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You are very good at what you do, please keep working on this game, and thank you so much for doing this!
so here's my suggestion: bots only pick defib when a player is dead
or the bots have a defib pocket
can u fix it?
Since the author does not know which bot it is, they cannot check if the bot has the defibrillator in their inventory.
And if they cannot check the bot's inventory, then the only things they can do without creating a new potentially-buggy system of item searching is let them pick up the medkit at all times or ignore the medkit at all times.
The script runs code to pick up the defib... The default game AI tells it to grab the medkit because AI don't like defibs...
The callback that allows us to tell the bot if they can pick something up or not doesn't let us know which bot it is... I can selectively guess, block it all, or allow it all..
Like I said.. The l4d2 devs need to add additional variables for the callback to let me choose.
cant u just like remove the code line in ur script? to prevent that from happening.
The bots picking up medkits over and over is dependent on l4d2 dev team adding an additional variable for the callback. I currently have access to whether a bot can pick up an item.. I don't have access to which bot it is for..
The callback was never designed for what I'm using it for. They like the idea of my requested changes, but ultimately who knows what changes will make it to the game.
From what I can tell the CommandABot boolean value that is returned may be returning true even when it fails..
As for the rock dodging algorithm, I had a more advanced algorithm but it caused the game to freeze for around 10 ms as it processed and that just won't do.. I settled for a less advanced algorithm that calculates rock trajectory and chooses a relative axis offset to attempt to dodge the rock.
The spawn closet algorithm tries to find the nearest active spawn closet on the flow that the bots can get to.
Due to limitations with vscripts, I'm having trouble finding a fix for some of the issues you've come across.
I have requested additional changes to the l4d2 dev team, but ultimately it isn't my decision so we'll see.
Life has been hell and I haven't really been scripting much these days.. I do plan on working on the new release for this plugin, but it's more of a side project than a priority atm.
bots wont heal they will just hold and stand there holding the medkit
bots will autodrop/autoequip dedib
thats the only few i know
First is data collection of nozzle data to calculate required information. Entity collection, ray tracing, nav data, ect.
Second is to throw gascans near nozzle when they get close enough to it.
Third is to pour gascans into the nozzle. The bots will not execute this third behavior until a human player pours the first gascan into a nozzle. The /bot_pour command overrides this and tells them they can begin the third.
i agree with you, the bots has insane aimbotting skills.
About the grenades, smilzo's Left 4 Bots has a pretty decent grenade throwing algorithm which could serve as inspiration. ;)
You won't see any updates for MSC for a while, My current projects involve adding c++ game code to alien swarm: reactive drop. I've added RGB text chat support, and I'm currently working on adding custom colored laser sights.
I have many projects that I manage (over 100), and most of them I don't get paid anything. If you want a script prioritized to be worked on, Send me some money with a note of which script you'd like to be prioritized. RL comes first before any programming so I can't promise anything, but your chances of an update would be higher.
I can make a note of adding the ability to disable/enable settings of the script. The script was never tested for versus so I'm not sure what behavior would cause them to get locked like this. Was this an all bot team?
I can look into changing crouching settings when fighting tank.
I don't believe I programmed anything in this script that tells bots to leave the saferoom without grabbing weapons. I did think about adding support for bots throwing grenades, but too much can go wrong. On top of the algorthim to calculate the angle and throw path, I'd have to program an additional algorithm to detect navdata, deadends, threat locations, player locations, ect.. Then I'd need another algorithm to detect if the grenade should actually be used.
i remeber i had a plug causing this issue, sorry
That is hardcoded into the game.
The algorithm attempts to get bots to take defibs, but the default AI does kick in and attempt to get rid of all defibs.
If you want to enable it, you can turn on sv_cheats in offline map mode, and enable the variables inside the g_Scope_MSC_Survivor_Smart_Bots scope with ent_fire command.
DEBUGDRAW_SHOWSMOKERTONGUEDATA <- false;
DEBUGDRAW_SHOWCHARGERCHARGINGDATA <- false;
DEBUGDRAW_SHOWGASCANNOZZLEDATA <- false;
DEBUGDRAW_SHOWAREADANGERDATA <- false;
DEBUGDRAW_CHARGERDRAWTIME <- 3.0;
DEBUGDRAW_SHOWRESCUECLOSETDATA <- false;
DEBUGDRAW_SHOWTANKROCKDATA <- false;
example would be:
ent_fire !self runscriptcode "g_Scope_MSC_Survivor_Smart_Bots.DEBUGDRAW_SHOWSMOKERTONGUEDATA=true"
my question is, which command is it to see the debugs? like the showcasing in ur vidoes