Squad
SquidBots - Bots for Seeding [NOW PART OF BASE GAME]
Showing 11-20 of 47 entries
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Update: 13 May, 2023 @ 5:11pm

Backend compatibility for bot vehicles

Update: 20 Apr, 2023 @ 12:18am

- Optimised server path finding performance
- Improved bot client performance
- Bot level of detail now scales with FOV
- Updated to Squad v4.4

Update: 11 Apr, 2023 @ 11:18am

Default bot counts can now be set in SquidBotsDefaultBotCount.cfg

Update: 9 Apr, 2023 @ 3:23pm

- Added target acquisition period modifier (bots are less accurate within 3 seconds of a new target)
- Initial support for bots running to vehicles. Next step will be getting them to use vehicle turrets.
- Fixed unarmed bots not reacting to move orders.
- Bots now break through deployables if stuck on them when trying to move. Eventually I'll have them bring out their shovels and dig down deployables, but for now they just damage any deployables they're touching if stuck while trying to move.
- SPF Update

Update: 15 Mar, 2023 @ 6:12pm

- Emplacement Support (Not used on seeding layers)
- Refactored a bunch of systems
- Improved bot RPG reliability
- Disabled support roles spawning on seeding layers
- Recoil and sway is now stronger to make bots less accurate
- New aiming system to improve tracking of moving targets
- Updated to Squad v4.3

Update: 18 Feb, 2023 @ 10:52pm

- Optimised local bot performance
- Bot layers now default to block all plug-ins other other than whitelisted plug-ins

Update: 11 Feb, 2023 @ 6:37pm

- Fixed bots not losing their target when a vehicle dies

Update: 9 Feb, 2023 @ 7:33pm

- Fixed bots not engaging vehicles
- Fixed bot weapon firing animations
- Added rocket backblast effects
- Fixed bots sliding around
- Fixed bots repeatedly turning on the spot
- Fixed bots running to the map origin if a nearby bot dies without a killer

Update: 9 Feb, 2023 @ 12:09pm

- Bots now see and engage up to 200m ? this can be overridden by child mods
- Updated bot firing behaviour. Before, bots only fired when they knew their bullet was gonna hit an enemy. Now, they'll fire if an enemy is roughly in their sights. With lower power optics, bots will suppress more. With higher power optics, bots will be more precise. Bots are also more careful with their shots if they have fewer rounds in the magazine.
- Improved projectile replication
- Redone bot recoil, before it was the same for all weapons, but now it matches the existing recoil setups for each squad weapon as a player would get
- Fixed recoil being applied before the bot fired
- Bots now use the simplified server aim on local games, making offline bot behaviour more consistent with online games, also allowing for major performance improvements on local
- Optimised bot animations, including scaling their fidelity at distance
- Bots now use bipods when prone (if they have them)
- Bots are now less likely to spot enemies that aren?t moving or are lower to the ground, or are further away
- Limited bot stance changes to every 5 seconds
- Bots will only switch to weapons if the new weapon is effective at the range their engaging. If no weapon is effective, they?ll close the distance to their target.
- Reduced bot prone->stand sliding
- Added bot defender setting. Defenders will hold their ground, only pushing an enemy if they're within 15m
- Bots now only try to adjust their firing position if they haven't fired for a couple seconds
- Bot movement modes:
* Alert - bots will always have their weapon ready and will sprint (walk with low stamina) everywhere
* Patrol - bots will have their weapons lowered, will slow walk everywhere, and will point when calling contact
* Sneak - bots will have their weapons raised, will crouch sprint (crouch walk with low stamina) everywhere, will not call contact, and will not turn on their flashlights
- Bots now only call contact if no friendlies within 20m have called contact or fired in the last 10 seconds
- Patrol bots will become alert if a friendly dies near them, they hear a gunshot, or if they see an enemy
- Bots now roughly share enemy locations with each other
- Bots will dive for cover if a friendly dies near them
- Bots will now shout cease fire if you kill a friendly
- Bots no longer collide with each other to reduce them getting stuck
- Improved bot arming range behaviour
- Added vehicle engagement. If a bot is capable of damaging a vehicle (e.g. rifle able to damage logi trucks, HAT able to damage tanks), it will switch to the first effective weapon it has and engage the vehicle. Team 1 and 2 vehicles will be engaged if they are an enemy team. Team 0 vehicles will be engaged if the driver is an enemy team
- Bots now receive suppression
- Added squad plugin framework support, using per layer allow lists editable by server hosts
- Fixed bot surrender helicoptering
- Added Mutaha_Seed_v1_Bots

Update: 8 Jan, 2023 @ 6:03pm

Added support for Zeus. Zeus is a separate mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2914624834

Changelog:
- optimised memory usage
- added support for bot grenades (disabled for now)
- added support for bot ammo (disabled for now)
- bot roles now use Squad data tables, allowing for modded factions to be loaded in without custom layers. Only used in in Zeus at the moment.