left 4 dead 2 умные боты мод

Left 4 dead 2 умные боты мод

— Bots are now forced to close the door of the CEDA truck in The Parish chapter 2 when the entire team is inside.
NOTE: Vanilla bots do close the door too but sometimes they don’t (For example, if you enter first and wait the bots next to the exit door, there is a chance that they won’t close the door).

— Bots will automatically open the exit door of the CEDA truck in The Parish chapter 2 (few seconds after the entrance door is closed) if there is no human in the team.

— Added the chat command «canceldefib» (bots canceldefib). This command cancels any pending defib command to revive dead survivors. It can be useful when someone dies but you want the team to keep rushing or if a survivor dies in an unreachable position and the bot with the defib gets stuck trying to get there.
NOTE: The command cancels the defibbing of the currently dead survivors. If a survivor dies after the command you will need to send the command again if you want to cancel that too.

— Added «PlayerHurryUp = canceldefib» to the default vocalizer.txt file to bind the «Hurry» vocalizer line to the «canceldefib» command.
NOTE: For existing vocalizer.txt files you will need to add this line manually or you can delete the file and let the addon recreate it with the new default values (this will also revert any change you made to the file).
NOTE2: Of course you can bind the command to a different vocalizer line if you want.

— Changed the default value of the const BOT_PICKUP_RANGE2 from 80 to 120 to fix a bug with the bots sometimes not picking the item up and endlessly moving around it.
NOTE: The value in already existing const.txt files will not change automatically. You can either change it manually by editing the file or you can delete the file and let the addon recreate it with the new default values (this will also revert any change you made to the file).

— Pipe bomb and bile jar throwing mechanics have been reworked to be a bit more efficient (i hope so). Now only the commons that are actively chasing the survivors are considered.

— Added the settings option «horde_nades_maxaltdiff» (default value: 150). It defines the maximum altitude difference between the player and the common infected when counting how many commons are within the radius. This can be useful to exclude from the count the commons that are on different floors so it allows you to increase the scan radius without casusing too many unwanted nades.

— Changed the following settings default values:
«horde_nades_radius» from 140 to 350
«horde_nades_size» from 6 to 10
«horde_nades_chance» from 10 to 5
«close_saferoom_delay» from 0.6 to 0.9
«tank_molotov_chance» from 100 to 30
«tank_vomitjar_chance» from 0 to 3
NOTE: The value in already existing settings.txt files will not change automatically. You can either change it manually by editing the file or using the «!l4bsettings [option] [value]» chat command.
NOTE2: Some of these values (like the ones of the horde_nades* settings) aren’t good for every map. Remember that you can have personalized settings for every map my creating a file named «settings_mapname.txt» with the settings you want to be different for that map.

— Added the settings option «tank_molotov_chance» (default: 100). It’s the chance that the bot will throw the molotov at the tank.
NOTE: Like «tank_vomitjar_chance» the chance is calculated multiple times in a second so, to see a real random chance that they don’t throw it, you need to use very small numbers, like something between 1 and 20.
— Now the bots, before switching to molotov to throw at the tank, they will check if another survivor (both human and AI) is already holding a molotov. This should prevent multiple bots throwing molotovs at the same time.
— Fixed a rare bug that caused the bot who is defibbing a dead team mate to switch to pills/adrenaline and back to defib in an infinite loop if the base AI was forcing the bot to use pills/adrenaline due to very low health.
— Fixed a bug that caused the human player who took control of the tank to not be seen as a tank by the bots so the bots didn’t throw molotovs at him.

— Added the settings option «rock_shoot_range» (default value: 700). When the tank’s rock comes this close, the bots will try to shoot it ( https://www.youtube.com/watch?v=dWlw1-GBqc0 ). Set 0 to disable the feature.
NOTE: They don’t hit the rock 100% of the times, they fail quite often.
— Added the settings option «anti_pipebomb_bug» (default value: 1). If not 0, when the end saferoom door is closing and all the survivors are inside, all the pipe bombs still ticking on the ground will be automatically removed from the map. This prevents the infamous game bug of the bots not shooting the common infected in the next chapter. You can disable the feature by setting 0.
— Added the settings option «spit_block_nav» (default value: 1). If not 0, when a spitter’s spit lands, the bots will try to dodge it as usual, but in addition their navigation will also be blocked in that area until the spit acid is gone. This is meant to prevent the bots from stepping into the acid after they dodge it. If you want you can disable it by setting the option to 0.
NOTE: This is not 100% effective, in certain situations may cause some navigation issues and the bots may also lag behind more.
NOTE2: This and the spit dodging feature only work on the spitted acid, not the one dropped by the spitters when they die.
— Added the settings option «min_start_health» (default value: 50). This is the minimum health level of the bot in order for the addon to prevent the bot from healing if there are no spare medkits around. Nothing new, it’s an old feature i simply made parametric and changed it’s default value from 60 to 50. If you want you can now disable the feature by setting 100 and they will waste their medkits like the vanilla bots do.
— Changed the default value of the const BOT_GOTO_END_RADIUS from 100 to 80 to prevent a rare issue with the bots getting stuck trying to pickup items.
NOTE: The value in already existing const.txt files will not change automatically. You can either change it manually by editing the file or you can delete the file and let the addon recreate it with the new default values (this will also revert any change you made to the file).
— Fixed an issue with the bots being unable to spot certain items (like adrenaline) sometimes.

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— Added the chat command «tempheal». Used like the «heal» command but it tells the bot(s) to use their temporary healing items (pain pills / adrenaline).
— Added the ability to define map specific items to avoid with a file named «itemstoavoid_[mapname].txt». Unlike the other map specific cfg files, this is exclusive which means that if the «itemstoavoid_[mapname].txt» exists then the base «itemstoavoid.txt» will be completely ignored. If the «itemstoavoid_[mapname].txt» does not exist, the base «itemstoavoid.txt» will be loaded.
— Added the settings option «pickup_medkit» which is 1 by default. If you set it to 0 the bots will no longer be forced to pickup medkits as soon as they see them but they wait for the humans to pick them up first (vanilla behavior).
— Movement commands are no longer sent to the bots while they are on a ladder. This prevents a bug of their navigation system that makes them fall off the ladder or get stuck on the ladder in certain situations.

— Now it is possible to play through The Sacrifice finale with all bots in the survivor team without triggering the fail message.
This makes it possible to unlock the «Sacrifizzle» achievement whils playing solo, look here: https://www.youtube.com/watch?v=8LSbQVU0zNc

— Changed the way the pickup item is selected when using the «use» command. Before the first item found near the crosshair location was selected, now it’s the nearest. This allows proper selection when there are more items next to eachother.

— Bots no no longer pickup medikits / defibs / upgrade packs / pills / adrenaline if you added such classes into the configuration file itemstoavoid.txt.
The classes are:
weapon_first_aid_kit
weapon_defibrillator
weapon_upgradepack_explosive
weapon_upgradepack_incendiary
weapon_pain_pills
weapon_adrenaline

No need to add the line with «_spawn» btw.

NOTE: This doesn’t work with the throwable items. To disable them you need to set 0 to the relative settings:
pickup_molotov
pickup_pipe_bomb
pickup_vomitjar

— Added the settings option «keep_holdind_position» (default value: 0). If 1 when the bots are holding position (order «wait»), they will not automatically stop holding position when a survivor gets pinned by SI / is incapacitated / dies / they are in the spitter’s spit / they spot a tank. They will only stop holding position if the last human survivor leaves or changes team.

NOTE: when a survivor is incapacitated the vocalizer line «Help» is automatically played by that survivor, which means that when that survivor is you, you are automatically sending the order «move» to the bots.
To avoid this you need to remove the line «PlayerHelp = move» from the vocalizer.txt configuration file.

— Canceling the order with the chat command «bots move» or the vocalizer lines «Stay together», «Follow me», «Help» etc. makes the bots release the minigun if they are using it.

— Bots no longer give items while healing/reviving/defibbing.

— Added the chat command «[bot name] give» to force the given bot to give you one of his items.

— Added the chat command «[bot name] use [hold time]» to make the given bot press his USE button on the interactive object you are looking at.
[hold time] is an optional parameter to set how many seconds the bot will hold down the use button.
The command can be used to make the bot press/activate buttons/switches/generators but also to pickup weapons/items and to use miniguns.
By adding the line:
PlayerEmphaticGo = use
to the vocalizer.txt file you can use this command (without the [hold time] parameter) using the vocalizer order «Go» (or you can map another vocalizer command if you want) after selecting the bot with «Look».
NOTE: When using this command on buttons/switches/generators, before sending the command, you need to get position in front of the button (as if you are about to press it). This is needed to tell the bot what is the position to press the button from (This is not needed when sending the bot to a weapon/item/minigun).
Here is a short video showing how to use the command: https://www.youtube.com/watch?v=-5rXAQd6iRg

— Now it is allowed to map the same vocalizer line to multiple bot commands in the vocalizer.txt file.
Note: Use it only with commands that don’t interfere with eachother (like ‘go’ and ‘use’)

— Added the settings option «deploy_upgrades» (default: 1). 1 = the bots will deploy the upgrade pack they are carrying when they are idle and close to another survivor and they don’t have upgraded ammo loaded.

— Added the chat command «[botname] deploy» to force the given bot to deploy his upgrade pack.

— When you give pills or adrenaline to survivor bots, they no longer give it back right away.

— Fixed a bug in the file reading procedure when the file contained a line with nothing but «//».

— Fixed a little mistake in the previous patch

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Competitive-Bots+

“Adding the competitive spirit to the apocalypse”

These bots are capable of escorting players effectively in easy, normal and advanced difficulties. As for expert. The player should be combat ready at all times to support the team as a whole. With this add-on you can treat every mode as if it is a competition to win.

This is a basic add-on for Left 4 Dead 2 in order to improve bot reaction time and behaviors from both sides that being the Special Infected and the Survivors. Normally they react slower in order to allow players to adapt to the environment, play properly and improve ones battle awareness. With this mod the AI from both sides will react faster than normal to which it challenges experienced/enthusiast players to adapt to a new playstyle. The players could be more cautious towards the infected, rush with backup, take turns in leading the team, etc. With faster reaction times and better combat awareness for the bots in either side; it is recommended that the player has already played this game to the point he/she has successfully surpassed advanced/expert by himself/herself with bots alone or assumes that he/she can handle combat with improved AI behavior. Till then you will be mauled continually by the incoming horde or Special Infected bots if you play sloppily.

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If you plan to bundle this with Sourcemod(modded Dedicated servers/modded listen servers) then here is a list of recommended plugins that I use for my dedicated server.

If you are familiar with sourcemod(sourcepawn, etc. ) and can program in C++. You can make the bots use throwables such as pipe bombs, molotovs, bile jars, etc. Though there have been attempts on making this happen but you guys are on your own with this. It IS NOT easy to make the bots use throwables properly.

This mod was intended to be used on dedicated severs. Also give credit to where it’s due on other content creators as well as this. Lastly, don’t submit this mod anywhere as your own.

D¡s¢Φ(YouTube Acct: Hank Tank) for the mod video showcase(2nd preview video)

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Improved Bots (Advanced)

This mod has been updated for the Last Stand update!

After subscribing to this addon, navigate to the location that the game is installed (or right-click the game in your Steam library > properties > local files tab > browse local files). From here, open the left4dead2 folder, then the cfg folder. Now open the listenserver.cfg file (with any text editor, such as Notepad) and copy/paste everything from this post into that file. Save and exit.

Also in that cfg folder is an addonconfig.cfg file. You’ll need to open this file and change the values next to «versus», «scavenge», and «mutation15» to 0 for mods to work in those modes.

When you get in-game go to Options > Keyboard/Mouse > Edit Keys/Buttons, then scroll all the way to the bottom of that menu to find various mod features which you can bind to any key.

The listenserver.cfg file may need to be updated if this mod is updated. If something doesn’t seem to be working try clearing that file then copy/paste everything from that post again.

• Allows you to play versus, survivial, scavenge and realism modes in single player with bots.
• Bots can use melee weapons. (Can be toggled)
• Bots will continue to play after you have died instead of ending the game.
• Bots will react much faster to a player being attacked by a special zombie.
• Bots can perform some simple actions, such as closing safe room doors.
• Bots will move around a player instead of shooting through them.
• Bots are much more likely to save their first aid kits for a player.
• Bots will try to stay in a tighter group with the player.
• Control the bots with a few commands. (Bind key for this in options menu)
• Easily change the map and game mode while in-game. (Bind key for this in options menu)
• Easily take control of another bot anytime during a game. (Bind key for this in options menu)
• Easily change the difficulty of the game at any time. (Bind key for this in options menu)
• Teleport bots back to you if they get lost or stuck. (Bind key for this in options menu)

• While this addon does improve the bots, it doesn’t make them perfect. There is no way for me to fix every issue with the bots, but I have improved them in the areas that are possible. I realize they still aren’t ideal teammates.
• Using bot commands will block Steam achievements for the rest of the campaign.
• The bot commands won’t work on unofficial maps unless map is started through dev console.
• This version of the addon is ideal for single player.

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Left 4 Dead 2

Valve | Released 2009

This co-operative action horror FPS takes you and your friends through the cities, swamps and cemeteries of the Deep South, from Savannah to New Orleans across five expansive campaigns. You’ll play as one of four new survivors armed with a wide and devastating array of classic and upgraded weapons. In addition to firearms, you’ll also get a chance to take out some aggression on infected with a variety of carnage-creating melee weapons, from chainsaws to axes and even the deadly frying pan.

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The full description of the mod is in the changelog. This mod makes several changes to bots to make them act more like human players and make them more reliable as teammates. They can use melee weapons, rescue you if you die, react quicker to a teammate being attacked by a special infected and much more. Note: This version of the mod is ideal for servers and multiplayer with bots.

• Bots can use melee weapons.
• Bots will continue to play after you have died instead of ending the game.
• Bots will react much faster to a player being attacked by a special zombie.
• Bots can perform some simple actions, such as closing safe room doors.
• Bots will move around a player instead of shooting through them.
• Bots are much more likely to save their first aid kits for a player.
• Bots will try to stay in a tighter group with the player.

Works for all game modes.
Updates listed below.

• Bots will now give the player more breathing room to shoot.
• Bots will now prefer to stay in a tighter group behind the player rather than around the player.
• Bots will generally react a lot quicker to a player being attacked or constrained.
• Bots can now detect threats from further distances.
• Bots will react more quickly to special infected in the area.
• Bots will no longer start playing a map while players are still loading the map.
• Restored default friendly fire values. (Since it shouldn’t be much of a problem any more)
• One bot will now prefer to carry a melee weapon, unless a player already is.
• Bots should be smarter about avoiding hazardous obstacles, such as fire.

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• Bots will use sniper rifles again.

• Bots will now stay in a tighter group.

• Increased max number of melee weapons bots carry to two again.
• Bots will no longer pick up sniper rifles.

• Reverted this version of the mod back to the basic features the mod had previously for those who do not want all those fancy features. To keep this version simple, bots will not take the lead in this version of the mod.
• Reduced the default number of bots who use melee weapons down to 1. (None if a player has a melee weapon)
• Bots with melee weapons will no longer stray from the group to get to their target.
• Bots will try to stay in a tighter group when not leading.
• Removed friendly fire damage on normal difficulty.

• Updated compatibility with Rayman1103’s Mutation Mod.

• Removed message saying that the survivors have been overwhelmed when the player dies.
• Bots will now consider 80% of temporary health as real health when deciding if someone needs to be healed.
• Mod title and description have been changed.

• Fixed bots being able to help others up from further away than they should be able to.
• Mod should now work in all game modes.
• Updated compatibility with Rayman1103’s mutation mod.

• Reduced delay for bots to evaluate their positions in combat.
• Increased the bots’ awareness of a player needing to be revived.
• Bots are less likely to heal a survivor that has temporary health.
• Increased the distance bots can stray from the player. (Although one bot will always prefer to be near the player)

• Fixed bots being able to lead in realism and survival modes.

• Added compatibility for Rayman1103’s Mutation Mod.

If you have this mod and Rayman1103’s Mutation Mod installed at the same time, you may need to refresh the load order for them to work correctly. To do this, just delete the addonlist.txt file, located in the Steam\steamapps\common\left 4 dead 2\left4dead2 directory.

• Bots will move around a player instead of shooting through them, so the player’s aim will not get messed up.
• Max number of bots that will prefer to carry a melee weapon instead of pistols increased to two.
• Bots are much more likely to save their first aid kits for a player rather than healing themselves or another bot.
• Bots may take the lead for the group instead of always relying on a player to.

• Added support for realism mode.
• Added support for survival mode.

• One bot will prefer to use a melee weapon over pistols if no player is carrying a melee weapon.
• Bots will continue to play after you have died instead of ending the game.
• Bots will react much faster to a player being attacked by a special zombie and will prioritize helping them.

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Left 4 dead 2 умные боты мод

About : Ever tired of dying, when a survivor bot has a defib, and the game just goes on without you because bots won’t defib you? Well, No more!

How it works :
This plugin scans the map for any survivor death models, after it finds one, if certain criterias are met, a bot with a defib will then be forced to walk up to the dead body, then he is forced to aim at the dead body, take out his defib, and use +ATTACK to successfully defib a dead survivor.

The criterias for bots to defib survivors are as following :
1) There is distance limit, we don’t want bots going halfway across the map just to defib one person
2) No survivors must need help (IE Trapped by a SI, incapacitated or hanging from a ledge)
3) There must be no visible threats to the survivor bots for them to accomplish this

Note that these 2 commands also have the same limitations put into place as the defib usage on bots

If there is an instance where the bots go all dumb and defib people while ignoring zombies please let me know, as this shouldn’t be the case.

Incredible. Love it!

Now if we can get those pesky bots to throw grenades 😉

Incredible. Love it!

Now if we can get those pesky bots to throw grenades 😉

So, I noticed that because of the way the plugin forces the bots to use defibs, they would sometimes never stop swinging melee weapons, this has been fixed!

I also noticed that for some reason, Gear Transfer isn’t correctly forcing bots to pick up defibs most of the time, so I added my very own defib check into this plugin so that bots will now pick up defibs too!

Do note that if you drop a defib, under some very specific odd circumstances, the defib may be visually stuck in the air, don’t worry as the defib can still be picked up and used normally, this is just a side effect of how the bots are forced to pick up defibs.

B. If molotov, lets make sure it lands where it aims.

Very difficulty, but possible with alot of coding

B. If molotov, lets make sure it lands where it aims.

Very difficulty, but possible with alot of coding

Yeah, I plan on eventually doing this, with a LOT of limitations and checks.
I will be specifically heavy on the limitations with molotovs, since on Expert a single molly can wipe every survivor very easily.

They easily use grenades by themselves too, you just need to force them as their active weapon.

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