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[L4D/L4D2] Infected Bots Control (1.0.0)


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mi123645
Veteran Member
Join Date: Feb 2009
Old 08-29-2009 , 11:57   Re: [L4D] Infected Bots (1.7.6)
Reply With Quote #181

Quote:
Originally Posted by crazydog View Post
Duplicate AI now spawns immediately after I die.
I've only noticed it in coop. I'm not sure if it occurs in survival.
Code:
 
"l4d_infectedbots_tanks_per_spawn" = "1"
 notify ss_added
 - Number of tanks when a tank spawns, includes the original tank
"l4d_infectedbots_spawn_time" = "25"
 notify ss_added
 - Sets spawn time for special infected spawned by the plugin in seconds
"l4d_infectedbots_stats_board" = "0" ( def. "1" ) min. 0.000000 max. 1.000000
 notify ss_added
 - If 1, the stats board will show up after an infected player dies, may want to turn off due to lag issues
"l4d_infectedbots_coop_survival_tank_playable" = "1" ( def. "0" ) min. 0.000000 max. 1.000000
 notify ss_added
 - If 1, tank will be playable in coop/survival, only one player can take control of a tank at a time
"l4d_infectedbots_infhud_announce" = "0" ( def. "1" )
 - Toggle whether L4D Infected HUD plugin announces itself to clients.
"l4d_infectedbots_boomer_limit" = "1"
 notify ss_added
 - Sets the limit for boomers spawned by the plugin
"l4d_infectedbots_infhud_enable" = "1"
 - Toggle whether L4D Infected HUD plugin is active or not.
"l4d_infectedbots_infected_team_joinable" = "1" min. 0.000000 max. 1.000000
 notify ss_added
 - If 1, players can join the infected team in coop/survival
"l4d_infectedbots_director_spawn" = "1" ( def. "0" ) min. 0.000000 max. 1.000000
 notify ss_added
 - If 1, the plugin will use the director's timing of the spawns, must restart the round if changed
"l4d_infectedbots_smoker_limit" = "1"
 notify ss_added
 - Sets the limit for smokers spawned by the plugin
"l4d_infectedbots_version" = "1.7.6"
 notify singleplayer replicated ss_added
 - Version of L4D Infected Bots
"l4d_infectedbots_max_specials" = "4"
 notify ss_added
 - Defines how many special infected can be on the map on all gamemodes
"l4d_infectedbots_free_spawn" = "1" ( def. "0" ) min. 0.000000 max. 1.000000
 notify ss_added
 - If 1, infected players in coop/survival will spawn as ghosts, does not allow ghost spawning at finale on versus
That's related to free spawning, you'll have to do without it till I release 1.7.7, sorry

Last edited by mi123645; 08-29-2009 at 12:10.
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Number Six
Senior Member
Join Date: Dec 2008
Old 08-29-2009 , 15:28   Re: [L4D] Infected Bots (1.7.6)
Reply With Quote #182

L 08/30/2009 - 00:44:21: SourceMod error session started
L 08/30/2009 - 00:44:21: Info (map "l4d_deathaboard03_docks") (file "errors_20090830.log")
L 08/30/2009 - 00:44:21: [SM] Native "GetEntData" reported: Entity 5 is invalid
L 08/30/2009 - 00:44:21: [SM] Displaying call stack trace for plugin "l4dinfectedbots.smx":
L 08/30/2009 - 00:44:21: [SM] [0] Line 2358, /home/groups/alliedmodders/forums/files/4/8/2/4/5/48661.attach::IsPlayerGhost()
L 08/30/2009 - 00:44:21: [SM] [1] Line 1444, /home/groups/alliedmodders/forums/files/4/8/2/4/5/48661.attach::MakeBotAlive()
L 08/30/2009 - 00:49:12: Error log file session closed.

1.7.6

second server vs :
L 08/29/2009 - 229:05: SourceMod error session started
L 08/29/2009 - 229:05: Info (map "l4d_hospital02_subway_rev2") (file "errors_20090829.log")
L 08/29/2009 - 229:05: [SM] Native "GetEntData" reported: Entity 5 is invalid
L 08/29/2009 - 229:05: [SM] Displaying call stack trace for plugin "l4dinfectedbots.smx":
L 08/29/2009 - 229:05: [SM] [0] Line 2358, /home/groups/alliedmodders/forums/files/4/8/2/4/5/48661.attach::IsPlayerGhost()
L 08/29/2009 - 229:05: [SM] [1] Line 1444, /home/groups/alliedmodders/forums/files/4/8/2/4/5/48661.attach::MakeBotAlive()
L 08/29/2009 - 23:02:21: Error log file session closed.

1.7.6
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Last edited by Number Six; 08-29-2009 at 15:34.
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mi123645
Veteran Member
Join Date: Feb 2009
Old 08-29-2009 , 16:45   Re: [L4D] Infected Bots (1.7.6)
Reply With Quote #183

Quote:
Originally Posted by Number Six View Post
L 08/30/2009 - 00:44:21: SourceMod error session started
L 08/30/2009 - 00:44:21: Info (map "l4d_deathaboard03_docks") (file "errors_20090830.log")
L 08/30/2009 - 00:44:21: [SM] Native "GetEntData" reported: Entity 5 is invalid
L 08/30/2009 - 00:44:21: [SM] Displaying call stack trace for plugin "l4dinfectedbots.smx":
L 08/30/2009 - 00:44:21: [SM] [0] Line 2358, /home/groups/alliedmodders/forums/files/4/8/2/4/5/48661.attach::IsPlayerGhost()
L 08/30/2009 - 00:44:21: [SM] [1] Line 1444, /home/groups/alliedmodders/forums/files/4/8/2/4/5/48661.attach::MakeBotAlive()
L 08/30/2009 - 00:49:12: Error log file session closed.

1.7.6

second server vs :
L 08/29/2009 - 229:05: SourceMod error session started
L 08/29/2009 - 229:05: Info (map "l4d_hospital02_subway_rev2") (file "errors_20090829.log")
L 08/29/2009 - 229:05: [SM] Native "GetEntData" reported: Entity 5 is invalid
L 08/29/2009 - 229:05: [SM] Displaying call stack trace for plugin "l4dinfectedbots.smx":
L 08/29/2009 - 229:05: [SM] [0] Line 2358, /home/groups/alliedmodders/forums/files/4/8/2/4/5/48661.attach::IsPlayerGhost()
L 08/29/2009 - 229:05: [SM] [1] Line 1444, /home/groups/alliedmodders/forums/files/4/8/2/4/5/48661.attach::MakeBotAlive()
L 08/29/2009 - 23:02:21: Error log file session closed.

1.7.6
These errors mean it tried to make a bot into a ghost but couldn't because he didn't exist or was kicked most likely because of a player joining that team. Nothing big.
mi123645 is offline
LTR.2
Veteran Member
Join Date: Aug 2009
Old 08-29-2009 , 16:52   Re: [L4D] Infected Bots (1.7.6)
Reply With Quote #184

something wierd happened to me today, i was testing the plugin in a full campaign, everything worked good.

i was testing No mercy obviously, because of it's fame and a lot of glitchy circusntances.

the bots reached to the finale (i was onb the infected side, i changed team on Nm3) and i worked fine, except the fact the bots split up a lot and they died, so in the 3rd try i writte on the console "sv_cheats 1; sb_unstick 0"
succes! the bots reach to the last tank!

untill, this happened:

Quote:
Scene 'scenes\npcs\pilot_radio_getin 2.vcd' missing!
Player: LTR.2 - Damage Given
-------------------------
Damage Given to "Louis" - 21 in 1 hit
Player: LTR.2 - Damage Taken
-------------------------
Damage Taken from "Francis" - 1079 in 6 hits
Damage Taken from "Bill" - 1688 in 53 hits
Damage Taken from "Louis" - 1237 in 38 hits
Scene 'scenes\npcs\pilot_radio_getin 3.vcd' missing!
Tank committing suicide
Dropped LTR.2 from server (Disconnect by user.)
Weapon spawning in solid!
Weapon spawning in solid!
that was wirtten on the console at the end of the campaign.
what happened was: i died and i was waiting for respawn, then the tank was coming and the AI was about to climb the ladder when suddenly i am the tank and infront of the ladder, i clumb up obviously and go to the multicolor survivors (louis was red).
When i was near them i saw the freaking Helicopter above me, going to the land site. and "finalnail.wmv" sound on the air, i ignore it and punch louis, the survors killed me on about 10 seconds after that and Bill and Francis ignored the louis being slow and get to the chopper without a scratch, luos died and then the cinematic of the Chopper getting away from the Hospital started.
then i respawn has the smoker on the roof of the Hospital, and then i take control of the tank, and then everything it's black and then i was kicked out after the message "in memory of louis" xD

conclusion:
-the commands sb_unstick should be tested, i think they worth it on the finales.
-the chopper came when i take control of the tank.
-i keep respawning after the Scene of the chopper getting away.
-was does this mean?
Scene 'scenes\npcs\pilot_radio_getin 2.vcd' missing!
Scene 'scenes\npcs\pilot_radio_getin 3.vcd' missing!

Last edited by LTR.2; 08-29-2009 at 18:51.
LTR.2 is offline
crazydog
AlliedModders Donor
Join Date: Jan 2006
Old 08-29-2009 , 18:47   Re: [L4D] Infected Bots (1.7.6)
Reply With Quote #185

Bug:
Because ghosting is bugged, and you have automatic ghosting disabled, if you run away and respawn case you're too far, another SI spawns.

Not sure if you can disabled ghosting when you're too far, though.

Another bug:
Sometimes I'll have seemingly instant respawn, where I show up as a boomer. I run REALLY fast, and when I get shot, I just ragdoll with no explosion.

Third bug:
I was playing with another person on the infected team, and I kept getting all the spawns. Hunter, death. Spawn smoker, death, spawn boomer, death, etc. The only time the other person spawned was when I waited a little while after spawning for him to spawn.

And one request:
Could you integrate this into the plugin?
http://forums.alliedmods.net/showpos...22&postcount=9
Maybe controled by a cvar so people who don't want their names changed won't have it happen.

Here's how I think it should work:
When a player joins the game, change their name to something like "Name Generated by Infected Bots". Change it to that when they die too. That way, there won't be Hunter(1) and Smoker(1) etc.
When they spawn, just change their name to whatever SI they are.

Another suggestion:
getpos the infected bot that spawns, and setpos the human SI that spawns

Last edited by crazydog; 08-29-2009 at 21:02.
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mi123645
Veteran Member
Join Date: Feb 2009
Old 08-29-2009 , 21:17   Re: [L4D] Infected Bots (1.7.6)
Reply With Quote #186

Quote:
Originally Posted by crazydog View Post
Bug:
Because ghosting is bugged, and you have automatic ghosting disabled, if you run away and respawn case you're too far, another SI spawns.

Not sure if you can disabled ghosting when you're too far, though.

Another bug:
Sometimes I'll have seemingly instant respawn, where I show up as a boomer. I run REALLY fast, and when I get shot, I just ragdoll with no explosion.

Third bug:
I was playing with another person on the infected team, and I kept getting all the spawns. Hunter, death. Spawn smoker, death, spawn boomer, death, etc. The only time the other person spawned was when I waited a little while after spawning for him to spawn.

And one request:
Could you integrate this into the plugin?
http://forums.alliedmods.net/showpos...22&postcount=9
Maybe controled by a cvar so people who don't want their names changed won't have it happen.

Here's how I think it should work:
When a player joins the game, change their name to something like "Name Generated by Infected Bots". Change it to that when they die too. That way, there won't be Hunter(1) and Smoker(1) etc.
When they spawn, just change their name to whatever SI they are.

Another suggestion:
getpos the infected bot that spawns, and setpos the human SI that spawns
The ghost bug is fixed in 1.7.7, so you won't have to worry about.

The second bug may be releated to turning off the stats board but I'm not sure. It may also be related to the tank lottery process.

The third bug is easily fixable, I should have known that would happen. I will put a timer on players to prevent them from taking bots quickly. The question is, is how long? I'll probably set it from the spawn time cvar and you can adjust that from there.

As for the names, I'm not sure why they bother you that much. I guess I can implement it, but it's not one of my priorities right now.

And for the final suggestion, for what purpose?
mi123645 is offline
LTR.2
Veteran Member
Join Date: Aug 2009
Old 08-29-2009 , 21:34   Re: [L4D] Infected Bots (1.7.6)
Reply With Quote #187

a flashlight for the infected would be nice
LTR.2 is offline
mi123645
Veteran Member
Join Date: Feb 2009
Old 08-29-2009 , 22:02   Re: [L4D] Infected Bots (1.7.6)
Reply With Quote #188

Quote:
Originally Posted by LTR.2 View Post
a flashlight for the infected would be nice
I have done everything to get the infected a flashlight, including AtomicStryker's method using SDK calls. It's hardcoded in the game, so you won't be seeing the infected getting flashlights any time soon.
mi123645 is offline
crazydog
AlliedModders Donor
Join Date: Jan 2006
Old 08-29-2009 , 23:36   Re: [L4D] Infected Bots (1.7.6)
Reply With Quote #189

About the getpos/setpos, it's more for tanks. A tank will spawn, and when he gets kicked, the human tank can spawn in a completely different place, which is a little unfair for the survivors.

I've also noticed that when there's 3 people on the infected team, the 3rd guy seems to never spawn. Is that related to the bug I mentioned earlier about one person getting all the spawns?


==Two more things to report==
1) Related to the fast nonexploding boomer, sometimes you spawn as a smoker that can always move. Meaning you can grab a survivor and run away with them.

2) When a player takes control of a tank, his SI disappears. Could it just become an AI instead?

Last edited by crazydog; 08-30-2009 at 17:14.
crazydog is offline
Number Six
Senior Member
Join Date: Dec 2008
Old 08-30-2009 , 20:10   Re: [L4D] Infected Bots (1.7.6)
Reply With Quote #190

L 08/31/2009 - 08:55:23: SourceMod error session started
L 08/31/2009 - 08:55:23: Info (map "l4d_deathaboard01_prison") (file "errors_20090831.log")
L 08/31/2009 - 08:55:23: [SM] Native "FakeClientCommand" reported: Client index 0 is invalid
L 08/31/2009 - 08:55:23: [SM] Displaying call stack trace for plugin "l4dinfectedbots.smx":
L 08/31/2009 - 08:55:23: [SM] [0] Line 1895, /home/groups/alliedmodders/forums/files/4/8/2/4/5/48661.attach::TankSpawner()
L 08/31/2009 - 08:55:23: [SM] Native "FakeClientCommand" reported: Client index 0 is invalid
L 08/31/2009 - 08:55:23: [SM] Displaying call stack trace for plugin "l4dinfectedbots.smx":
L 08/31/2009 - 08:55:23: [SM] [0] Line 1895, /home/groups/alliedmodders/forums/files/4/8/2/4/5/48661.attach::TankSpawner()

again 1.7.6
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