Mutator for make stock bots smart. Contain many fixes for different game types and cases. Goal of mutator - make gameplay with stock bots more interesting, with preserve compatibility with other mods. This bots compatible with any mods which expects stock bots. Some of compatible mods: Xbots, DynamicBotsCount and so on. You can use it basically everywhere, include stock UT campaign.
Mutator targeted only to stock UT bots or any subclasses of it.
Configure:
Edit SmartStockBots.ini file
Local use:
After each load UT use Mod menu for activate loader. After that you can play any map (include campaign ladder) with this mutator (except network play on other servers OFC)
Not activate it if wanna play on ACE servers - ACE kick you.
You need reload UT if wanna play on ACE servers if at least once activate loader during this UT run.
Install on server:
Add to mutator list SmartStockBots.SmartStockBots (or to ServerActors - preferred way)
Not need add it into ServerPackages.
Current list of fixes:
1. FixCTFAlternatePaths
Before it be separate mutator FixCTFBots. If you use it - remove it when install this mutator.
- Periodically check all bots and set AlternatePath when bots return flag to home base.
As result:
- bots less attack by same shortest way.
Work only for CTFGame and subclasses of it. Require AlternatePath actors on map.
2. ShortMovements
Before it be separate mutator FixBots. If you use it - remove it when install this mutator.
Periodically check all bots movement and correct it if possible.
As result:
- bots move on paths more "humanly" - less "as train".
- bots less predictable.
- bots faster reach goals.
- bots less stuck on obstacles.
- bots can skip some PathNodes - usually this not matter.
Correction work only when travel on exactly Botpack.PathNode (not subclass).
3. StopAutoFollowPlayer
Before it be separate mutator StopFollowBot. If you use it - remove it when install this mutator.
Bots who follow players after add it to game, get defense order.
As result:
- Bot not try follow player, and team goes to be more stronger, since bot normally not able cover player. Or player do random stuff, and bot just do nothing useful.
4. MoveWithDodge
Bot move with dodge when find this appropriate. Bot must have skill above Adept. More skilled bots dodge more often.
As result:
- bot move faster and more like skilled humans.
5. FastImpactJump
Reduce delay for start Impact Jump.
As result:
- bot do Impact Jump faster.
6. SayHi
Bot can say "hi" if player join after bots.
As result:
- you can always notice join new player to party.
7. SayGG
Bot can say "gg" after game ended.
8. DestroyEnemyTranslocator
Bot going destroy enemy translocator disc if see it and not busy with other stuff.
9. DestroyEnemyWarshell
Bot going destroy enemy redemer rocket if see it and not busy with other stuff.
10. NoVictoryDance
Prevent do Victory Dance by bots.
11. PlayTauntIfWin
Bot do some taunt if win game.
12. FarAttacks
Bot attack targets far away.
13. FakePing
Make ping for bots.
As result:
- some players think it is humans and can left play.
14. NotMarkAsBot
Not mark bots as bots
As result:
- some players think it is humans and can left play.
- In scoreboard you not see anymore bot orders. But it is stil accessible via voice menu.
15. GoodBotVsPlayersTeam
Add best bot (by skill adjust) if before match start found uneven team to 2 players or more.
Work only for team games and only if bot fill in random order.
If all bots of same skill - just picked up random bot.
As result:
- very easy play in team games Humans vs Bots (just move all players to one team before match start), and this ensure Bots equipped with at least one good bot.
16. FixCTFReturnOnlyAlternatePaths
- Fix select AlternatePaths on map with bReturnOnly AlternatePaths.
As result:
- bots not do dumb runs to inproper spot.
Work only for CTFGame and subclasses of it. Require AlternatePath bReturnOnly actors on map.
17. AvoidMoveToDead
- Remove MoveTarget if it is dead pawn.
As result:
- bots not do dumb runs to invisible dead enemies.
18. ClearStateOnDeath
- On death bot state cleared. Currently it include some vars for movement code..
As result:
- bots stop try sometimes do dumb run into wall or deadly zone after respawn.
19. ReportEnemyFlagCarrierLocation
- When bot report about "Enemy flag carrier is here." appear second message in form "Enemy flag carrier is here: %Location Name%"
As result:
- bots report to you where actually flag carrier is. Not where they be when see it.
20. FixCTFDefendersOnStolenFlag
- When flag stolen ensure defenders not stuck in dumb modes, like LongCamp or travel to empty FlagBase.
As result:
- bots faster goes return flag.
21. FixSightRadius
- Set SightRadius to 10000 instead of default 5000.
As result:
- bots notice things on bigger distance in some cases.
22. FastRespawn
- Try respawn bot if it dead more from FastRespawn_MaxDelay seconds.
As result:
- bots respawn faster, more like human players.
23. FixMinigun
- Modify AimError for all minigun2 based weapons used by bots, by FixMinigun_AimErrorModifier times.
As result:
- bots fire from minigun less awful precise, which more look as real players.
24. AvoidDumbMoveToCTFFlag
- Remove MoveTarget if it CTFFlag returned or grabbed just yet.
As result:
- bots not do dumb runs to CTFFlag if someone else return or grab it.
25. UseAirControlOnFall
- Aim to landing point when fall.
As result:
- bots able properly jump with impact hammer or with boots, to desired place. This also applies to usual fall or jump.
It fixes dumb useless fall down if hit something in mid-air. Also this mitigate weird jumps when bot carry boots - now they lands where need, even if make such jump.
26. StopTravelToPickedInventory
- Remove MoveTarget if it Inventory which already picked.
As result:
- bots not do dumb runs to inventory spot if can't grab it.
Спасибо за мод! Вопрос: этот файл надо закинуть в папку игры и всё? Больше ничего не требуется?
It is mutator. You need use it in mutator list.
Or you can activate it each time, after game loaded, in mod menu.