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[L4D2] 200 IQ Bots: AI Tank Haymakers And More!


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ConnerRia
Junior Member
Join Date: Mar 2018
Old 04-08-2018 , 02:45   Re: [L4D2] 200 IQ Bots: AI Tank Haymakers And More!
Reply With Quote #11

Quote:
Originally Posted by Visual77 View Post
Tank = m_zombieClass 5 (L4D). For the haymaker plugin
Oh right I didnt consider that. Thanks. Attached a version for L4D below.


P.S. Fly You Fools has been updated again, this time survivor incapitation in a tank fight exclusively resets survivor bot AI only. This should prevent the bug with SI bots respawning.

On another note, how do people edit the title of the threads?
Attached Files
File Type: sp Get Plugin or Get Source (L4D_BotHaymakers.sp - 856 views - 1.7 KB)
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Last edited by ConnerRia; 04-08-2018 at 02:47.
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Visual77
Veteran Member
Join Date: Jan 2009
Old 04-08-2018 , 03:52   Re: [L4D2] 200 IQ Bots: AI Tank Haymakers And More!
Reply With Quote #12

Not sure. Btw, why not make it l4d1 & 2 compatible in the same file.

Code:
int tankClass;
and in on pluginstart, right after your SetFailState check.

Code:
tankClass = StrEqual(game_name, "left4dead2", false) ? 8 : 5;
Then in OnPlayerRunCmd:

Code:
(GetEntProp(client, Prop_Send, "m_zombieClass") == tankClass))
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JLmelenchon
Senior Member
Join Date: Mar 2019
Old 01-28-2020 , 18:14   Re: [L4D2] 200 IQ Bots: AI Tank Haymakers And More!
Reply With Quote #13

Nice work on Fly You Fools plugin at least bots are better, but yep they are still helping incapped survivor while the fight.
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MasterMind420
BANNED
Join Date: Nov 2010
Old 01-28-2020 , 20:22   Re: [L4D2] 200 IQ Bots: AI Tank Haymakers And More!
Reply With Quote #14

That's because the moment players are incapped all bots fleeing the tank will reset their AI.
I modified it to no longer do that...although potentially you may find its better to allow it. Problem is there is not enough checking done here to allow both properly...The bots AI is very finicky when trying to control them in this manner and in order to properly handle them checks are required for many scenarios which this plugin doesn't handle, it's very basic, no offense intended to the original author. I will be releasing a better bot plugin that handles this behavior and does much much more as far as bots are concerned, especially when fighting zombies specifically when they get stupid and they are in front of them or behind them and do nothing. I have no ETA I can give because much more testing in still required, but for now maybe this will help some that don't care for the bots to rescue downed players while tanks are near.

Increasing this cvar to 1000.0 or more may help with them always trying to revive incapped players...if it does not work to your liking then all that can be done is to force the bots to move away from incapped players while fleeing tanks which requires much more code to not have too many issues doing so. in that case just wait for my Bot AI plugin to be released. It will handle Tanks, Witches, Special Infected And Zombies much better than the standard AI.

200IQBots_TankDangerRange", "800.0", "The range by which survivors bots will detect the presence of tank and retreat.
Attached Files
File Type: sp Get Plugin or Get Source (200IQBots_FlyYouFools.sp - 1121 views - 4.0 KB)

Last edited by MasterMind420; 01-28-2020 at 20:31.
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Dominatez
Senior Member
Join Date: Oct 2009
Location: Birmingham, UK
Old 02-20-2020 , 20:37   Re: [L4D2] 200 IQ Bots: AI Tank Haymakers And More!
Reply With Quote #15

It's constantly spamming the error log all the time with this.

L 02/20/2020 - 20:231: [SM] Exception reported: Invalid entity index -1
L 02/20/2020 - 20:231: [SM] Blaming: 200IQBots_FlyYouFools.smx
L 02/20/2020 - 20:231: [SM] Call stack trace:
L 02/20/2020 - 20:231: [SM] [0] EntIndexToEntRef
L 02/20/2020 - 20:231: [SM] [1] Line 127, 200IQBots_FlyYouFools.sp::L4D2_RunScript
L 02/20/2020 - 20:231: [SM] [2] Line 86, 200IQBots_FlyYouFools.sp::BotControlTimer

Any ideas ?
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gatitojamon
Junior Member
Join Date: Jul 2020
Old 07-06-2020 , 23:57   Re: [L4D2] 200 IQ Bots: AI Tank Haymakers And More!
Reply With Quote #16

Quote:
Originally Posted by MasterMind420 View Post
in that case just wait for my Bot AI plugin to be released. It will handle Tanks, Witches, Special Infected And Zombies much better than the standard AI.
I love that there are people like you doing this
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jamalsheref2
Senior Member
Join Date: May 2017
Old 08-22-2020 , 10:43   Re: [L4D2] 200 IQ Bots: AI Tank Haymakers And More!
Reply With Quote #17

plugin really helpful now the bots won't stand there like a dummy and get hit by the tank i put there range at 200
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Winn
Junior Member
Join Date: Feb 2016
Old 08-24-2020 , 09:53   Re: [L4D2] 200 IQ Bots: AI Tank Haymakers And More!
Reply With Quote #18

Quote:
Originally Posted by MasterMind420 View Post
I will be releasing a better bot plugin that handles this behavior and does much much more as far as bots are concerned
Any progress so far?
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jamalsheref2
Senior Member
Join Date: May 2017
Old 09-11-2020 , 19:50   Re: [L4D2] 200 IQ Bots: AI Tank Haymakers And More!
Reply With Quote #19

can you do the same thing with the tank's rock, charger and spitter's spit with this plugin?
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Omixsat
Member
Join Date: Jul 2022
Old 08-31-2022 , 11:15   Re: [L4D2] 200 IQ Bots: AI Tank Haymakers And More!
Reply With Quote #20

Quote:
Originally Posted by Dominatez View Post
It's constantly spamming the error log all the time with this.

L 02/20/2020 - 20:231: [SM] Exception reported: Invalid entity index -1
L 02/20/2020 - 20:231: [SM] Blaming: 200IQBots_FlyYouFools.smx
L 02/20/2020 - 20:231: [SM] Call stack trace:
L 02/20/2020 - 20:231: [SM] [0] EntIndexToEntRef
L 02/20/2020 - 20:231: [SM] [1] Line 127, 200IQBots_FlyYouFools.sp::L4D2_RunScript
L 02/20/2020 - 20:231: [SM] [2] Line 86, 200IQBots_FlyYouFools.sp::BotControlTimer

Any ideas ?
It's referring to the stock Timocop has provided

Code:
stock L4D2_RunScript(const String:sCode[], any:...)
{
	static iScriptLogic = INVALID_ENT_REFERENCE;
	if(iScriptLogic == INVALID_ENT_REFERENCE || !IsValidEntity(iScriptLogic)) {
		iScriptLogic = EntIndexToEntRef(CreateEntityByName("logic_script"));
		if(iScriptLogic == INVALID_ENT_REFERENCE || !IsValidEntity(iScriptLogic))
			SetFailState("Could not create 'logic_script'");
		
		DispatchSpawn(iScriptLogic);
	}
	
	static String:sBuffer[512];
	VFormat(sBuffer, sizeof(sBuffer), sCode, 2);
	
	SetVariantString(sBuffer);
	AcceptEntityInput(iScriptLogic, "RunScriptCode");
}
This specific line "iScriptLogic = EntIndexToEntRef(CreateEntityByName("logic_sc ript"));" has an issue in L4D1 and I don't know why, but this did work before.
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