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[Release] Bot Warfare (a major edit to RSE)

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Опубликовано:

Back last year, I always wanted wanted bots on MW2, I did some research and found out there was some bots! After hours of play, I got bored because they lacked some things. So i decided I'll look into the code, not knowing any C# or GSC code, I started to learn. Finally after one year of hobby coding, I decided to release this into this.

 

xpwj2b.jpgt7iqo0.jpg9id1y9.jpg

 

 

 

Mod within the mod documentation:

Edits mp_nightshift to add the waypoints as well with all the stock map .gsc files and some custom map .gsc files.

Edits _helicopter.gsc to add "thread svr\bots::init();" to "init" and adds "level.chopper.gunner = self;" to "heliRide".

Edits sd.gsc to make "level.defuseObject" other then "defuseObject" at "bombPlanted".

Edits _damage.gsc to add "attacker.lastkill = self;" and "self.gotkilled = attacker;" to "handleNormalDeath".

If the mod changes everyone's weapon loadout or perks then set svr_bots_mod_switch, svr_bots_mod_weap and svr_bots_mod_perk to 1. As well within the mod, find where switchtoweapon is and add setspawnweapon with the same call and arguments.

 

 

Bot DVAR list documentation:

svr_bots (0 to 18) - number of bots to add to game, resets to 0 once bots are added
svr_bots_fill (0 to 18) - amount of players to have ingame
svr_bots_kick (0 to 1) - if to kick bots if svr_bots_fill is exceeded
svr_bots_fill_mode (0 to 1) - bots and players add up if 0, bots add up if 1
svr_bots_reset (0 to 1) - resets the bots if 1, once resetted it goes to 0
svr_bots_skill (0 to 8) - bot difficulty, 0 is random (affected at reset), 1 is easy and up to 7 is hard, 8 is custom
svr_bots_team (axis, allies, autoassign) - is team for bots to spawn on (affected at reset)
svr_bots_team_force (0 to 1) - forces the bot on team
svr_bots_skill_hard_axis (0 to 9) - is if svr_bots_skill is 8 then amount of hard bots on team axis is
svr_bots_skill_hard_allies (0 to 9) - is if svr_bots_skill is 8 then amount of hard bots on team allies is
svr_bots_skill_medium_axis (0 to 9) - is if svr_bots_skill is 8 then amount of medium bots on team axis is
svr_bots_skill_medium_allies (0 to 9) - is if svr_bots_skill is 8 then amount of medium bots on team allies is
svr_bots_custom (0, tube, snipe, default, knife, nade) - is bots custom load out of perks and weapons
svr_bots_talk (0 to 1) - is bots toggle of talking
svr_bots_talk_rate (0.01 to 10) - the scale of how often the bots will talk
svr_bots_nuke (0 to 1) - is bots toggle of using nukes
svr_bots_streak (0 to 1) - is bots toggle of killstreaks
svr_bots_deathstreaks (0 to 1) - is bots toggle of deathstreaks
svr_bots_move (0 to 1) - is bots toggle of moving
svr_bots_secondary (0 to 1) - is bots toggle of using secondaries
svr_bots_laststand (0 to 1) - is bots toggle of using laststand as a perk
svr_bots_attack (0 to 1) - is bots toggle of attacking
svr_bots_nade (0 to 1) - is bots toggle of grenadier
svr_bots_knife (0 to 1) - is bots toggle of knifing
svr_bots_outofmyway (0 to 1) - is bots toggle of moving out of the way if player is near
svr_bots_classmem (0 to 1) - is bots toggle of remembering their class loadout
svr_bots_watch (0 to 1) - is bots toggle of chance of watching killcams

Below cannot be edited by the menu:
svr_bots_mod_switch (0 to 1) - mod support, ignores switching of weapons etc.
svr_bots_mod_weap (0 to 1) - mod support, ignores setting of bot weapons
svr_bots_mod_perk (0 to 1) - mod support, ignores setting of bot perks
svr_bots_target (isSubStr a player name) - is bots target to kill, could be a cheater or for fun, set it to "" for off
svr_bots_host (isSubStr a player name) - is player's name to open the menu, unneeded if not server based
svr_bots_menu (0 to 1) - is if menu is enabled, 0 is no, 1 is yes

 

 

Possible bugs:

Game becomes more CPU intensive, bots require some computer thinking.
Bots fly, teleport and go through walls, its how the waypoint system works.
They use a M9 with bling randomly! Its an attempt of getting the bots to stop flying.

If any bugs found not here, post it!

 

 

Changelog:

Changes from Bot Warfare v0.1e (02/17/2013):
Added svr_bots_talk_rate, it is how often the bots talk.
Added some more mod support.
Added some support with testclients_domove as 1. //an attempt to have the bots not "sliding" on the floor
Updated deathstreaks and waypoints.

Changes from Bot Warfare v0.1d (02/09/2013):
Externalized Nuketown waypoints, no longer will conflict with Nuketown mods such as sprinklers or end game nuke thing. (add them yourselfs)
Tweaked bots in their killstreak spam.
Tweaked bots in their difficulty.
Fixes for bomb objectives.

Changes from Bot Warfare v0.1c (02/07/2013):
Added Nuketown waypoints. Thanks yolarrydabomb!

Changes from Bot Warfare v0.1b (02/05/2013):
Added svr_bots_team_force, forces the bot on the team.
Added svr_bots_fill_mode, toggles if svr_bots_fill affects players or bots.
Fixed harder bots having a choppy autoaim.
Small fixes involving modding, difficulty and resetting bots.

Changes from RSEv10 to Bot Warfare v0.1a (02/02/2013):
This mod can be server hosted and will no longer have a memory leak like before, it was caused when bots were kicked for players to play and threads didn't endon disconnect.
Modding support in a mod! Only edits minimal stock .gsc files and doesn't edit _rank.gsc!
Bots no longer have infinite ammo and reload, switch to secondaries, more grenadier options, and many other tweaks.
Bot killstreaks improved. They use chopper gunner again, but not as OP as in RSEv7.
Bots use all perks and the perks actually do something to the bots! Lightweight and marathon make them go faster, etc.
Bots use deathstreaks... ):
Can use DVARs to toggle many options!
Bots play demotion! As well with the bots playing the objective more.
Many bot difficulty improvements, easy bots are easy and hard bots are not fun. Can set every bot to have a random difficulty, or customize their difficulty level.
A new menu, very lazy made, but you can edit nearly everything bot based. (i don't like menus personally)
So many new things that I forgot. Been about a year of working on this mod by learning and working on it for fun.

 

 

Credits:

tinkie101 - for creating the base retarded smart enemies mod

Jorndel - for making the menu maker used in this mod

yolarrydabomb - for fixing the "Hunk_UserAlloc: out of memory for 'Scr_BeginLoadScripts'" error and adding some of the custom map waypoints

FourDeltaOne Team or former AlterIWNet Team - for making IW4 better

 

Original Retarded Smart Enemies forum post: http://fourdeltaone.net/forum/viewtopic.php?f=17&t=2716

Virus Scan: https://www.virustotal.com/en/file/aa7736b9a2bcc7da219a938575b40dfc3126b3e7dc939b70b18c0e6c9ccb8a0d/analysis/1361758258/

 

Feel free to; post this mod on other sites, host it on servers, mod it and merge mods with it. Just give credit where is due!

I'd also like to see this ported onto the consoles! :D

 

If you have any suggestions, bug reports or offer any help, please post it!

Опубликовано:

Whoa. this looks good. I going to try it out.

 

 

Also thanks for crediting me.

 

Edit: also

 

	if(getdvar("svr_bots_menu") == "")
	setdvar("svr_bots_menu",1);//menu on = 1

 

seems that you forgot "1" not sure if it matters or not.

Опубликовано:

Looks good!

But one of the slight annoyance of RSE is the sliding bug...no walking/run animation and they don't sprint.

If you can fix that you're our new idol hehe.

Опубликовано:
  • Автор
Whoa. this looks good. I going to try it out.

 

 

Also thanks for crediting me.

 

Edit: also

 

	if(getdvar("svr_bots_menu") == "")
	setdvar("svr_bots_menu",1);//menu on = 1

 

seems that you forgot "1" not sure if it matters or not.

 

nah i found it doesn't make a difference, if you add "" it says its a string, but if you input a value and use getdvar it outputs the same thing.

 

Looks good!

But one of the slight annoyance of RSE is the sliding bug...no walking/run animation and they don't sprint.

If you can fix that you're our new idol hehe.

yea, i tried to fix or add any animation, but failed, setting testclients_domove to 1 kinda fixes this, but they become more buggy.

 

if anyone wanna help me with the animation, please do post!

Опубликовано:

I notice some bugs

- After nuke. you cant use any laptop related killstreaks (predator missile, chopper, ac130) maybe becasue it's using parts of the EMP code?

- Bots can still use killstreaks during EMP

 

in my opinion the bots should never use UAV killstreak...or couter uav to be less annoying. :P

Опубликовано:
  • Автор
I notice some bugs

- After nuke. you cant use any laptop related killstreaks (predator missile, chopper, ac130) maybe becasue it's using parts of the EMP code?

- Bots can still use killstreaks during EMP

 

in my opinion the bots should never use UAV killstreak...or couter uav to be less annoying. :P

shouldn't the game end when you use a nuke? only parts where emp code is used is checking if the bot is emped to use killstreaks. if it is a nuke doesn't end game mod, can you provide the code? what happens if you try to use a killstreak?

 

were they on your team? what killstreaks were they using?

 

I'll look into bots using killstreaks soon, do some tweaking or do an overhaul on bots using killstreaks.

Опубликовано:

its the same nuke.gsc you provided. I wouldnt mind the game not ending on nuke killstreak anyways :P

 

Also gald you got nuketown patch working and fixed. I couldn't see the bots just the text on my staff only dll.

  • 2 weeks later...
Опубликовано:

Any chance of this being updated again later? I like the occasional walking animation and such. Would be really cool to have it all the time. The bots never seem to take random waypoints in Search and Destroy. Oh and also, I recall RSE bots defusing/planting bombs on the actual times. These seem to just touch the bomb and it's done.

Опубликовано:
  • Автор
Any chance of this being updated again later? I like the occasional walking animation and such. Would be really cool to have it all the time. The bots never seem to take random waypoints in Search and Destroy. Oh and also, I recall RSE bots defusing/planting bombs on the actual times. These seem to just touch the bomb and it's done.

I attempted constant walking. Its not perfect but is attempted. The bots and waypoints are limited, having too many waypoints would lag the game. These bots do have a plant time and defuse time...

Опубликовано:

like this mod funny way bots commands are :D

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