date: May 2010
Old 09-07-2010 , 16:12   Re: [L4D2] Survivor AI Trigger fix
Reply With Quote #130

Any chance of modifying the AI trigger fix for L4D2 for Dead Center and Passing to change those finales into standard finales that way hordes will spawn, tanks and the end eventually or can it not be done?

Versus Coop works great minus those two finales, just wondering if there is any workaround to trigger a standard finale for those two finales.
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