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- Bots should throw grenades 5 seconds after a panic event started (ones where infected spawn randomly and scripted ones) and can only throw grenades 10 seconds after another to ensure they arent wasting grenades
- Bots should stay away from fire or other hazards rather than walking in then walking out to reach the player but failing miserably
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2267497761
Also, the whole "run right into a tank when trying to save someone" thing will certainly need fixing.
Next, i'm not sure if they can open doors/saferoom doors, i only saw them closing them after i opened 'em.
Finally, i believe the bots like to sometimes aim too low when shooting the witch, jockey and possibly the hunter. (Not sure if these are true)
One more thing; i tried randomly testing out the scavenging once, and once a bot got the can and to the generator, instead of pouring it in it just threw it a bunch of times and gave up.
Albeit it happened to be a custom map, is that the cause?
I all came across the wiki saying Nick, Rochelle, Ellis, Louis, Bill and Zoey take SMGs while Coach and Francis take Pump shotguns. But I never seen him actually taking a proper preference.
Ellis and Zoey should have secondary preference of Melee weapons. Because they're snipers and Snipers are supposedly to have melee weapon with them as they being absolutely terrible with dual pistols. Also if there's way to make bot not to take AWP/Scout. As they're terrible weapon after all.
Maybe give each character their preferred weapon order from class:
Tier 2:
Nick: AK47>SCAR>M16 (Rifle Bot)
Rochelle: SCAR>AK47>M16 (Rifle Bot)
Coach: SPAS-12>M1014 (Shotgun bot)
Ellis: Military Sniper>Hunting Rifle (Sniper Bot)
Tier 1:
Every Rifle/Sniper bot: MAC-10 (Silenced SMG)> UZI (SMG)
Every Shotgun bots (Tier 1 preference): Chrome Shotgun>Pump Shotgun.
1. If a bot is incapacitated it should stop shooting the Tank so it doesn't get killed (it should shoot other targets though such as zombies and common SI).
2. If a bot is incapacitated and Tank is passing over it as it chases other bots they should cease firing on the Tank so it doesn't kill the incapacitated bot in rage.
3. If a bot is incapacitated and Tank is already smashing it, another bot with melee should run up to the Tank from behind and melee / shove it to get its attention then run away when Tank gives chase.
4. If a bot is incapacitated do not attempt to revive it unless (Tank Distance / Tank Speed) >= (Revive time + 2-3 sec safety margin)
5. If another bot has a defibrilator don't bother reviving the incapacitated one at all while Tank is alive.
Also, it goes without saying that bots shouldn't throw molotovs on Tank if it is too close to the incapacitated bot or player or if the fire would block the only escape route.
it would be nice if when i say let's go, they will start it if they are in position instead of typing bots go.
also sugestion number 2. if i say LOOK! at a witch, a random bots (preferably with shotgun) would try to get the witch .
also if would be nice if the bots would go for the generators on last stand 1, the 5 generators
Anyway keep posting, even if i don't always reply here i take note of all the things that can be done.
It would be cool if they can prioritize killing, then helping up.
When I spawn Louis on normal coop mode in earlier version of admin system. Louis will always look to get on the 50cal MG when he gets on. (the current admin system spawns a following one which will not mount on.)
Maybe command by aiming at one of the bot and use "Lead" command to make them go on the 50cal. But dismounts if:
-A teammate is attacked outside the gun's view
-Is being spitted on
-Is being attacked from behind
-A downed survivor
Oh and about the Lead command. It appears that in the passing finale. Those l4d1 bots will also go out and collect the gascans which makes the finale somewhat too easy.