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View Full Version : Bots on Zombie Mod?



ZERO
11-28-2016, 09:02 AM
To give players something to do when they are trying to fill the server I am thinking of having bots for them to play against when the player count is low.

Basically until there is at least 10 humans there would always be at most 5 bots which would all become zombies each round. I am going to try to see if I can intercept the first zombie if it is a human so that no humans will be made a zombie in these cases at the start. When there is 6 humans there would only be 4 bots 7 3bots so that when there is 10 humans there is no bots. Note that at 6 humans a human can be a zombie in addition to all the bots becoming zombies.

I think this can be a way to help seed the server. What do you all think?

$Money$
11-28-2016, 02:27 PM
I think its a good idea because you cant just sit in there by yourself. Id play with bots until more ppl joined.
Now if you did that, How would ranking work? Me killing zombie bots, do I still rank up or only again human players?

ZERO
11-28-2016, 04:14 PM
You would still rank up, which would also help encourage players to seed.

$Money$
11-28-2016, 09:35 PM
hell yea, id say start that asap.

- - - Updated - - -

hell half the kids wouldn't even know its bots lol

ZERO
11-29-2016, 06:24 AM
Ok I have confirmed that it is possible to intercept the command that creates the first zombie so I can redirect it to the bots. Now we need to prioritize getting the maps cleaned up and identified for their various player counts. As we logically we already know the bots simply are going to be borked on a lot of escape maps but they should be fine on the ones which are for smaller player counts. Same goes for the ZM maps.

$Money$
12-01-2016, 09:45 AM
Can you put just a default number for the player count. Say like 15 for every map or something?

ZERO
12-01-2016, 05:40 PM
Yea but then those maps would not enable until 15+. I can do that with most of them to save us some time but we should try to identify some good zm maps to be available even when seeding. I have already identified some but I am sure there is more we can get before rolling it out.

$Money$
12-01-2016, 07:11 PM
Ill look up some good maps. You talking about ZM, No ZE???

Diesel
12-04-2016, 02:44 PM
Ill look up some good maps. You talking about ZM, No ZE???

Well then again when the server is dead is usually reverts to a zm map so that would work out okay

Killerfrom05
12-09-2016, 02:16 AM
Let me know when the server comes back alive.. :lmao:

ZERO
12-12-2016, 06:56 AM
sorry, work was crazy busy last week it always gets crazy this time of year. I hope to be making some progress again this week. I really wanted to have the map update and bot mod done by Christmas.

ZERO
12-17-2016, 07:43 PM
Ok the bot system is implemented and appears to be working. I have confirmed after testing.

ZERO
12-17-2016, 11:23 PM
So i noticed and sort of expected there might be problems with zombie bots on escape maps. So I have a possible solution, if there is no zomibes within 500ft of you they will be teleported to your location every so often. This way if the zombies get stuck in part of they map we can have them sent forward as to make things more fun.

ZERO
12-18-2016, 04:11 PM
OK i think the best approach is that on a lot of maps we may want to actually manually generate the nav files by hand and control exactly how the bots move around on them. For other maps the best option may be to program bot teleports that trigger off events in the map or after X time from round start to put the bots in places where they can "find" the humans.

$Money$
12-21-2016, 10:47 PM
Sry Zero, Been away as well. Ill get to try this shit out this week tho. Hopefully its cool as it sounds

$Money$
12-22-2016, 10:59 AM
Yea zombies do well on ZM maps but suck on ZE maps but still better than having none. Also I like the new Map list in the Admin Command Menu. :wtg:

Diesel
01-05-2017, 07:14 PM
OK i think the best approach is that on a lot of maps we may want to actually manually generate the nav files by hand and control exactly how the bots move around on them. For other maps the best option may be to program bot teleports that trigger off events in the map or after X time from round start to put the bots in places where they can "find" the humans.

Cant wait to actually try this all out once i can get a new PC in place itll be a blast

ZERO
01-07-2017, 06:40 PM
It turns out that the bots, due to the way they disconnect as players join cause infinite loops not to close properly and thus you can imagine how this turns out over time. After getting some multiple GB size error logs after observing poor ZM server performance when I was playing I found the issues on all the related plugins and patched them. Now the infinite loops have better error handling and will close out when they need to. I will also be on the look out for any other bot related errors that popup.