After you die, you can take over a BOT from your team and continue playing. By default, the first take over costs $1000 of your in-game money, and by default the prices goes up $250 each time. These amounts are configurable, see the Cvars and Installation sections below for details. To take over a BOT, spectate the BOT and you should see a message at the bottom of the screen telling you if you have enough money to take over the BOT.
- returns the plugin version
- 0 disables, 1 enables
- Starting cost to take over a BOT (resets each map). Default=$1000
- Amount to raise price each time a player takes over a BOT. Default = $250
As of version public.2013.06.13.18.13, all files are included in the .zip file. You can merge the zipped cstrike folder with the existing cstrike folder on your server. Check bot2player_public.cfg for user-configurable options.
SRCDS configured for CS:S, MetaMod:Source, and SourceMod 1.5 or higher (may work with older SM versions and
the SDKHooks extension
). No other plugins, extensions, or other files not included here are required.
Known Issues that MIGHT be fixed:
1. In certain cases, players can take over a BOT even after the BOT has died.
2. Occasionally players are able to keep weapons they got from the BOT take over into the next round (i.e. the teleport/weapons strip doesn't always
work). I have not seen this error in so long that I am ready to strike it out as of version public.2013.06.23.23.46.
Known Issues that will NOTbe fixed:
A. There is a slight delay - a second or two - before certain primary weapons respawn after taking over a BOT. The m4 and tmp are weapons known to have this delay.
B. Occasional error messages for invalid weapon entities
C. Occasionally, you will take over a BOT that is in a position that leaves you "stuck" in/against an object. Taking over a BOT that is crouched will often leave you "stucK".
D. Every single "client not connected"/"client not in game" error.
With all due respect to other coders here, any code routine that does anything involving a client should already check that the client has the connection/in-game state required to do whatever it was you were trying to do in the first place. Redundant code just sucks. For example, to check what team a client is on, as in GetClientTeam(), should already check that the client is connected. If you get a spam of errors, I might fix it. For one or two errors, it's harmless, and you are free to modify the code any way you wish.
In addition to the required GPL license, all of the attached files are NO-BSware and complete freeware. Use any of it in any way you wish. It would be nice to mention me or give thanks, but not required. Nothing is required unless specifically required by the GPL license.
: The author of the [TF2] Take Control of Bots
plugin, which inspired me to do this plugin for CS:S.
For testing and suggestions.
: For coding help & suggestions.
Version public.2013.06.30.15.51: Changed a check fixed in the last version from IsClientConnected to IsClientInGame. Changes start at line 297 in the source code.
Version public.2013.06.23.23.46: Again, added some checks to suppress harmless
Version public.2013.06.13.18.13: Added some checks to suppress error messages. Changed to .zip file format.
Version public.2013.05.20.16.48: Fixed known issue #2, but there has been very little play testing
. Players should
no longer be able to take over BOTs that have died.
Version public.2013.05.15.17.13: Several things here. First, changed the file names: removed the period and replaced with an underscore: bot2player_public.*. Removed the hardcoded 4.7 weapon strip delay (thanks to thetwistedpanda
) and based delay on mp_restart_round_delay. Added cvars for the starting cost and price increase for taking over a BOT. Added .cfg file for those cvars. Moved some code around and did general clean up.
Version public.2013.05.14.19.47: Added some client connected checks to reduce error spamming
Version public.2013.05.12.18.56: Initial release.