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[L4D/L4D2] Infected Bots Control (1.0.0)


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thewintersoldier97
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Join Date: Aug 2021
Location: Vietnam
Old 09-04-2022 , 04:07   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1641

Quote:
Originally Posted by HarryPotter View Post
no


the plugin has its own spawn timer and control all special infected spawn. (Does not affect director tank/witch)
So as I understand it, the plugin take over director's SI spawn, therefore all SI in the server follow "l4d_infectedbots_max_specials" value (the amount of SI present at one time is limited by this cvar regardless of "z_minion_limit" value), is that correct? Thanks Harry.
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Last edited by thewintersoldier97; 09-04-2022 at 04:38.
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HarryPotter
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Old 09-04-2022 , 07:10   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1642

Quote:
Originally Posted by thewintersoldier97 View Post
So as I understand it, the plugin take over director's SI spawn, therefore all SI in the server follow "l4d_infectedbots_max_specials" value (the amount of SI present at one time is limited by this cvar regardless of "z_minion_limit" value), is that correct? Thanks Harry.
yes
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thewintersoldier97
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Old 09-05-2022 , 08:44   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1643

Quote:
Originally Posted by HarryPotter View Post
yes
Appreciated for the quick clarification
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L4D2Noob
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Old 09-18-2022 , 05:44   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1644

Slightly crooked display of Russian text, but everything else seems to work great.
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 10-03-2022 , 05:01   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1645

[L4D/L4D2] Infected Bots Control Impoved Version 2.7.5 (2022/10/3 )
- Spawn special infected near the survivor who is ahead of team
- When game couldn't find a valid spawn position, continue to spawn other speical infected left
- Gamedata updated
- Removed two convars, delete cfg file manually and restart server.
PHP Code:
l4d_infectedbots_spawn_range_max
l4d_infectedbots_spawn_range_final 
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Last edited by HarryPotter; 10-03-2022 at 05:09.
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TQH
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Join Date: May 2021
Location: Vietnam
Old 10-03-2022 , 12:40   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1646

Quote:
Originally Posted by HarryPotter View Post
[L4D/L4D2] Infected Bots Control Impoved Version 2.7.5 (2022/10/3 )
- Spawn special infected near the survivor who is ahead of team
- When game couldn't find a valid spawn position, continue to spawn other speical infected left
- Gamedata updated
- Removed two convars, delete cfg file manually and restart server.
PHP Code:
l4d_infectedbots_spawn_range_max
l4d_infectedbots_spawn_range_final 
Your .sp file has a problem.
PHP Code:
L 10/03/2022 23:24:02: [SMCall stack trace:
L 10/03/2022 23:24:02: [SM]   [0SetFailState
L 10
/03/2022 23:24:02: [SM]   [1Line 5288E:\Program Files\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\Infected Bots.sp::PrepSDKCall
L 10
/03/2022 23:24:02: [SM]   [2Line 5272E:\Program Files\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\Infected Bots.sp::GetGameData
L 10
/03/2022 23:24:02: [SM]   [3Line 911E:\Program Files\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\Infected Bots.sp::OnPluginStart
L 10
/03/2022 23:24:02: [SMUnable to load plugin "Infected Bots.smx"Error detected in plugin startup (see error logs)
L 10/03/2022 23:28:43: [SMException reportedCould not prep the "SetHumanSpec" function.
L 10/03/2022 23:28:43: [SMBlamingl4dinfectedbots.smx 
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HarryPotter
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Old 10-03-2022 , 21:04   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1647

Quote:
Originally Posted by TQH View Post
Your .sp file has a problem.
PHP Code:
L 10/03/2022 23:24:02: [SMCall stack trace:
L 10/03/2022 23:24:02: [SM]   [0SetFailState
L 10
/03/2022 23:24:02: [SM]   [1Line 5288E:\Program Files\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\Infected Bots.sp::PrepSDKCall
L 10
/03/2022 23:24:02: [SM]   [2Line 5272E:\Program Files\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\Infected Bots.sp::GetGameData
L 10
/03/2022 23:24:02: [SM]   [3Line 911E:\Program Files\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\Infected Bots.sp::OnPluginStart
L 10
/03/2022 23:24:02: [SMUnable to load plugin "Infected Bots.smx"Error detected in plugin startup (see error logs)
L 10/03/2022 23:28:43: [SMException reportedCould not prep the "SetHumanSpec" function.
L 10/03/2022 23:28:43: [SMBlamingl4dinfectedbots.smx 
my mistake, redownload again
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thewintersoldier97
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Join Date: Aug 2021
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Old 10-03-2022 , 23:39   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1648

Nice update with great new feature! Thanks Harry.
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LinLinLin
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Join Date: Sep 2021
Old 10-04-2022 , 04:00   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1649

I am doing the same plugin for studying sourcepawn , and actually i don't like mix all gamemode in one plugin , it looks so big and hard to understand .(especially for green hand like me hahah). I want to make a version just for coop/realism , and i have many question about director and some cvar after looking up this plugin.

The following are all in coop/realism mode.

1.by setting all "z_xxxx_limit" to 0 can prevent director to spawn all types of SI ? i would like to use plugin to control SI and director to control the tank and witch spawn.

2.what the different between "z_spawn" and "z_spawn_old" ?

3.why we need kick fakeclient of infected after using CreateFakeClient ? I think maybe fakeclient is an entity with 1< ent <31 index and another real client create after changing it's team , so we need to kick the fake client to reduce the slot use. Is that right ? But how can i get the real client id about this bot , use some event like player_spawn or player_team to get it ?

4.In the original of this plugin , Spawn_Infectedbot_Director and Spawn_Infectedbot are similar ,
Spawn_Infectedbot has the extend part

PHP Code:
if (b_IsL4D2 && GameMode != 2)
    {
        new 
bot CreateFakeClient("Infected Bot");
        if (
bot != 0)
        {
            
ChangeClientTeam(bot,TEAM_INFECTED);
            
CreateTimer(0.1,kickbot,bot);
        }
    } 
i don't know why we need this in l4d2 , anyclient is to use cheatcommand "z_spawn_old" , but what about this bot ? z_spawn_old shold create a new client , i think maybe there are some bot in infected team and have no infected to play, z_spawn_old will use them first ?

5.Do i need to consider about ghost state of SI in coop/realism mode (no real player in infected team).

6.It is necessary use createtimer(0.1) to kickclient later ?
very thanks for any help about those.

this is the file
Attached Files
File Type: sp Get Plugin or Get Source (l4dinfectedbots.sp - 82 views - 64.3 KB)

Last edited by LinLinLin; 10-04-2022 at 04:31.
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Arthedains
Junior Member
Join Date: Nov 2016
Location: Europe
Old 10-04-2022 , 04:19   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1650

I don't know many answers to your questions. That being said, z_spawn got changed via an update in l4d2 and killed many old plugins since the new command spawned infected on top of the players. That is why coders replaced it with z_spawn_old most of the time that showed the old, normal spawning characterics.

https://forums.alliedmods.net/showthread.php?t=279812
https://forums.alliedmods.net/showpo...8&postcount=40
https://forums.alliedmods.net/showpo...8&postcount=42

Last edited by Arthedains; 10-04-2022 at 04:20. Reason: provided more links
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