This mod from Maks Deryabin is an enhanced AI mod.
Readme File: MeatBot for Call of Duty 2 (v0.9) ============================= The name : MeatBot (MBot) The version : 0.9 Date : 12, 6, 2008. The author : Maks Deryabin aka Spec E-mail : spec666@inbox.ru ICQ : 252-831-762 IRC : irc.quakenet.org *cf.cod URL : Cf-cod.ru Modified : botskiller16 Updated : botskiller16
The description ======== Fashions for Call of Duty 2 bots adding in the multiuser game. Fashions it is intended only for one person creating a server (see "Start" č "Remarks"), i.e. normal work a fashion is guaranteed, if anybody except for the player its created does not join a server.
The best bots
These bots, as alive. Full illusion of game with alive players. Such yet was not. Bots are able to run, jump, jump over obstacles, to throw pomegranates, to sit in an ambush.
Installation =========== Before instal strongly recommend patch game up to version 1.3. Unpack archive and place in a directory of game, for example: C:GamesCall of Duty 2.
Start ====== - In a folder with game create a label for CoD2MP_s.exe - In adjustments{options} of a label in a field "Object" add the following line: +set fs_game mbot +exec mbot.cfg - We start for game through the created label. - Further we create the usual (not allocated) server through the menu " To create a server " or with the help of a console command /map .
MeatBot for Call of Duty 2 ============================= The name : MeatBot (MBot) The version : 0.9 Date : Ěŕđ 6, 2008 The author : Maks Deryabin aka Spec E-mail : spec666@inbox.ru ICQ : 252-831-762 IRC : irc.quakenet.org *cf.cod URL : Cf-cod.ru Modified : botskiller16 Updated : botskiller16
Supported gametypes ========================== - Team Deathmath (tdm) - Headquarters (hq) - Capture the Flag (ctf) - UT Domination (utd)
The one that is written on after a game type that, BETA, the stick is out of order there 100%, do not try it. (In MenĂ¼) ====================
Thanks: Maks Deryabin aka Spec, asdfg, WaW Team, melanie harrison, and for all Hungarian, who helped. ====================
Supported maps (TestMap: Carentan) ==================== Standard maps
mp_burgundy mp_carentan mp_harbor mp_leningrad mp_matmata mp_railyard mp_rhine mp_toujane mp_trainstation mp_caen mp_brecourt mp_decoy mp_downtown mp_farmhouse mp_dawnville mp_breakout
Mods maps: ===================== gob_aim mp_anomaly (Aberrant Valley) mp_aim_1 mp_benedictine_beta mp_breslau mp_buhlert mp_deadend mp_hillside mp_karkand mp_pavlov mp_powcamp shadowsniper mp_warsaw mtl_pirates_day mtl_bismarck mp_salerno_beachhead mp_solovki mp_tobruk2 mp_hill24 mp_tunestiga_hall mp_silotown_final_v4 mp_omaha_v2a bp_haguenau mp_carentan_ville mp_hill400_test mp_mirage_night mp_mirage_ver4 mp_normandie_beta_2 mp_normandie_night_final mp_valence_v2 mp_valence mp_xfire_bay waterfall
Commands ======= ------------------------------------------------------------- addbot : adds in game of bots. can be: allies - the bot comes for allies axis - the bot comes for an axis auto - the bot automatically chooses a team Example: " addbot auto " ------------------------------------------------------------- removebot : removes boats. can be: allies - removes a bot from among allies axis - removes a bot from among an axis all - removes all bots
Example: " loadmap mp_carentan " ------------------------------------------------------------- bot_autojoin 1 - bots will automatically come for that team in which they were before 0 - bots will not come for the last team -------------------------------------------------------------
Remarks ========= The following conditions are necessary for normal work a fashion: - sv_pure 0 - dedicated 0 - USE of COMMANDS DESCRIBED ABOVE! It is not recommended USE by the following built - in commands: kick, clientkick, onlykick, banUser, banClient, tempBanUser, tempBanClient, fast_restart, map_restart, map_rotate, map, - as they can result in wrong work a fashion. - On a server only one player - that is you, well and, naturally, bots.
Bugs =========== If you have found that or, that you really count a bug be not at a loss to tell about it, having communicated with me to addresses specified above.
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New in this version: ===================== - The system waypoints is changed, now it began more flexible - Boats have learned to jump - Boats have learned to get and get obstacles (mantle) - Boats have learned to get on a vertical ladder - Animation of run of a bot is added - Animation of a jump and falling downwards is added - Animation to get through obstacles is added - Animation to get on a vertical ladder is added - Now bots recharge the weapon if patrons on zero - Now the amount a pomegranate at bots not infinite, and depends on type of the weapon - It is added scoring run of bots, a landing, to get on a vertical ladder - The bug with colliding the player by a bot is corrected
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Extras: ===================== - 999 ammunitions go with all weapons. (at the bots) - Into Thompson into a collection 30 ammunitions. (at the bots) - Into M1 Garand into a collection 10 ammunitions. (at the bots) - Into PPsH42 into a collection 50 ammunitions. - Into BAR into a collection 30 ammunitions. (at the bots) - 1 smoke bombshell goes with all weapons (because of the bots sticking together). - The bombshell of the bots falls down now. - The bots a bar and Bren use it weapons. - There is not orbit smoke on the orbits.
Changes from cepe7a
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[+] Has improved system of the resolution of conflicts at moving bots
[+] Fix jumps of bots - now they do not fail through the ground. It is possible to use direct jumps and jumps upwards.
[+] Has made smoother movement of bots - now they do not brake on everyone WP
[+] Now if the bot sees other bot of the team shooting on the purpose, it{he} turns in the same side
[+] Now bots do not shoot almost at the (on idea should not at all, but disorder of shots...:))
[+] In a command addbot now it is possible to set with what weapon to add a boat: Syntax: addbot [] - number of the weapon in the menu of a choice. I.e. addbot axis 2 - will add a bot to Germans with kar98
[*] Value of a sight of bots (bot_viewangle) is changed on 45 by default (and that very big-eyed)
[+] Are added waypoint's for maps: mp_carentan (from Spec); mp_railyard, mp_buhlert,mp_karkand_tdm (from asdfg) gob_aim, mp_aim_1, mp_harbor, mp_pavlov, mp_deadend (from Shaman-13); mp_matmata, mp_burgundy (from Figubis);
[+] Boats now do not see through bushes and other opaque objects
[+] Boats now see not on 360 degrees, and on 120 (it is set to a variable bot_viewangle)
[+] range of a sight of a bot (a variable bot_maxdistance, by default 3000) Is limited
[+] Now bots smoothly change a corner of a sight
[+] Boats react to hit in them, turning aside attacking
[+] Speed of turn of a bot depends from skill
[+] the Sound of steps and falling now depends on a surface on which there is a bot
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Let who has a some kind of new waypoints send it to me, and even may make, or you do a new version, or who can make it, that the beta game types, let the bots follow the reset of the circle again, I would be glad about it very much, and the bots would be playing in 10 game types then
E-mail: nyikosgergo15@hotmail.com Xfire: nagymama4ever
The one that is written on after a game type that, BETA, the stick is out of order there 100%, do not try it. (In MenĂ¼)
Mod maps: ===================== gob_aim mp_anomaly (Aberrant Valley) mp_aim_1 mp_benedictine_beta mp_breslau mp_buhlert mp_deadend mp_hillside mp_karkand mp_pavlov mp_powcamp shadowsniper mp_warsaw mtl_pirates_day mtl_bismarck mp_salerno_beachhead mp_solovki mp_tobruk2 mp_hill24 mp_tunestiga_hall mp_silotown_final_v4 mp_omaha_v2a bp_haguenau mp_carentan_ville mp_hill400_test mp_mirage_night mp_mirage_ver4 mp_normandie_beta_2 mp_normandie_night_final mp_valence_v2 mp_valence mp_xfire_bay waterfall
Have Fun !
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