Left 4 Dead 2

Left 4 Dead 2

Human-Like Survivor Bots
 This topic has been pinned, so it's probably important
Error 305: Cannot load username  [developer] 29 Dec, 2018 @ 10:10am
Bugs, Issues and Ideas Megathread
Yes, that's right, this forum is actually going to be used now. It starts with this megathread.

This megathread is for all bugs, issues and ideas that are not big enough to require a thread of their own. You can use this instead of the comments section, it's neater and cleaner that way.

The forum may change without notice if I think of something else, not like you would be affected majorly.
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Showing 1-15 of 23 comments
Janus Whistler 30 Dec, 2018 @ 8:18pm 
I've noticed time to time that the tank throws his rock directly at the ground at times. Seems to happen when there are multiple survivors alive.
Error 305: Cannot load username  [developer] 1 Jan, 2019 @ 5:23pm 
@TankBuster

This mod shouldn't be affecting zombies whatsoever. Are you sure you are not using other mods with HLSB? They may be the real cause. Look for mods that do affect zombies.

I'll investigate the issue anyway and see if it pops up with only HLSB enabled.
Janus Whistler 1 Jan, 2019 @ 5:26pm 
I am positive I don't have any other mods that affect zombies. The error was seen in Tank Challenge mainly, but also saw it in regular campaign too.
Last edited by Janus Whistler; 1 Jan, 2019 @ 5:27pm
Error 305: Cannot load username  [developer] 1 Jan, 2019 @ 6:21pm 
Hm, I've only seen it happen a few times with HLSB (on Dark Carnival with cheats). And both of the times they threw the rock at the ground is because the survivor they were aiming to was near them at the time. Without HLSB, same thing - it seems to be a rare thing that it throws the rock to the ground. And in neither situation did it throw the rock directly below itself. Survivors being present or not doesn't seem to be a factor, either, and I did this with both mod and nomod with and without other survivors.
Last edited by Error 305: Cannot load username; 1 Jan, 2019 @ 6:21pm
Janus Whistler 1 Jan, 2019 @ 6:39pm 
okay, makes sense. Thx for the insight!
DreadedGhoul575 16 Mar, 2019 @ 5:12pm 
@Lightning Falcon Actually, I've had the same problem, as well as the hunter bot leaping way too high; I think the competitive bots author messed up the separation of the add-ons, which makes the competitive bots+ together the only best one.
DreadedGhoul575 21 Mar, 2019 @ 12:24pm 
Real shame it's still happening; this had only happened with mods, that have used and edited Comp bots.

The original Survivor edition is the same error as well.

Improved Bots (Simple) and Smart Bots are my recommended bots, due to the others having errors in them.
Janus Whistler 21 Mar, 2019 @ 2:46pm 
@DreadedGhoul575 Thx for the insight. I shall try your recommendations.
czhilli 18 Aug, 2019 @ 4:17pm 
I’m also getting the bug with tank rock throws going into the ground, not directly below but aiming too low. Same behaviour in this mod and Competitive Bots Survivor edition. Also noticed some Boomer puke attacks that seemed to be aimed too low and not hitting survivors despite them being in range. Also saw hunters missing far more pounces than usual. It felt to me like the targeting was lagging behind target movement. In tank battles involving bots I am usually retreating as fast as possible to keep the team safe.

When playing with standard bots or Smart Bots on Advanced and Expert tank rock throws are very dangerous. With this mod and Comp Bots Survivor edition the rock throws have never hit me or the bots.
Timmy 20 Aug, 2019 @ 5:08pm 
"-Bots may opt to use a melee weapon, if nobody else is using one."

Unfortunialy. They never pick up on their own despite i don't have melee weapon wielding. And if i use command to give them a melee weapon. They just switch back to pistols. While it did worked correctly on Compettive bots.

If they're given a one while having no pistols. They just fight off recklessly like in Chainsaw/katana mutation.

Ellis/Francis just struggles with pistols if he has sniper rifle. Melee does better job and he get stuck much less often if he has melee than pistols.
Last edited by Timmy; 20 Aug, 2019 @ 5:09pm
Error 305: Cannot load username  [developer] 21 Aug, 2019 @ 1:04pm 
Oh, that's still there... That's a remnant of the past, Tiffy. If nobody was using a melee weapon, exactly one bot would go for it. However, bots tend to be very aggressive with melee to self-destructive levels, almost like the mutations and this is something I cannot fix. So, outside of mutations, bots will not pick up or use melee weapons anymore. I'll update the description accordingly.

Since you're using commands yourself, you can have the bots use melee weapons with the cheat cvar sb_max_team_melee_weapons. It defines a quota of melee weapon users, including humans, which the bots will try to meet by becoming melee weapon users themselves. HLSB would originally set this to 1 to achieve the behavior I previously described. You can set this to any number, but 4 is the one you want if you want all bots to be fine using melee at all times (and you aren't increasing the number of survivors via any means)

As for the Ellis/Francis issue, they do prefer Hunting/Sniper Rifles but they will switch to pistols if zombies get close. 'Close' most likely means 205 HU from the bot with HLSB, and 150 HU with default bots. A hacky solution to the issue would be to set the close range to 0, but that would theoritically mess with the bots' judgement. So instead I should probably reduce close range to near 150 instead. I'll do some testing and see how the close range cvar affects the bots. Read below.
Last edited by Error 305: Cannot load username; 21 Aug, 2019 @ 2:18pm
Error 305: Cannot load username  [developer] 21 Aug, 2019 @ 2:18pm 
Update: I've finished testing the Ellis/Francis issue in the first two maps of Dead Center with an all-bot team (by doing jointeam 0 with sv_cheats 1), having bots constantly being warped back to earlier parts of the second map, applying constant zombie pressure (healing or items given to prevent deaths), and forcing bots to equip hunting rifles with sb_give periodically. sb_threat_close_range and sb_threat_very_close_range were taken from HLSB default to 0 or -1 values and vice versa, one at a time or both, and bots were mainly spectated in first person.

Strangely enough, even though the range convars seemed to be the logical conclusion for sniper bot behavior, I couldn't find a correllation between the ranges being enabled/disabled and bots switching to pistols when zombies are close. I could only conclude that bots carrying sniper rifles will switch to pistols if they are damaged by zombie melee attacks, and that seems like a deliberate design choice by Turtle Rock Studios I cannot change.
Timmy 22 Aug, 2019 @ 4:58pm 
Oddily they do work correctly with the Competitive bots and they don't rush recklessly but follows. Closely. But alright.

BTW: I use Rayman's admin system (with admin menu addon as well) so I can change some cvars without sv_cheat. Which you would find it useful to test bots.
Last edited by Timmy; 22 Aug, 2019 @ 5:10pm
sans shapiro 26 Oct, 2019 @ 2:52am 
The mod seems to mess with AI Hunter and Jockey aiming. I thought it was the nb_head_aim_settle_duration command since the infected also run on the NextBot AI, though changing the number around didn't seem to change anything (unless it doesn't take effect until next level load or something)

streamable . com/3s8ld
ive noticed one time that the AI survivors moving on their own would get stuck in the sugar mill at one point. mightve been the fact that my character was in a closet asking to be rescued, and the AI couldnt decide whether to rescue him or not, and they kept going in a circle.
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