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[L4D/L4D2] Infected Bots Control (1.0.0)


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vikingo12
Member
Join Date: Nov 2018
Old 04-21-2022 , 17:07   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1611

Director vscripts can still change SI count and spawn timers on events

Last edited by vikingo12; 04-21-2022 at 17:07.
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ndls
Junior Member
Join Date: Mar 2020
Old 04-22-2022 , 20:06   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1612

Quote:
Originally Posted by HarryPotter View Post
[L4D/L4D2] Infected Bots Control Impoved Version 2.6.7 (2022/2/11 )
* Fixed Spawn Infected Timer error when map transition
* Remove ConVar "l4d_infectedbots_ghost_time", this caused some error model issue in versus,
delete cfg manually and restart server.
Dear HarryPottter,
I always use your plugin and always download your updated plugin and i like it, but the last update that you did, make SI'spawn time doesnt work. i set min and max time SI spawn 15 second, and 1 second for the first time SI spawn but it doesnt work. i hope you can help.

Thanks & Regards,
Begginer English.
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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 04-24-2022 , 22:52   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1613

Quote:
Originally Posted by ndls View Post
Dear HarryPottter,
I always use your plugin and always download your updated plugin and i like it, but the last update that you did, make SI'spawn time doesnt work. i set min and max time SI spawn 15 second, and 1 second for the first time SI spawn but it doesnt work. i hope you can help.
Version 2.6.8?
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ndls
Junior Member
Join Date: Mar 2020
Old 04-25-2022 , 00:20   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1614

Quote:
Originally Posted by HarryPotter View Post
Version 2.6.8?
Correct
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ZBzibing
Senior Member
Join Date: Dec 2012
Old 05-08-2022 , 02:36   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1615

[L4D/L4D2] Infected Bots Control
1.可否添加一个坦克出现时,其他感染者的数量或某一类感染者数量(应用场景:玩家专心打坦克, 感染者作为骚扰.但感染者因为坦克的加入难度急剧上升,这时感染者和坦克的数量将应该作为一种平 衡调整)
-----------translate
1. Can you add the number of other infected people or the number of infected people of a certain type when a tank appears (application scenario: the player concentrates on fighting the tank, and the infected person acts as harassment. However, the difficulty of the infected person increases sharply due to the addition of the tank, at this time the infected person and the number of tanks will be adjusted as a balance)
__________________
Please forgive, If I'm not describing it accurately. I use google translate
Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:

Last edited by ZBzibing; 06-27-2022 at 03:59.
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Spicee
Junior Member
Join Date: Jul 2020
Old 05-21-2022 , 01:21   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1616

Quote:
Originally Posted by HarryPotter View Post
Infected Bots Control Improved Version 2.6.8 (2022/2/20 )
Spawns infected bots in L4D1 versus, and gives greater control of the infected bots in L4D1/L4D2 without being limited by the director.

-New Feature-
- ProdigySim's method for indirectly getting signatures added, created the whole code for indirectly getting signatures so the plugin can now withstand most updates to L4D2! (Thanks to Shadowysn and ProdigySim)
- Convert All codes to new syntax.
- Translation support.
- Update L4D2 "The Last Stand" gamedata. Credit to Shadowysn's work, Lux's work and Machine
- Update L4D1 Gamedata, Credit to Psykotikism
- Spawn infected without being limited by the director.
- Play infected team in coop/reslism/survival
- Spawn Witch, have the max spawn time and the mix spawn time for witch.
- Kick Witch if witch behind survivors too far.
- Control Spawn range for special infected .
- Special max infected limit now counts tank in all gamemode.
- Probability to Spawn Tank.
- Adjust special limit, tank health, zombie commn limit if there are 5+ ALIVE players in server.
- Fixed "l4d_infectedbots_coordination" not working.
- Player can join infected team and control tank in coop/realism/survival.
- Fixed bug that wrong respawn timer when playing infected in coop/realism/survival.
- Fixed Ghost Tank Bug in coop/realism/survival.
- Light up SI ladders in coop/realism/survival. mode for human infected players. (L4D2 only, didn't work if you host a listen server)
- Add convars to turn off this plugin.

-Known Issue-
1. In coop/realism mode, the infected/spectator players' screen would be stuck and frozen when they are watching survivor deathfall or final rescue mission failed (Install l4d_fix_deathfall_cam by Forgetest to fix Camera stuck in coop/versus/realism)


Apply to:
l4d1/2 both

-Require-
1. Sm 1.10 or above
2. [INC] Multi Colors
3. Left 4 DHooks Direct

Updating cfg:
  • New cvars have been added: use the Cvar Configs Updater, or delete the old cvars config or manually add them.
Updating gamedata from v2.3.8:
  • New signature have been added: redownload and replace gamedata/l4dinfectedbots.txt
Updating translation:
Spoiler

-Convar-
Spoiler


-Command-
Spoiler


-How to set the correct Convar-
1. Set special limit
Spoiler

2. adjust special limit if 5+ alive players
Spoiler

3. adjust tank health if 5+ alive players
Spoiler

4. adjust zombie zommon limit if 5+ alive players
Spoiler

5. adjust special infected spawn timer
Spoiler

6. how to spawn tank
Spoiler

7. Play infected team in coop/reslism/survival
Spoiler

8. Spawn range (Coop/Realism only)
Spoiler

9. Spawn Infected together
Spoiler


10.Other
Spoiler



Related plugin:
  • MultiSlots Improved: When 5+ player joins the server but no any bot can be taken over, this plugin will spawn an alive survivor bot for him.
  • AFK and Join Team Commands Improved: Add more commands to let the player spectate and join team. (!afk, !survivors, !infected, etc.), but no changing team abuse.
  • Zombie Spawn Fix: To Fixed Special Inected and Player Zombie spawning failures in some cases

-Edit Github-
Latest version always here
How do you make 4 infected limit? Its always 6. Also i combined your mod with ABM.
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thewintersoldier97
Senior Member
Join Date: Aug 2021
Location: Vietnam
Old 05-21-2022 , 02:50   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1617

Quote:
Originally Posted by Spicee View Post
How do you make 4 infected limit? Its always 6. Also i combined your mod with ABM.
Please use spoiler tag next time while quoting extra long post.

As for your question, use
Code:
l4d_infectedbots_max_specials
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Looking for some fun!

Last edited by thewintersoldier97; 05-21-2022 at 02:50.
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insobniut2004
Member
Join Date: Feb 2022
Old 05-24-2022 , 13:39   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1618

Could someone fix the spawn point when using more than 4 bots?

I would like the extra bots to have the same animations as in main chapters
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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 06-26-2022 , 19:26   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1619

[L4D/L4D2] Infected Bots Control Impoved Version 2.6.9 (2022/6/27 )
- Translation updated
- Remove convar "l4d_infectedbots_admin_coop_versus"
- Add convars, delete cfg file manually and restart server.
PHP Code:
// If 1, human infected player will spawn as ghost state in coop/survival/realism.
l4d_infectedbots_coop_versus_human_ghost_enable "1"

//  Players with these flags have access to join infected team in coop/survival/realism. (Empty = Everyone, -1: Nobody)
l4d_infectedbots_coop_versus_join_access "z" 
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Last edited by HarryPotter; 06-26-2022 at 19:27.
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ZBzibing
Senior Member
Join Date: Dec 2012
Old 07-01-2022 , 02:17   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1620

Quote:
Originally Posted by insobniut2004 View Post
Could someone fix the spawn point when using more than 4 bots?

I would like the extra bots to have the same animations as in main chapters
Are you referring to l4d_garage01_alleys with more than 4 players, is there a problem with the player's birthplace after restarting the game? This can be solved. But you need to use stripper:source
__________________
Please forgive, If I'm not describing it accurately. I use google translate
Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:
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