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[L4D2] Improved and Perfected SurvivorAI Autotrigger


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bewbsftw
Junior Member
Join Date: Oct 2018
Old 11-20-2018 , 04:43   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #11

Hmm. The bots still don't go into the supermarket to get the cola. They call Whitaker and then proceed to the truck. I waited for ~5 mins and they were chilling there.

I downloaded the Autotrigger.zip file, extracted it, and put the .smx file in the plugins folder.

Am I doing something wrong?
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Xanaguy
Senior Member
Join Date: Jan 2017
Old 11-20-2018 , 14:33   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #12

It should trip when everyone on the survivor team is a bot. Maybe the bots aren't close enough to the trigger crd? Though that shouldn't be the case.
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bewbsftw
Junior Member
Join Date: Oct 2018
Old 11-21-2018 , 02:46   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #13

Here's what I did.

I typed in map c1m2_streets
Fought all the way to bridge before Whitaker's shop.
Killed a Tank
Typed in sv_cheats 1 and killed myself by typing "kill" in console
Bots proceeded to Whitaker's shop
Bots talk to Whitaker
Whitaker opens the door and the bots walk outside
Bots walk to the truck
Bots teleport behind the truck (they got teleported to the wall) and start walking back and forth beside the wall
Waited for 5 minutes and nothing happened

I tried starting from the first map, c1m1_hotel, and killed myself by jumping off. The bots proceeded normally, rescued me (I jumped off again), activated the elevator, and reached the safehouse with no problems. When they reached the 2nd map, the same thing happened, they're stuck at the truck.

Last edited by bewbsftw; 11-21-2018 at 02:48. Reason: clarification
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Xanaguy
Senior Member
Join Date: Jan 2017
Old 11-21-2018 , 11:50   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #14

It might be because the team didn’t start out as an all bot team. I’ll have to do some experimenting.
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bewbsftw
Junior Member
Join Date: Oct 2018
Old 11-22-2018 , 03:03   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #15

Oh and btw I have these on my sourcemod.cfg file:

sm_cvar allow_all_bot_survivor_team 1
sm_cvar sb_escort 0
sm_cvar sb_friendlyfire 1

And a bunch of other stuff
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Xanaguy
Senior Member
Join Date: Jan 2017
Old 01-21-2019 , 13:16   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #16

I didn't want to make a second thread in the Plugin/Gameplay Ideas and Requests plugin to avoid the appearance of spamming.

Does anyone know how the following can also include addon campaigns/maps?

" decl String:mapname[256];
GetCurrentMap(mapname, sizeof(mapname));"

Thanks for any advice/help provided. I plan on supporting addon campaigns, but I have this issue preventing me from doing so.
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Black Hole
Old 01-22-2019 , 02:31   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #17

Just add a check for the custom campaign's map name.
Code:
StrEqual(mapname, "<partial/full name of the cc's map>", false);
// or...
!strcmp(mapname, "<partial/full name of the cc's map>");
For the Cola deliver event, you need to apply the same function found in some of the plugins posted here that manipulates the bot's action.

Last edited by cravenge; 01-22-2019 at 02:35.
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Xanaguy
Senior Member
Join Date: Jan 2017
Old 01-22-2019 , 04:12   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #18

Quote:
Originally Posted by cravenge View Post
Just add a check for the custom campaign's map name.
Code:
StrEqual(mapname, "<partial/full name of the cc's map>", false);
// or...
!strcmp(mapname, "<partial/full name of the cc's map>");
For the Cola deliver event, you need to apply the same function found in some of the plugins posted here that manipulates the bot's action.
Oh. I had no idea I was attempting to use the wrong input for checking map names. Thanks!

About the Bots delivering cola, it's never going to fully work on it's own. The bots would have to manually open up the store, and even then, the cola that initially spawns is a separate entity altogether. On top of all that, I do not believe that the "GasNozzle" even exists on c1m2.
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Xanaguy
Senior Member
Join Date: Jan 2017
Old 02-03-2019 , 01:46   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #19

A MAJOR update has been released, check the log in the main post for more details.
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Marttt
Senior Member
Join Date: Jan 2019
Old 02-04-2019 , 08:47   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #20

Well, the bots do not pick up the cola, but the event is being triggered and the bots / map are no longer stuck, thank you!

Another suggestion:
1) With competitive bots addon, bots activate the jukebox, is it possible to block this action?
2) It looks like the Whitalker trigger is not locked to run on versus, people can use it as an exploit to not enter the store and get the cola

Last edited by Marttt; 02-04-2019 at 08:52.
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