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[L4D2] Improved and Perfected SurvivorAI Autotrigger


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DreadedGhoul575
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Join Date: Apr 2016
Old 03-06-2019 , 18:12   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #21

Urban Flight add-on didn't trigger the elevator (the bots were still shooting zombies on the truck at the time).
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DreadedGhoul575
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Join Date: Apr 2016
Old 03-15-2019 , 23:24   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #22

Would it be possible for you to do the left 4 dead 1 version as well?
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DreadedGhoul575
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Old 03-21-2019 , 01:21   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #23

How do I get the bots to complete the port on Sacrifice?
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Xanaguy
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Join Date: Jan 2017
Old 03-21-2019 , 17:14   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #24

Quote:
Originally Posted by DreadedGhoul575 View Post
How do I get the bots to complete the port on Sacrifice?
Play any mutation with maxplayers is 1.
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DreadedGhoul575
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Join Date: Apr 2016
Old 03-21-2019 , 17:34   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #25

I don't know any; I'm basically using the comp bots+ and spectating them on versus through console command.

Also, know anyway how to make the default bots lead, without add-ons? Since I've tried to use +sb_allow_leading 1 in the launcher and with sourcemod .cfg "sm_cvar sb_allow_leading 1" and it unfortunately doesn't work.
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DreadedGhoul575
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Join Date: Apr 2016
Old 03-23-2019 , 14:07   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #26

Bots on No Mercy, don't call the elevator up and end up dying; may need to add an autotrigger for that, since they keep pressing the wrong button.
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DreadedGhoul575
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Join Date: Apr 2016
Old 04-14-2019 , 18:17   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #27

Bots on chapter 4 on Dark Carnival never got to the saferoom for me (campaign, normal difficulty), may need to update to re-position in 2 minutes or so near the saferoom.
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Xanaguy
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Join Date: Jan 2017
Old 06-09-2019 , 07:21   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #28

A small update, but an update nonetheless. Yama is now supported.
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DreadedGhoul575
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Join Date: Apr 2016
Old 06-10-2019 , 18:44   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #29

Like my above comment, it's the same on Death Toll Chapter 4, where they struggle to push through the zombies on the campaign, where they're basically taking small steps, until a another wave of zombies approach then die, repeat.
Might need to teleport them a bit closer to the saferoom after 2 minutes or so; on one of the balconies.

Could also be the same for Chapter 4 Dead Air and Blood harvest, but still testing with default bots at the moment.
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DreadedGhoul575
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Join Date: Apr 2016
Old 06-16-2019 , 10:08   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #30

Tested Dead Air, also the same problem on Chapter 4; bots struggle to push forward on campaigns; need to be updated to teleport, much like how Dark Carnival Chapter 3 Coaster does, and they don't activate the finale on Chapter 5 Dead Air (only press once).

Gonna test Blood Harvest soon.

So far, it seems they can only complete Hard Rain properly, since the Left 4 Dead 1 campaigns have a bug, where it locks your spectator camera, if the bots die on the finale and the Left 4 Dead 2 campaigns they have a problem with:

Dead Center is impossible without the Scavenge mod (unfortunately stops the bots from helping each other).

Dark Carnival they struggle currently, due to missing necessary teleport parts e.g. Chapter 4 panic event.

Swamp Fever they manage, but they get stuck near the radio, if near it and bugs them from getting ammo and other supplies.

Hard Rain is perfect, no problems whatsoever; even without auto trigger, bots can complete this.

The Parish: Haven't tried this one out for a while, gonna test again and see if there are the necessary teleports. Edit: Tried it, and Chapter 4 is 50/50; sometimes the bots go back, if unlucky, after the teleport with the panic event activated, plus Chapter 5 needs a few teleports, since the bots take way too long, which ends up in them never completing it in the campaign (needs to be fixed in campaign like Dark Carnival Coaster).

No Mercy: Perfect, no issues like Hard Rain.

Crash Course: Perfect, no issues.

Death Toll: Needs more teleports on some parts e.g. Chapter 4 panic event.

Dead Air: Needs Chapter 4 teleport, same as Death Toll, and also needs a finale auto trigger.

Blood Harvest: Testing soon. Edit: Been tested, needs one teleport on both chapter 3 and 4; bots take a long time to get to the saferoom, which ends up in them all dying. Chapter 5 is fine, with only losing a portion of health in the fields during the panic event, until they pass the tractor.

The Sacrifice: (Will test this, once I figure out how to sort the maxplayers "1" command out) Did test the ending however, and it's impossible for bots to do alone; need to find a way to set "maxplayers" command to "1" somehow.

Last edited by DreadedGhoul575; 06-17-2019 at 21:28.
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