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Solved CT bots frozen at respawn after bomb plant.


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jay7
Senior Member
Join Date: Jun 2004
Old 02-05-2025 , 08:52   CT bots frozen at respawn after bomb plant.
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A known bot issue for cs gold source and source engines is that CT bots respawn in a paused state if they respawn while bomb is planted. They wake up if shot at or if they have an enemy in sight and at event round end. Instead of attempting to defuse or move from spawn, they go into pause mode. This makes defending bomb plant easy when previously killed CT bots won’t move unless triggered. It doesn’t matter which spawn method is used or whether they’re cz or pod bots, issue is the same. Looking for a fix if anyone can help, specifically for 1.6 running dm with bomb defusal.

Last edited by jay7; 02-08-2025 at 21:10.
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mlibre
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Join Date: Nov 2015
Location: return PLUGIN_CONTINUE
Old 02-05-2025 , 20:11   Re: CT bots frozen at respawn after bomb plant.
Reply With Quote #2

try updating these files
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jay7
Senior Member
Join Date: Jun 2004
Old 02-06-2025 , 01:58   Re: CT bots frozen at respawn after bomb plant.
Reply With Quote #3

Quote:
Originally Posted by mlibre View Post
try updating these files
I use a lot of scripts with orpheu and from what I understand is incompatible with rehlds.
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Vit_amin
Senior Member
Join Date: Dec 2015
Location: Russian Federation
Old 02-06-2025 , 06:48   Re: CT bots frozen at respawn after bomb plant.
Reply With Quote #4

I may fix this problem, if interesting - go PM
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jay7
Senior Member
Join Date: Jun 2004
Old 02-08-2025 , 11:49   Re: CT bots frozen at respawn after bomb plant.
Reply With Quote #5

Possible fixes. Can any translate this code to 1.6?

Code:
if(IsFakeClient(client) && bombIsPlanted)
{
    CS_RespawnPlayer(client);
    ent = -1;
    ent = FindEntityByClassname(ent, "planted_c4");
    if(ent != -1)
    {
        float c4_position[3];
        float player_position[3];
        GetEntPropVector(ent,            Prop_Send, "m_vecOrigin", c4_position);
        GetEntPropVector(client,    Prop_Send, "m_vecOrigin", player_position);
        TeleportEntity(client, c4_position, NULL_VECTOR, NULL_VECTOR);
        
        Event BombPlanted = CreateEvent("bomb_planted");
        if(BombPlanted != null)
        {
            SetEventInt(BombPlanted, "userid", client);            
            SetEventInt(BombPlanted, "site", bombSite);
            FireEvent(BombPlanted, true);
        }
        TeleportEntity(client, player_position, NULL_VECTOR, NULL_VECTOR);
    }
}
else
{
    CS_RespawnPlayer(client);
    ent = -1;
    ent = FindEntityByClassname(ent, "weapon_c4");
    if(ent != -1 && (GetRandomInt(1, 10) <= 7))
    {
        //DebugLog("Found weapon_c4");
        float c4_position[3];
        float player_position[3];
        GetEntPropVector(ent,            Prop_Send, "m_vecOrigin", c4_position);
        GetEntPropVector(client,    Prop_Send, "m_vecOrigin", player_position);
        TeleportEntity(client, c4_position, NULL_VECTOR, NULL_VECTOR);
        TeleportEntity(client, player_position, NULL_VECTOR, NULL_VECTOR);
    }            
}
https://forums.alliedmods.net/showthread.php?t=321011

https://forums.alliedmods.net/showthread.php?p=2802279
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WATCH_D0GS UNITED
Senior Member
Join Date: Jan 2023
Location: http://142.251.16.101:80
Old 02-08-2025 , 20:10   Re: CT bots frozen at respawn after bomb plant.
Reply With Quote #6

While Valve doesn't fix...
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Last edited by WATCH_D0GS UNITED; 02-08-2025 at 23:09.
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jay7
Senior Member
Join Date: Jun 2004
Old 02-08-2025 , 21:07   Re: CT bots frozen at respawn after bomb plant.
Reply With Quote #7

Quote:
Originally Posted by WATCH_D0GS UNITED View Post
While Valve doesn't fix...
It works! I have been dealing with this game breaking issue for over 20 years. Sent you a PM.
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