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[L4D2] Improved and Perfected SurvivorAI Autotrigger


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Xanaguy
Senior Member
Join Date: Jan 2017
Old 06-16-2019 , 11:43   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #31

The easiest way is just to test on a mutation that’s only available in single player. (Use the away plugin)
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DreadedGhoul575
Senior Member
Join Date: Apr 2016
Old 06-17-2019 , 04:38   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #32

I use two commands to make the bots carry on themselves in the campaign when spectating; maybe it'll be similar to them e.g. "sm_cvar maxplayers 1"
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DreadedGhoul575
Senior Member
Join Date: Apr 2016
Old 06-17-2019 , 21:35   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #33

Nope, have no idea how to make the bots do port by default.

e.g. I get bots to play by opening the map with console, "jointeam 1", start new campaign, same map (fixes a bug with music, when switching to spectator at the start), restart campaign (resets the bots weapons) and I watch the default bots now play. Just wish I could get The Port to work though; somehow force maxplayers "1".
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Xanaguy
Senior Member
Join Date: Jan 2017
Old 06-17-2019 , 22:43   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #34

Quote:
Originally Posted by DreadedGhoul575 View Post
Nope, have no idea how to make the bots do port by default.

e.g. I get bots to play by opening the map with console, "jointeam 1", start new campaign, same map (fixes a bug with music, when switching to spectator at the start), restart campaign (resets the bots weapons) and I watch the default bots now play. Just wish I could get The Port to work though; somehow force maxplayers "1".
If you use sourcemod locally, simply play any custom mutation that allows survivor bots but also has maxplayers set to 1 (you can easily identify by the drop down menu having just “Start Game” and “Change Mutation”

Try some of my mutations for example, (but choose the single player version only.)
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DreadedGhoul575
Senior Member
Join Date: Apr 2016
Old 06-18-2019 , 07:35   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #35

So, it's not possible to watch the bots play it on a normal campaign through console without custom changes/mutations?
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Xanaguy
Senior Member
Join Date: Jan 2017
Old 06-18-2019 , 12:07   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #36

No. The trigger_finale’s “IsSacrificeFinale” will go off unless maxplayers is set to 1 (Last man on Earth, Lone Gunman, Etc)
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DreadedGhoul575
Senior Member
Join Date: Apr 2016
Old 06-18-2019 , 15:59   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #37

Oh, I wanted to do it with 4 bots on default settings.
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mathilde
Member
Join Date: Jan 2020
Location: samedi et dimanche
Old 02-08-2020 , 21:00   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #38

Hello xanaguy. Bots get stuck in Dead Center's The Mall after alarm event. There's no auto-trigger to stop alarm. They just head to the second floor to an open ledge then fall to their deaths.
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HotDiggidyD0G
Junior Member
Join Date: Jun 2020
Old 09-08-2020 , 05:16   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #39

New error with SM 1.10+


L 09/08/2020 - 17:087: [SM] Exception reported: Entity -1 (-1) is not a CBaseEntity
L 09/08/2020 - 17:087: [SM] Blaming: AutoTrigger.smx
L 09/08/2020 - 17:087: [SM] Call stack trace:
L 09/08/2020 - 17:087: [SM] [0] AcceptEntityInput
L 09/08/2020 - 17:087: [SM] [1] Line 967, C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\AutoT rigger.sp::CheckAroundTriggers
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CarlWantsACar
Junior Member
Join Date: Feb 2018
Old 09-21-2020 , 01:31   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #40

In the "dead air" the bots gets stuck in the finale, because the bots don't trigger the one you activate beside the truck
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