Left 4 Dead 2

Left 4 Dead 2

Left 4 Bots (Improved A.I.)
 This topic has been pinned, so it's probably important
smilzo  [developer] 4 Apr, 2023 @ 12:43am
Left 4 Bots 2
Last edited by smilzo; 8 Mar, 2024 @ 1:25am
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Showing 1-15 of 79 comments
Haigen 4 Apr, 2023 @ 7:09am 
Really amazing multitasking.Are dedicated servers supported?
Is there a possibility to change the amount of health at which bots start to heal / use pills/adrenaline?
smilzo  [developer] 4 Apr, 2023 @ 8:25am 
Originally posted by Haigen:
Really amazing multitasking.Are dedicated servers supported?
Is there a possibility to change the amount of health at which bots start to heal / use pills/adrenaline?
I don't know i don't have a dedicated server to test on atm but it's still a vscript, so it should be supported.
Actually i don't know if there is a cvar for the pills/adrenaline, i know that it's hardcoded for the medkit. If it's hardcoded it is possible to block them by forcing them switch to another weapon but i'm always afraid of messing with the vanilla AI like that as the risk is to get the bot stuck in an endless loop.
Phoenix‎ Rose 4 Apr, 2023 @ 2:16pm 
The multitasking is indeed a major change. can't tell you how annoyed i was by using the "lead" command and then just having the bots get mauled by infected with only the odd shoves here and there lol
Phoenix‎ Rose 4 Apr, 2023 @ 2:24pm 
if i were to give a suggestion on what to improve/add on... would it be possible to make the bots run away from the tank much sooner? in the current version, there are plenty of times when the bots only start to run away from the tank when the tank is almost directly in their face.

which leads to them sometimes pathing into a wall and the tank then hitting them
smilzo  [developer] 5 Apr, 2023 @ 2:14am 
Originally posted by Phoenix Rose:
if i were to give a suggestion on what to improve/add on... would it be possible to make the bots run away from the tank much sooner? in the current version, there are plenty of times when the bots only start to run away from the tank when the tank is almost directly in their face.

which leads to them sometimes pathing into a wall and the tank then hitting them
I don't know tbh. It seems to me that the retreat command that the current version sends to the bots doesn't have any effect. They already retreat by themselves when they see a tank and the distance they keep from the tank seems to depend on your distance from the tank. I noticed that if you are far from the tank they also try to stay far away. If you are close to the tank it looks like they go even closer, maybe to protect you, idk. I don't think i can change that, it's probably an hardcoded behavior, like the fact that they go revive incapped teammates with a tank nearby.
Phoenix‎ Rose 5 Apr, 2023 @ 9:03am 
Do you still have plans to let an all bot team trigger all mandatory panic events? Such as

Swamp Fever drawbridge lowering
Blood harvest train car trigger

And such?
Pluvillion 9 Apr, 2023 @ 7:40pm 
I was certain this is an April Fool's joke but damn, I'm impressed.

Seated for this. Will be looking forward to it. At this point, make it a new addon. Keep the old L4B in an archived state for reminiscing purposes.
Pluvillion 9 Apr, 2023 @ 8:08pm 
Ey, as for the leading state, is it possible to only make them vocalize the first time you do it and stay silent afterwards? I reckon them saying "follow me", "come on, let's go" - almost repeatedly, especially in custom campaigns with too much infected will get annoying and ear-grating. Either that, or add an option to disable bots vocalizing. The chat messages are welcome, though!

As for making them lead, I suppose a single "Lead" will make all bots lead instead of doing them one by one. For a specific bot, you can retain the "Look" then "Lead" command so it's only them that'll lead. Or, much like the one above, make it so we can either send the bots one by one or altogether. That way, we can command one bot for a witch then go back to leading while the rest of the team keeps moving forward via the lead command (if multitasking are to come by).

Now, there's this mod that I have: kurochama's "Merciless Survivor Bots" that have the "lead" command that sends all the bots moving forward without me leading. The only downside to this is that whenever someone shoots an infected, they tend to go to the survivor who fired the shot and stand there for a few seconds before moving. This starts getting frustrating when the infected comes by one by one, because by then they'll just stand there shooting, don't get me started with hordes. They'll start moving if I lead again, though. Will L4B2 remedy this to an extent? Make them keep pushing to prevent getting stuck and surrounded much like a real player would?
Pluvillion 9 Apr, 2023 @ 8:10pm 
Originally posted by Phoenix Rose:
Do you still have plans to let an all bot team trigger all mandatory panic events? Such as

Swamp Fever drawbridge lowering
Blood harvest train car trigger

And such?
Not even an all-bot team. A normal singleplayer but they can start the events so you're not doing all the work.

Edit: Not automatically though, more of a second "Lead" command to make a bot start the event once everyone's ready. We're not turning them into those players haha.
Last edited by Pluvillion; 9 Apr, 2023 @ 8:12pm
Pluvillion 9 Apr, 2023 @ 8:24pm 
Originally posted by Pluvillion:
[...]wall of text[...]
Alright, so I watched your demo in Crash Course and I'm so glad to see the bots still moving while shooting the infected. They just need to move even during horde events instead of standing still to prevent being surrounded... or at least force them to move, either towards the player or another bot.

And since we're on the topic of leading and all that pizzazz, make it so one bot follows another bot who are gathering gas cans and the other following me (I tend to send only one bot during scavenge for safety). That way one bot isn't all alone fetching the cans because two of the bots keep following me.
smilzo  [developer] 10 Apr, 2023 @ 12:10am 
Originally posted by Pluvillion:
...
Thanks for the feedback, man. I'm trying to make everything configurable with the addon settings and try to fit everyone's playstyle, but i can't make any promise atm.
Phoenix‎ Rose 10 Apr, 2023 @ 12:12am 
Originally posted by smilzo:
Originally posted by Pluvillion:
...
Thanks for the feedback, man. I'm trying to make everything configurable with the addon settings and try to fit everyone's playstyle, but i can't make any promise atm.
just try your best. thats' all you can do. your addon is still amazing
Pluvillion 10 Apr, 2023 @ 12:22am 
Originally posted by smilzo:
Originally posted by Pluvillion:
...
Thanks for the feedback, man. I'm trying to make everything configurable with the addon settings and try to fit everyone's playstyle, but i can't make any promise atm.
Oh, don't worry! It's just the vocalization part that I'm concerned of, really. The rest I'm genuinely looking forward to. :D
Phoenix‎ Rose 11 Apr, 2023 @ 12:27pm 
have you thought about if this version will be an "update" or a "separate" addon?
smilzo  [developer] 11 Apr, 2023 @ 1:00pm 
Originally posted by Phoenix Rose:
have you thought about if this version will be an "update" or a "separate" addon?
I'm not sure yet but the more i change stuff the more i think a separate addon is probably better.
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