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[DODS] DoDS-Bots


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strontiumdog
Veteran Member
Join Date: Jan 2007
Location: BC, Canada
Old 10-15-2011 , 10:00   Re: [DODS] DoDS-Bots
Reply With Quote #31

Hmmm...working for me
I'm using the latest snapshot of SM1.3.9

I know that the server would crash as soon as a bot was given items if SDKHooks was not updated.

*EDIT*
Just double checked, and yep they're working fine.
All you need is the latest Game Data for SDKHooks and DoDHooks
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Last edited by strontiumdog; 10-15-2011 at 10:15.
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dangerousbrian
Junior Member
Join Date: Apr 2009
Old 10-15-2011 , 10:37   Re: [DODS] DoDS-Bots
Reply With Quote #32

ok thanks dog will give it a go
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dangerousbrian
Junior Member
Join Date: Apr 2009
Old 10-15-2011 , 11:59   Re: [DODS] DoDS-Bots
Reply With Quote #33

working great
set cvars wrong lol

DB
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ThaMossop
New Member
Join Date: Jul 2010
Old 10-17-2011 , 06:41   Re: [DODS] DoDS-Bots
Reply With Quote #34

Thanks for the quick responses. Well I only installed it the day of the update being released so was thinking it would be the latest version of SDK Hooks but I see there's beta versions of 2.1 or something like that up here so shall give that a go when I get a chance.

Update: I needed the latest dev sourcemod too it seemed.. All sorted now. Thanks

Last edited by ThaMossop; 10-17-2011 at 18:07.
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jab2000
AlliedModders Donor
Join Date: Jun 2009
Old 10-19-2011 , 02:49   Re: [DODS] DoDS-Bots
Reply With Quote #35

Where can I get the latest Game Data for DoDHooksur your link died
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darkranger
Senior Member
Join Date: Apr 2006
Location: dod_hinterland
Old 10-19-2011 , 04:51   Re: [DODS] DoDS-Bots
Reply With Quote #36

Quote:
Originally Posted by jab2000 View Post
Where can I get the latest Game Data for DoDHooksur your link died
iis it so hard to look on the website ??

http://dodsplugins.com/viewtopic.php?f=13&t=4
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micazoid
Veteran Member
Join Date: Oct 2010
Location: Munich - Germany
Old 10-19-2011 , 12:29   Re: [DODS] DoDS-Bots
Reply With Quote #37

Dunno if this is the right place to post, but I am looking forward for an answer.

Since last version the Bots_leave command does acting very random. Here are my current settings:
Quote:
bots_enabled 1 // --Used to turn on and off the plugin
bots_setup 0 // --Used to switch the plugin into setup mode for waypointing
bots_number 6 // --Number of bots that spawn at the beginning of the map
bots_info 1 // --Will report what bots are doing such as the entity of the flag they are trying to cap
bots_maxsets 8 // --Sets the number of waypoint sets required, PER TEAM. So if you specify 8, then you must have 8 waypoint sets for each team.
bots_leave 4 // --Number of humans needed to force bots to leave
The effect of this settings is, the following:
We are playing with for humans (two on each team) and four bots (2 on each team)
As soon as a player connects, one bot of the allied team is leaving (it is ALWAYS the allied team)
The new player joins Allies.
Next player joins the server one bot of allied players is leaving, and the new player is joining Allies (due to restrictions, that there can be only one more player in the opposite team, which is in this case always the wehrmacht)

This is causing this one effect:
Allied team can win very easy on maps like colmar or Anzio, and the wehrmachtplayers are leaving because they are frustrated by losing. As soon as a wehrmacht player leaves, a bot is joining and is filling the wehrmachtside. Because of this, the Wehrmacht is pretty often a team with Bots only, what isn`t good for gameplay at all.

Here are my questions about bots_leave
- Is the 4 the amount of players at all on the server or the amount of humans on each team?
- Is it possible to "balance" the leaving of the bots, so, that the bots are only leaving, when a new player joins a team, not when the players join the server?
- How can I control, what weapons the bots are playing? I didf set the skill of the bots on 5 and 4, what I think is lowest skill, but the rifle classes are still shooting like the best cheater ever

BTW:
I am running a 24 Slot server (I am aware of the Flagcapproblem in servers with lower Slots then 32) and I am running Gungame (depends on maps) and the bots are playing very well with Gungame.

Sorry, if I missed something in your readme, what will solve my problems.
Another question comes to my mind. I have pretty much waypointfiles for custommaps saved on my harddrive (mostly done by coach). Where can I share them?
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strontiumdog
Veteran Member
Join Date: Jan 2007
Location: BC, Canada
Old 10-19-2011 , 13:02   Re: [DODS] DoDS-Bots
Reply With Quote #38

OK. Will look at it.
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micazoid
Veteran Member
Join Date: Oct 2010
Location: Munich - Germany
Old 10-19-2011 , 15:14   Re: [DODS] DoDS-Bots
Reply With Quote #39

Quote:
OK. Will look at it.
Thank You DOG. Keep up the good work *thumpsup*
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micazoid
Veteran Member
Join Date: Oct 2010
Location: Munich - Germany
Old 10-21-2011 , 18:06   Re: [DODS] DoDS-Bots
Reply With Quote #40

Another Idea:

You sayed "Do not use the bots to fill your server"

So I wrote to my server name the word "BOTS"

And my server is getting filled because of players who are wanna to play vs bots.

Now I have the problem, that there arent bots, if there are more then 6 players on it. Maybe a convar like sv_nobotshostname "My Clanserver |No Bots| timeleft | blabla" will override the hostname if there are no bots on the server? Or the cvar is something like sv_overridehostname_nobots or something?

Sorry for my bad english, I do not know how to get this right.

Greets n0n
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Last edited by micazoid; 10-21-2011 at 18:08.
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