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The Bot Warfare mod for WaW

Home Page: https://www.moddb.com/mods/bot-warfare

GSC 100.00%
game bot games ai bots gaming waw cod multiplayer mod

t4_bot_warfare's Introduction

GitHub Logo

T4 Bot Warfare

Bot Warfare is a GSC mod for the PlutoniumT4 project.

It aims to add playable AI to the multiplayer games of World at War.

You can find the ModDB release post here.

Important to public dedicated servers

The bots_main_firstIsHost DVAR is enabled by default!

This is so inexperienced users of the mod can access with menu without any configuration.

Make sure to disable this DVAR by adding set bots_main_firstIsHost 0 in your server config!

Contents

Features

  • A Waypoint Editor for creating and modifying bot's waypoints of traversing the map. Have a look at Using the Waypoint editor.

  • A clean and nice menu, you can edit every bot DVAR within in-game.

  • Everything can be customized, ideal for both personal use and dedicated servers. Have a look at Documentation to see whats possible!

  • This mod does not edit ANY stock .gsc files, meaning EVERY other mod is compatible with this mod. Mod doesn't add anything unnecessary, what you see is what you get.

  • Adds AI clients to multiplayer games to simulate playing real players. (essentially Combat Training for WaW)

    • Bots move around the maps with native engine input. (all normal maps, most to all custom maps)
    • Bots press all the buttons with native engine input (ads, sprint, jump, etc)
    • Bots play all gamemodes/objectives, they capture flags, plant, defuse bombs, etc. ( all normal modes, most custom modes)
    • Bots use all killstreaks.
    • Bots target killstreaks and vehicles.
    • Bots target equipment.
    • Bots can camp randomly.
    • Bots can follow others on own will.
    • Bots have smooth and realistic aim.
    • Bots respond smartly to their surroundings, they will go to you if you shoot, uav, etc.
    • Bots use all perks and weapons.
    • Bots difficulty level can be customized and are accurate. (hard is hard, easy is easy, etc.)
    • Bots each all have different classes, traits, and difficulty and remember it all.
    • Bots switch from between primaries and secondaries.
    • Bots can grenade, place betties, they even use grenades and tubes in preset map locations.
    • Bots use grenade launchers.
    • Bots can melee people.
    • Bots can run!
    • Bots can climb ladders!
    • Bots jump shot and drop shot.
    • Bots detect smoke grenades, flares, gas and airstrike slows.
    • Bots will remember their class, skill and traits, even on multiround based gametypes.
    • Bots can throwback grenades.
    • ... And pretty much everything you expect a Combat Training bot to have

Installation

  1. Make sure that Plutonium T4 is installed, updated and working properly.
  2. Extract all the files from the Bot Warfare release archive you downloaded to anywhere on your computer.
  3. Run the 'install.bat'. This copies the mod to your WaW mods folder.
  4. The mod is now installed, now run your game.
    • If you are a dedicated server, you will need to set the DVAR 'fs_game' to 'mods/mp_bots'
    • If you are not a dedicated server, open the 'Mods' option from the main menu of the game and select 'mp_bots' and then 'Launch'.
  5. The mod should be loaded! Now go start a map and play!

Documentation

Menu Usage

  • You can open the menu by pressing the primary grenade and secondary grenade buttons together.

  • You can navigate the options by the pressing the ADS and fire keys, and you can select options by pressing your melee key.

  • Pressing the menu buttons again closes menus.

DVARs

Dvar Description Default Value
bots_main Enable this mod. 1
bots_main_firstIsHost The first player to connect will be given host. 1
bots_main_GUIDs A comma separated list of GUIDs of players who will be given host.
bots_main_waitForHostTime How many seconds to wait for the host player to connect before adding bots to the match. 10
bots_main_menu Enable the in-game menu for hosts. 1
bots_main_debug Enable the in-game waypoint editor at start of the game, or enable bot event prints.
  • 0 - disable
  • 1 - for just debug events
  • 2 - for every event
    0
    bots_main_kickBotsAtEnd Kick the bots at the end of a match. 0
    bots_main_chat The rate bots will chat at, set to 0 to disable. 1.0
    bots_manage_add Amount of bots to add to the game, once bots are added, resets back to 0. 0
    bots_manage_fill Amount of players/bots (look at bots_manage_fill_mode) to maintain in the match. 0
    bots_manage_fill_mode bots_manage_fill players/bots counting method.
    • 0 - counts both players and bots.
    • 1 - only counts bots.
    • 2 - exactly 0 but auto adjusts bots_manage_fill to map.
    • 3 - exactly 1 but auto adjusts bots_manage_fill to map.
    • 4 - bots are used for balancing teams.
    • 5 - exactly 4 but auto adjusts bots_manage_fill to map.
    0
    bots_manage_fill_watchplayers Bots will not be added until one player is in the game 0
    bots_manage_fill_kick If the amount of players/bots in the match exceeds bots_manage_fill, kick bots until no longer exceeds. 0
    bots_manage_fill_spec If when counting players for bots_manage_fill should include spectators. 1
    bots_team One of autoassign, allies, axis, spectator, or custom. What team the bots should be on. autoassign
    bots_team_amount When bots_team is set to custom. The amount of bots to be placed on the axis team. The remainder will be placed on the allies team. 0
    bots_team_force If the server should force bots' teams according to the bots_team value. When bots_team is autoassign, unbalanced teams will be balanced. This dvar is ignored when bots_team is custom. 0
    bots_team_mode When bots_team_force is 1 and bots_team is autoassign, players/bots counting method.
    • 0 - counts both players and bots.
    • 1 - only counts bots
    0
    bots_skill Bots' difficulty.
    • 0 - Random difficulty for each bot.
    • 1 - Easiest difficulty for all bots.
    • 2 to 6 - Between easy and hard difficulty for all bots.
    • 7 - The hardest difficulty for all bots.
    • 8 - custom (look at the bots_skill_<team>_<difficulty> dvars)
    • 9 - Every difficulty parameter is randomized
    0
    bots_skill_axis_hard When bots_skill is set to 8, the amount of hard difficulty bots to set on the axis team. 0
    bots_skill_axis_med When bots_skill is set to 8, the amount of medium difficulty bots to set on the axis team. The remaining bots on the team will be set to easy difficulty. 0
    bots_skill_allies_hard When bots_skill is set to 8, the amount of hard difficulty bots to set on the allies team. 0
    bots_skill_allies_med When bots_skill is set to 8, the amount of medium difficulty bots to set on the allies team. The remaining bots on the team will be set to easy difficulty. 0
    bots_skill_min The minimum difficulty level for the bots. 1
    bots_skill_max The maximum difficulty level for the bots. 7
    bots_loadout_reasonable If the bots should filter bad performing create-a-class selections. 0
    bots_loadout_allow_op If the bots should be able to use overpowered and annoying create-a-class selections. 1
    bots_loadout_rank What rank to set the bots.
    • -1 - Average of all players in the match.
    • 0 - All random.
    • 1 or higher - Sets the bots' rank to this.
    -1
    bots_loadout_prestige What prestige to set the bots.
    • -1 - Same as host player in the match.
    • -2 - All random.
    • 0 or higher - Sets the bots' prestige to this.
    -1
    bots_play_move If the bots can move. 1
    bots_play_knife If the bots can knife. 1
    bots_play_fire If the bots can fire. 1
    bots_play_nade If the bots can grenade. 1
    bots_play_obj If the bots can play the objective. 1
    bots_play_camp If the bots can camp. 1
    bots_play_jumpdrop If the bots can jump/drop shot. 1
    bots_play_target_other If the bots can target other entities other than players. 1
    bots_play_killstreak If the bots can call in killstreaks. 1
    bots_play_ads If the bots can aim down sights. 1
    bots_play_aim If the bots can aim. 1

    Changelog

    • v2.3.0 (not released yet)

      • Smoothed bot aim at range
      • Fixed bots_manage_fill_spec players being counted with bots_manage_fill_mode 1 (bot only)
      • Added bots_manage_fill_watchplayers dvar
      • Bots hop off turrets if they get stuck on one
      • Fixed script variable leak with opening and closing the in-game menu
    • v2.2.0

      • Bots can now melee lunge
      • Waypoints only load from csv now
      • Fix bots possibly being stuck in sab
      • Major cleanup
    • v2.1.0

      • Bot chatter system, bots_main_chat
      • Greatly reduce script variable usage
      • Improved bots mantling and stuck
      • Fix some runtime errors
      • Bots sprint more
      • Improved bots sight on enemies
      • Bots do random actions while waiting at an objective
      • Improved bots from getting stuck
      • Better bot difficulty management, bots_skill_min and bots_skill_max
    • v2.0.1

      • Reduced bots crouching
      • Increased bots sprinting
      • Improved bots mantling, crouching and knifing glass when needed
      • Fixed possible script runtime errors
      • Improved domination
      • Bots use explosives more if they have it
      • Bots aim slower when ads'ing
      • Fixed bots holding breath
      • Fixed bots rubberbanding movement when their goal changes
      • Added bots quickscoping with snipers
      • Added bots reload canceling and fast swaps
      • Bots use C4
      • Improved revenge
      • Bots can swap weapons on spawn more likely
    • v2.0.0

      • Initial reboot release

    Credits

    Feel free to use code, host on other sites, host on servers, mod it and merge mods with it, just give credit where credit is due! -INeedGames/INeedBot(s) @ [email protected]

    t4_bot_warfare's People

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    t4_bot_warfare's Issues

    Can you update to work with steam version again?

    The plutonium one is fine, however you cannot play offline at all due to limitations. Can you please update it to work with the steam version again? My internet is not the greatest, it worked perfectly before but now if you try playing on steam you will get a script error.

    AWE5 mod

    Please can you send me what you modify the gamelogic.gcs? I want to merge with AWE5 mod...

    Script errors after a few minutes

    Hello, after a few minutes of play time, a few script errors appear in the console that continuously get spammed and I start getting connection interrupted, it stops for a few seconds and then happens again. ( I am using version v2.1.0 as v2.2.0 doesnt work on a dedicated server )

    These are the errors:

    `******* script runtime error *******
    undefined is not a field object: (file 'maps/mp/_entityheadicons.gsc', line 136)
     headicon.archived = true;
     *
    Error: called from:
    (file 'maps/mp/_entityheadicons.gsc', line 75)
       level.playersViewingHeadIcons[i] updateEntityHeadIcon(self);
                                        *
    Error: called from:
    (file 'maps/mp/gametypes/_weapons.gsc', line 930)
       betty maps\mp\_entityheadicons::setEntityHeadIcon(self.pers["team"], (0,0,20));
             *
    Error: started from:
    (file 'maps/mp/gametypes/_weapons.gsc', line 922)
      self waittill( "grenade_fire", betty, weapname );
           *
    
    ******* script runtime error *******
    undefined is not a field object: (file 'maps/mp/_entityheadicons.gsc', line 137)
     headicon.x = entity.origin[0] + entity.entityHeadIconOffset[0];
     *
    Error: called from:
    (file 'maps/mp/_entityheadicons.gsc', line 75)
       level.playersViewingHeadIcons[i] updateEntityHeadIcon(self);
                                        *
    Error: called from:
    (file 'maps/mp/gametypes/_weapons.gsc', line 930)
       betty maps\mp\_entityheadicons::setEntityHeadIcon(self.pers["team"], (0,0,20));
             *
    
    undefined is not an entity: (file 'maps/mp/_entityheadicons.gsc', line 142)
     headicon setwaypoint(false); // false = uniform size in 3D instead of uniform size in 2D
     *
    Error: called from:
    (file 'maps/mp/_entityheadicons.gsc', line 75)
       level.playersViewingHeadIcons[i] updateEntityHeadIcon(self);
                                        *
    Error: called from:
    (file 'maps/mp/gametypes/_weapons.gsc', line 930)
       betty maps\mp\_entityheadicons::setEntityHeadIcon(self.pers["team"], (0,0,20));
             *
    Error: started from:
    (file 'maps/mp/gametypes/_weapons.gsc', line 922)
      self waittill( "grenade_fire", betty, weapname );
           *
           ``
           
           
    I am using a dedicated server (hosted on my computer, non-pluto version with T4M ) to run the mod. 
    
    I'd also like to say that when I used the mod previously a few months ago ( using a dedicated server ) this issue never occurred only up until now.
    

    Bots getting stuck on outskirts

    Bots on the axis spawn near the barn on the south side of the map seem to get stuck around said barn, that said, they can eventually make their way out of spawn, although there is the chance that a bot will get stuck on the side of the barn, maybe some waypoints around the back of the barn could help this.

    [Feature request] Mod without the need of T4M.

    Hi,

    I would like to play CoD WaW with bots but without T4M.
    As far as I know this is not possible at the moment with this mod, right?
    If not, it would be great if this mod could be independant from T4M.

    bot names

    is there any way to change bot names? like on iw5

    Stuttering issue (and how to fix)

    If you try to run the mod and offline by yourself, you will notice that the game stutters a lot. This is because the game doesn't really utilize multi core processors. So, you should run it in a local server instead. Here is how to do it.

    Follow this guide by Plutonium to setup an ordinary server
    Skip server key step and port forwarding step.
    If you followed correctly, your server will launch but fail to heartbeat and might display this line, this is normal.
    connection with nix socket lost, reconnecting in 15s...
    or
    Could not send heartbeat to nix...
    Now launch your game, if your game didn't launch, stop the server script, launch the game, then relaunch the server.
    open the console and type:
    connect <your-local-ip-address>:<port>.
    The port must be the same as the port in the !start_mp_server.bat file.

    You might have issues if your firewall is on, try disabling it temporarily.

    Unable to shoot certain bots or get any hitmarkers at all

    On the enemy team, i can shoot at certain bots, usually at the top of the team, and i cannot shoot them or hit them at all. I fire at them directly, and get no hitmarkers at all whatsoever, very annoying and feels unfair as only a knife can kill them, no bullets.

    Server Script Compile Error

    Everytime I try to run this mod I get a server script compile error. I have T4M installed so I'm not sure what I'm doing wrong.

    1629727288 InitGame: \fs_game\mods/mp_bots\fxfrustumCutoff\1000\g_compassShowEnemies\0\g_gametype\sab\gamename\Call of Duty: World at War\mapname\mp_airfield\penetrationCount\5\protocol\101\r_watersim_enabled\1\shortversion\1\sv_allowAnonymous\0\sv_disableClientConsole\0\sv_floodprotect\4\sv_hostname\CoDWaWHost\sv_maxclients\24\sv_maxPing\0\sv_maxRate\5000\sv_minPing\0\sv_privateClients\0\sv_punkbuster\0\sv_pure\1\sv_voice\0\ui_maxclients\32\g_logTimeStampInSeconds\1
    1629727289 ShutdownGame:
    1629727289

    Bots not open the doors.

    For example the mp_lapatrouille map have several doors, which can open, can you add the option when bots stuck they try to USE-the USE button...? Maybe can solve this problem, this way without editing the waypoints...

    Bots will not use the bridge located on Banzai.

    Bots will not walk across the bridge on Banzai. This is a problem as there is both a headquarters on the bridge in headquarters mode, and a supply depot in search and destroy. Bots also will not move onto the bridge to use "revenge". Any help would be much appreciated, thank you!

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