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[L4D/L4D2] Infected Bots Control (1.0.0)


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mi123645
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Join Date: Feb 2009
Old 08-09-2009 , 18:55   Re: [L4D] VS Infected Bots (1.7.4)
Reply With Quote #11

You can type "jointeam 2" in the console which will do that, but I will add that feature in as !js
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olj
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Join Date: Jun 2009
Old 08-09-2009 , 18:55   Re: [L4D] VS Infected Bots (1.7.4)
Reply With Quote #12

I have z_max_player_zombies 10. But at game start there are only me and 3 bots. Does it mean that i will get 10 infected bots and they will tear us apart before game even starts? (I have "spawn before survivors left room" enabled). I rather would like an option so number of bots wont be > number of survivors (unless these are player controlled infected).
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mi123645
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Old 08-09-2009 , 19:33   Re: [L4D] VS Infected Bots (1.7.4)
Reply With Quote #13

Quote:
Originally Posted by olj View Post
I have z_max_player_zombies 10. But at game start there are only me and 3 bots. Does it mean that i will get 10 infected bots and they will tear us apart before game even starts? (I have "spawn before survivors left room" enabled). I rather would like an option so number of bots wont be > number of survivors (unless these are player controlled infected).
That's a bug in 1.7.4, it's fixed in 1.7.5. Just restart the map.
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olj
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Old 08-09-2009 , 20:41   Re: [L4D] VS Infected Bots (1.7.4)
Reply With Quote #14

Quote:
Originally Posted by mi123645 View Post
That's a bug in 1.7.4, it's fixed in 1.7.5. Just restart the map.
1.7.5? never saw that version, anyway it was just a question.
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mi123645
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Old 08-10-2009 , 00:21   Re: [L4D] VS Infected Bots (1.7.4)
Reply With Quote #15

Quote:
Originally Posted by olj View Post
1.7.5? never saw that version, anyway it was just a question.
I misspoke, the restart applies to 1.7.4 because when the max player zombies are set, it doesn't take effect until a map change. and yeah 1.7.5 isn't out yet

The intention is to spawn the number of specials indicated by the z_max_player_zombies cvar (or in this case, l4d_infectedbots_max_player_zombies), so if its set to 10, and the hunter, boomer, and smoker limits are raised to their appropriate values, there should be 10 specials spawning at start.
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Whosat
Senior Member
Join Date: Nov 2007
Location: Singapore
Old 08-10-2009 , 01:45   Re: [L4D] VS Infected Bots (1.7.4)
Reply With Quote #16

Hmm I noticed that there are 2 tanks. Is it a feature of this plugin? I only noticed it happening when I installed this plugin.

Quote:
l4d_infectedbots_allow_boomer "1"
l4d_infectedbots_allow_hunter "1"
l4d_infectedbots_allow_smoker "1"
l4d_infectedbots_director_spawn "1"
l4d_infectedbots_max_player_zombies "8"
l4d_infectedbots_showhud "1"
l4d_infectedbots_spawn_time "25"
l4d_infectedbots_tank_playable "1"
l4d_infectedbots_versus_hunter_limit "4"
l4d_vsinfectedbots_version "1.7.4"
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mi123645
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Old 08-10-2009 , 02:04   Re: [L4D] VS Infected Bots (1.7.4)
Reply With Quote #17

Quote:
Originally Posted by Whosat View Post
Hmm I noticed that there are 2 tanks. Is it a feature of this plugin? I only noticed it happening when I installed this plugin.
It's actually a bug

I found out later that the Tank_killed event does not trigger all the time. When it goes to spawn a playable tank, it does not kick the original tank that was spawned by the director, because the event that was supposed to take place never happend and reset the variables.

Fixed in 1.7.5...along with a zillion other things
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Whosat
Senior Member
Join Date: Nov 2007
Location: Singapore
Old 08-10-2009 , 02:51   Re: [L4D] VS Infected Bots (1.7.4)
Reply With Quote #18

Quote:
Originally Posted by mi123645 View Post
It's actually a bug

I found out later that the Tank_killed event does not trigger all the time. When it goes to spawn a playable tank, it does not kick the original tank that was spawned by the director, because the event that was supposed to take place never happend and reset the variables.

Fixed in 1.7.5...along with a zillion other things
Oh it was a bug? It worked awesome to balance my server's KrX's Survivor Upgrades and 8 survivors.
Possible to make it a convar or something? :X

And yeah, tank_killed doesn't always trigger. Was a headache for me as well for Survivor Upgrades. Later found out that it almost always triggers for director spawned tanks.
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mi123645
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Old 08-10-2009 , 03:50   Re: [L4D] VS Infected Bots (1.7.4)
Reply With Quote #19

Quote:
Originally Posted by Whosat View Post
Oh it was a bug? It worked awesome to balance my server's KrX's Survivor Upgrades and 8 survivors.
Possible to make it a convar or something? :X

And yeah, tank_killed doesn't always trigger. Was a headache for me as well for Survivor Upgrades. Later found out that it almost always triggers for director spawned tanks.
l4d_infectedbots_tank_limit 300

Kidding aside (NO IM NOT KIDDING I WILL SPAWN 300 TANKS) I will put this cvar in and it will spawn additional tanks depending on the limit.

Might work well with SuperVersus, but I'm not sure. I'll have to get around testing that.
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Whosat
Senior Member
Join Date: Nov 2007
Location: Singapore
Old 08-10-2009 , 04:12   Re: [L4D] VS Infected Bots (1.7.4)
Reply With Quote #20

Quote:
Originally Posted by mi123645 View Post
l4d_infectedbots_tank_limit 300

Kidding aside (NO IM NOT KIDDING I WILL SPAWN 300 TANKS) I will put this cvar in and it will spawn additional tanks depending on the limit.

Might work well with SuperVersus, but I'm not sure. I'll have to get around testing that.
HELL. YEAH.

Well your 1.7.4 double tank spawning works with superversus 8-player coop on my two servers.
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