INeedGames

[Release] Bot Warfare

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1 hour ago, trmafya said:

Hello. How to add bots to usermaps? I added bot to my cod4 server. no problem with stock maps. But only 2 bots join the game on usermaps. sample favela and nuketown maps.

I found the only usermap that the bots work correctly is mp_nuketown

I think its because he included that map in the _custom_map.gsc in waypoints

I have not been able to find the waypoints for other custom maps

Edited by wkuzma

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On 11/23/2019 at 3:35 PM, Micha1960 said:

Hallo hab da mal eine Frage kann man die bots auch spezielle Namen geben z.b. bot1=mike1610 usw

 

Hi there's a question you can give the bots synonymous special name z.b. bot1 = mike1610 etc

Hello
do you know where you can add a bot name?

thx

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1 hour ago, Micha1960 said:
 

hello no unfortunately I do not know where I can enter a bot name, that's why I post here. Cod4x have had an update since then the botnames.txt no longer works! I used this file before the update, but now it no longer works
LG Micha

it works on my system  I placed the botnames.txt in the mod directory of the mod I run

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34 minutes ago, Micha1960 said:
 

Thank you for the quick answer! I put the botnames in the mod folder but unfortunately unchanged, no names 185.27.153.113:28960
LG Micha

did you put the bots control section in your server config?

this is what I have in my server.cfg

set bots_team "autoassign"

set bots_team_amount "10"
set bots_team_mode "0" // 0 = ????????? ????, 1 = ?????
set bots_manage_fill_mode "0" // 0 will consider both players and bots. 1 will only consider bots
set bots_manage_fill "10" //an integer amount of players/bots (depends on bots_manage_fill_mode) to retain on the server, it will automatically add bots to fill player space.
set bots_manage_fill_kick "1" //a boolean value (0 or 1)
set bots_manage_fill_spec "0"  //a boolean value (0 or 1), whether or not if the server should consider players who are on the spectator team when filling player space.
set bots_team_force "0" //(0 or 1), whether or not if the server should enforce periodically the bot's team?
set bots_skill "3" //0 will be mixed difficultly 1 will be the most easy 2-6 will be in between most easy and most hard 7 will be the most hard. 8 will be custom.
set bots_loadout_allow_op "1" // whether or not if the bots are allowed to use jug, marty and laststand.
set bots_loadout_reasonable "1"// bots should filter out bad create a class selections//new
set bots_manage_add 4 // an integer amount of bots to add to the game, resets to 0 once the bots have been added.
//new

set bots_skill_axis_hard "1" //- an integer amount of hard bots on the axis team.
set bots_skill_axis_med "1" //- an integer amount of medium bots on the axis team.
set bots_skill_allies_hard "1" //- an integer amount of hard bots on the allies team.
set bots_skill_allies_med "1" //- an integer amount of medium bots on the allies team, if bots_skill is 8 (custom). The remaining bots on the team will become easy bots.
//for example: having 5 bots on the allies team, 'bots_skill_allies_hard 2' and 'bots_skill_allies_med 2' will have 2 hard bots, 2 medium bots, and 1 easy bot on the allies team

 

Edited by wkuzma
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I can't seem to get any bots on stock maps at all on the server. What am I doing wrong here?
I put the "main_shared" folder on the root directory of our cod4x server. Then in the config file I added this:

set bots_manage_add "10"
set bots_manage_fill "10"
set bots_manage_fill_mode "0"
set bots_manage_fill_kick "1"
set bots_manage_fill_spec "0"
set bots_team "autoassign"
set bots_team_force "1"
set bots_team_mode "0"
set bots_skill "0"
set bots_loadout_reasonable "1"
set bots_loadout_allow_op "0"

 

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Hey guys, an issue i have: When i first start up the mod, load a match and insert bots, i am in a team alright, everyone shows on the minimap, UAVs etc work fine. But when i quit that first lobby and start a new one, i'm automatically placed as a spectator playing for a team, everyone shows as an enemy, can't see UAV, care packages and i get jammed by teammates' scrambler. Is there a way to always be put on a team other than having to completely restart the game?

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On 5/31/2020 at 1:05 AM, wkuzma said:

did you put the bots control section in your server config?

this is what I have in my server.cfg

set bots_team "autoassign"

set bots_team_amount "10"
set bots_team_mode "0" // 0 = ????????? ????, 1 = ?????
set bots_manage_fill_mode "0" // 0 will consider both players and bots. 1 will only consider bots
set bots_manage_fill "10" //an integer amount of players/bots (depends on bots_manage_fill_mode) to retain on the server, it will automatically add bots to fill player space.
set bots_manage_fill_kick "1" //a boolean value (0 or 1)
set bots_manage_fill_spec "0"  //a boolean value (0 or 1), whether or not if the server should consider players who are on the spectator team when filling player space.
set bots_team_force "0" //(0 or 1), whether or not if the server should enforce periodically the bot's team?
set bots_skill "3" //0 will be mixed difficultly 1 will be the most easy 2-6 will be in between most easy and most hard 7 will be the most hard. 8 will be custom.
set bots_loadout_allow_op "1" // whether or not if the bots are allowed to use jug, marty and laststand.
set bots_loadout_reasonable "1"// bots should filter out bad create a class selections//new
set bots_manage_add 4 // an integer amount of bots to add to the game, resets to 0 once the bots have been added.
//new

set bots_skill_axis_hard "1" //- an integer amount of hard bots on the axis team.
set bots_skill_axis_med "1" //- an integer amount of medium bots on the axis team.
set bots_skill_allies_hard "1" //- an integer amount of hard bots on the allies team.
set bots_skill_allies_med "1" //- an integer amount of medium bots on the allies team, if bots_skill is 8 (custom). The remaining bots on the team will become easy bots.
//for example: having 5 bots on the allies team, 'bots_skill_allies_hard 2' and 'bots_skill_allies_med 2' will have 2 hard bots, 2 medium bots, and 1 easy bot on the allies team

 

do you have discord, might need your help

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Posted (edited)

Nice work INeedGames.. 

Testing it out on my FFA server with the following maps:

Favela, Skidrow, Bakaara

I found a lot of mod maps crash the server but the above work fine

I have not bothered with the ingame menu as you need to be ingame for it to work properly (when you are in spectate the left and right mouse buttons interfere due to the spectate player function) but I have set up the variables within a config file for functions like:

set bots_play_move 1 //bots move

set bots_play_knife 1 //bots knife

set bots_play_fire 1 //bots fire

set bots_play_nade 0 //bots grenade

set bots_play_obj 1 //bots play the obj

set bots_play_camp 0 //bots camp and follow

set bots_play_jumpdrop 1 //bots jump and dropshot

set bots_play_target_other 0 //bot target non play ents (vehicles)

set bots_play_killstreak 0 //bot use killstreaks

set bots_play_ads 1 //bot aim down sights

Works sweet,

Thanks again

Edited by MAD_DAD
error correction

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Posted (edited)

Hello everyone, tell me what the error is, I run 40 bots and the server crashes.

 

Going from CS_FREE to CS_CONNECTED for Mr.hulk num 36


********************************
count: 334, var usage: 1002, endon usage: 1002
(file 'common_scripts/utility.gsc', line 153)
 self waittill ( msg );
      *
count: 32, var usage: 256, endon usage: 192
(file 'common_scripts/utility.gsc', line 264)
 ent waittill ("returned", msg);
     *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1445)
 ret = self waittill_any_return("flash_rumble_loop", "new_enemy", "new_goal_internal", "goal_internal", "bad_path_internal");
            *
count: 17, var usage: 136, endon usage: 85
(file 'common_scripts/utility.gsc', line 264)
 ent waittill ("returned", msg);
     *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1460)
 ret = self waittill_any_return("kill_goal", "goal_internal", "bad_path_internal");
            *
count: 1, var usage: 9, endon usage: 5
(file 'common_scripts/utility.gsc', line 264)
 ent waittill ("returned", msg);
     *
called from:
(file 'maps/mp/bots/_bot_script.gsc', line 2005)
  if (self waittill_any_return("new_goal", "goal", "bad_path") != "new_goal")
           *
count: 16, var usage: 208, endon usage: 80
(file 'common_scripts/utility.gsc', line 264)
 ent waittill ("returned", msg);
     *
called from:
(file 'maps/mp/bots/_bot_script.gsc', line 2359)
     if (self waittill_any_return( "goal", "bad_path", "new_goal" ) != "new_goal")
              *
count: 32, var usage: 256, endon usage: 96
(file 'common_scripts/utility.gsc', line 285)
 self waittill( string1 );
      *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1398)
 self waittill_any("death", "disconnect", "kill_goal");
      *
count: 33, var usage: 330, endon usage: 132
(file 'common_scripts/utility.gsc', line 285)
 self waittill( string1 );
      *
called from:
(file 'code/spectating.gsx', line 89)
  self common_scripts\utility::waittill_any( "joined_team", "joined_spectators" );
       *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_spawnlogic.gsc', line 😎
  level waittill("connected", player);
        *
count: 1, var usage: 15, endon usage: 2
(file 'maps/mp/gametypes/_spawnlogic.gsc', line 1229)
  wait(.05);
  *
count: 1, var usage: 1, endon usage: 0
(file 'maps/mp/gametypes/_spawnlogic.gsc', line 1422)
  wait .05;
  *
count: 1, var usage: 13, endon usage: 0
(file 'maps/mp/gametypes/_spawnlogic.gsc', line 1512)
  wait .05;
  *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/bots/_bot.gsc', line 264)
  level waittill("connected", player);
        *
count: 3, var usage: 3, endon usage: 6
(file 'maps/mp/bots/_bot.gsc', line 281)
 self waittill("spawned");
      *
count: 32, var usage: 32, endon usage: 64
(file 'maps/mp/bots/_bot.gsc', line 286)
  level waittill ( "game_ended" );
        *
count: 35, var usage: 35, endon usage: 0
(file 'maps/mp/bots/_bot.gsc', line 296)
 self waittill("disconnect");
      *
count: 1, var usage: 10, endon usage: 0
(file 'maps/mp/bots/_bot.gsc', line 377)
  wait 1.5;
  *
count: 1, var usage: 12, endon usage: 0
(file 'maps/mp/bots/_bot.gsc', line 458)
  wait 1.5;
  *
count: 1, var usage: 12, endon usage: 2
(file 'maps/mp/bots/_bot.gsc', line 607)
    wait 0.25;
    *
called from:
(file 'maps/mp/bots/_bot.gsc', line 153)
 level addBots();
       *
count: 36, var usage: 108, endon usage: 72
(file 'maps/mp/bots/_bot.gsc', line 703)
  self waittill ( "grenade_fire", grenade, weaponName );
       *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/bots/_bot.gsc', line 750)
   wait 0.05;
   *
count: 1, var usage: 1, endon usage: 0
(file 'maps/mp/bots/_bot.gsc', line 789)
  level waittill( "radar_timer_kill_axis" );
        *
count: 1, var usage: 1, endon usage: 0
(file 'maps/mp/bots/_bot.gsc', line 801)
  level waittill( "radar_timer_kill_allies" );
        *
count: 3, var usage: 3, endon usage: 6
(file 'maps/mp/bots/_bot.gsc', line 851)
 self waittill("spawned_player");
      *
count: 36, var usage: 36, endon usage: 72
(file 'maps/mp/bots/_bot.gsc', line 865)
  self waittill( "weapon_fired" );
       *
count: 32, var usage: 192, endon usage: 160
(file 'maps/mp/bots/_bot_utility.gsc', line 460)
 self waittill(not1);
      *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 345)
  self waittill_either("finished_static_waypoints", "new_static_waypoint");
       *
count: 32, var usage: 539, endon usage: 192
(file 'maps/mp/bots/_bot_utility.gsc', line 494)
 ent waittill( "returned", msg );
     *
called from:
(file 'maps/mp/bots/_bot_script.gsc', line 2121)
  self waittill_any_timeout(randomIntRange(2, 4), "bot_force_check_switch");
       *
count: 32, var usage: 64, endon usage: 64
(file 'maps/mp/bots/_bot_utility.gsc', line 506)
 wait( delay );
 *
count: 32, var usage: 128, endon usage: 160
(file 'maps/mp/bots/_bot_utility.gsc', line 663)
 wait tim;
 *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 471)
  self waittill_notify_or_timeout( "weapon_fired", 5 );
       *
count: 32, var usage: 361, endon usage: 160
(file 'maps/mp/bots/_bot_utility.gsc', line 663)
 wait tim;
 *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 518)
  self waittill_notify_or_timeout("new_enemy", waittime);
       *
count: 35, var usage: 35, endon usage: 70
(file 'maps/mp/bots/_bot_internal.gsc', line 75)
  self waittill("radar_timer_kill");
       *
count: 35, var usage: 35, endon usage: 105
(file 'maps/mp/bots/_bot_internal.gsc', line 166)
  wait 1;
  *
count: 35, var usage: 35, endon usage: 70
(file 'maps/mp/bots/_bot_internal.gsc', line 184)
  self waittill("spawned_player");
       *
count: 32, var usage: 32, endon usage: 96
(file 'maps/mp/bots/_bot_internal.gsc', line 230)
  wait 1;
  *
count: 32, var usage: 128, endon usage: 96
(file 'maps/mp/bots/_bot_internal.gsc', line 250)
   wait 0.05;
   *
count: 32, var usage: 96, endon usage: 96
(file 'maps/mp/bots/_bot_internal.gsc', line 287)
  self waittill( "weapon_change", newWeapon );
       *
count: 32, var usage: 32, endon usage: 96
(file 'maps/mp/bots/_bot_internal.gsc', line 310)
  self waittill("sprint_begin");
       *
count: 32, var usage: 32, endon usage: 96
(file 'maps/mp/bots/_bot_internal.gsc', line 328)
  self waittill("reload_start");
       *
count: 32, var usage: 128, endon usage: 96
(file 'maps/mp/bots/_bot_internal.gsc', line 409)
  self waittill("grenade danger", grenade, attacker, weapname);
       *
count: 19, var usage: 19, endon usage: 76
(file 'maps/mp/bots/_bot_internal.gsc', line 485)
 wait 2.5;
 *
count: 32, var usage: 1024, endon usage: 96
(file 'maps/mp/bots/_bot_internal.gsc', line 628)
  wait 0.05;
  *
count: 32, var usage: 32, endon usage: 96
(file 'maps/mp/bots/_bot_internal.gsc', line 824)
  self waittill("new_enemy");
       *
count: 32, var usage: 704, endon usage: 96
(file 'maps/mp/bots/_bot_internal.gsc', line 948)
  wait 0.05;
  *
count: 32, var usage: 96, endon usage: 128
(file 'maps/mp/bots/_bot_internal.gsc', line 1388)
  wait 0.05;
  *
count: 2, var usage: 38, endon usage: 12
(file 'maps/mp/bots/_bot_internal.gsc', line 1564)
    wait stucks;
    *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1512)
   self movetowards(level.waypoints[self.bot.next_wp].origin);
        *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1343)
  self doWalk(goal, dist, isScriptGoal);
       *
count: 21, var usage: 378, endon usage: 126
(file 'maps/mp/bots/_bot_internal.gsc', line 1578)
  wait 0.05;
  *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1512)
   self movetowards(level.waypoints[self.bot.next_wp].origin);
        *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1343)
  self doWalk(goal, dist, isScriptGoal);
       *
count: 6, var usage: 108, endon usage: 36
(file 'maps/mp/bots/_bot_internal.gsc', line 1578)
  wait 0.05;
  *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1524)
  self movetowards(goal); // any better way??
       *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1343)
  self doWalk(goal, dist, isScriptGoal);
       *
count: 3, var usage: 60, endon usage: 30
(file 'maps/mp/bots/_bot_internal.gsc', line 1671)
 wait 1;
 *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1561)
    self knife(); // knife glass
         *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1524)
  self movetowards(goal); // any better way??
       *
called from:
(file 'maps/mp/bots/_bot_internal.gsc', line 1343)
  self doWalk(goal, dist, isScriptGoal);
       *
count: 1, var usage: 1, endon usage: 4
(file 'maps/mp/bots/_bot_internal.gsc', line 1824)
  wait 1;
  *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_weapons.gsx', line 107)
  level waittill("connecting", player);
        *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_weapons.gsx', line 123)
  self waittill("spawned_player");
       *
count: 33, var usage: 66, endon usage: 99
(file 'maps/mp/gametypes/_weapons.gsx', line 147)
  self waittill( "weapon_change", newWeapon );
       *
count: 2, var usage: 2, endon usage: 4
(file 'maps/mp/gametypes/_weapons.gsx', line 286)
 wait 60;
 *
count: 2, var usage: 8, endon usage: 4
(file 'maps/mp/gametypes/_weapons.gsx', line 310)
  self waittill( "trigger", player, droppedItem );
       *
count: 33, var usage: 66, endon usage: 132
(file 'maps/mp/gametypes/_weapons.gsx', line 421)
  self waittill ( "begin_firing" );
       *
count: 33, var usage: 66, endon usage: 99
(file 'maps/mp/gametypes/_weapons.gsx', line 621)
  self waittill ( "grenade_pullback", weaponName );
       *
count: 33, var usage: 99, endon usage: 99
(file 'maps/mp/gametypes/_weapons.gsx', line 677)
  self waittill ( "grenade_fire", grenade, weapname );
       *
count: 33, var usage: 99, endon usage: 99
(file 'maps/mp/gametypes/_weapons.gsx', line 703)
  self waittill( "grenade_fire", c4, weapname );
       *
count: 33, var usage: 99, endon usage: 99
(file 'maps/mp/gametypes/_weapons.gsx', line 731)
  self waittill( "grenade_fire", claymore, weapname );
       *
count: 4, var usage: 12, endon usage: 8
(file 'maps/mp/gametypes/_weapons.gsx', line 819)
  damagearea waittill("trigger", player);
             *
count: 4, var usage: 8, endon usage: 0
(file 'maps/mp/gametypes/_weapons.gsx', line 865)
 self waittill("death");
      *
count: 33, var usage: 66, endon usage: 99
(file 'maps/mp/gametypes/_weapons.gsx', line 933)
  self waittill( "detonate" );
       *
count: 33, var usage: 66, endon usage: 99
(file 'maps/mp/gametypes/_weapons.gsx', line 967)
  self waittill( "alt_detonate" );
       *
count: 33, var usage: 33, endon usage: 66
(file 'maps/mp/gametypes/_weapons.gsx', line 996)
 self waittill("disconnect");
      *
count: 4, var usage: 40, endon usage: 8
(file 'maps/mp/gametypes/_weapons.gsx', line 1027)
  self waittill ( "damage", damage, attacker, direction_vec, point, type, modelName, tagName, partName, iDFlags );
       *
count: 4, var usage: 12, endon usage: 0
(file 'maps/mp/gametypes/_weapons.gsx', line 1159)
 self waittill( "death" );
      *
count: 4, var usage: 12, endon usage: 12
(file 'maps/mp/gametypes/_weapons.gsx', line 1176)
  self waittill( "trigger", player );
       *
count: 4, var usage: 20, endon usage: 8
(file 'maps/mp/gametypes/_weapons.gsx', line 1306)
   wait .25;
   *
count: 4, var usage: 8, endon usage: 8
(file 'maps/mp/gametypes/_weapons.gsx', line 1318)
 self waittill("death");
      *
count: 33, var usage: 410, endon usage: 132
(file 'maps/mp/gametypes/_weapons.gsx', line 1568)
  self waittill( "weapon_change", newWeapon );
       *
count: 37, var usage: 296, endon usage: 74
(file 'maps/mp/_flashgrenades.gsx', line 44)
  self waittill( "flashbang", amount_distance, amount_angle, attacker );
       *
count: 4, var usage: 8, endon usage: 12
(file 'maps/mp/_entityheadicons.gsc', line 167)
  wait .05;
  *
count: 4, var usage: 4, endon usage: 0
(file 'maps/mp/_entityheadicons.gsc', line 173)
 self waittill ( "death" );
      *
count: 1, var usage: 3, endon usage: 0
(file 'maps/mp/gametypes/_perplayer.gsc', line 103)
  level waittill("connecting", player);
        *
count: 37, var usage: 74, endon usage: 0
(file 'maps/mp/gametypes/_perplayer.gsc', line 124)
 self waittill("disconnect");
      *
count: 37, var usage: 74, endon usage: 74
(file 'maps/mp/gametypes/_perplayer.gsc', line 141)
  self waittill("joined_team");
       *
count: 37, var usage: 74, endon usage: 74
(file 'maps/mp/gametypes/_perplayer.gsc', line 151)
  self waittill("joined_spectators");
       *
count: 37, var usage: 74, endon usage: 74
(file 'maps/mp/gametypes/_perplayer.gsc', line 161)
  self waittill("spawned_player");
       *
count: 37, var usage: 74, endon usage: 74
(file 'maps/mp/gametypes/_perplayer.gsc', line 171)
  self waittill("killed_player");
       *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_persistence.gsx', line 17)
  level waittill( "connected", player );
        *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_class.gsx', line 968)
  level waittill( "connecting", player );
        *
count: 36, var usage: 36, endon usage: 72
(file 'maps/mp/gametypes/_teams.gsx', line 66)
  self waittill( "joined_team" );
       *
count: 36, var usage: 36, endon usage: 72
(file 'maps/mp/gametypes/_teams.gsx', line 84)
  self waittill( "joined_spectators" );
       *
count: 1, var usage: 3, endon usage: 0
(file 'code/events.gsx', line 88)
  level waittill( "connected", player );
        *
count: 1, var usage: 4, endon usage: 2
(file 'maps/mp/gametypes/_globallogic.gsx', line 2282)
  wait 1;
  *
count: 1, var usage: 2, endon usage: 2
(file 'maps/mp/gametypes/_globallogic.gsx', line 3153)
  wait ( 1.0 );
  *
count: 1, var usage: 2, endon usage: 2
(file 'maps/mp/gametypes/_globallogic.gsx', line 3201)
  wait ( 1.0 );
  *
count: 1, var usage: 1, endon usage: 2
(file 'maps/mp/gametypes/_globallogic.gsx', line 3262)
 level waittill ( "match_ending_soon" );
       *
count: 1, var usage: 2, endon usage: 3
(file 'maps/mp/gametypes/_globallogic.gsx', line 3317)
  wait ( randomFloatRange( 60, 120 ) );
  *
count: 2, var usage: 10, endon usage: 0
(file 'maps/mp/gametypes/_tweakables.gsc', line 386)
  wait ( 1.0 );
  *
count: 1, var usage: 1, endon usage: 2
(file 'ps/body_remove.gsx', line 45)
  self waittill("player_body");
       *
count: 1, var usage: 7, endon usage: 2
(file 'code/init.gsx', line 320)
   wait time;
   *
count: 1, var usage: 2, endon usage: 0
(file 'code/deathsound.gsx', line 10)
      level waittill("connected", player);
            *
count: 36, var usage: 36, endon usage: 0
(file 'code/deathsound.gsx', line 20)
  self waittill("spawned_player");
       *
count: 33, var usage: 33, endon usage: 0
(file 'code/deathsound.gsx', line 28)
 self waittill("death");
      *
count: 3, var usage: 9, endon usage: 6
(file 'code/player.gsx', line 83)
 self waittill( "spawned_player" );
      *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_rank.gsx', line 177)
  level waittill( "connected", player );
        *
count: 36, var usage: 36, endon usage: 72
(file 'maps/mp/gametypes/_rank.gsx', line 512)
  self waittill("joined_team");
       *
count: 36, var usage: 36, endon usage: 72
(file 'maps/mp/gametypes/_rank.gsx', line 524)
  self waittill("joined_spectators");
       *
count: 36, var usage: 36, endon usage: 72
(file 'maps/mp/gametypes/_rank.gsx', line 536)
  self waittill("spawned_player");
       *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_hud_message.gsx', line 31)
  level waittill( "connecting", player );
        *
count: 4, var usage: 32, endon usage: 12
(file 'maps/mp/gametypes/_hud_message.gsx', line 259)
  wait interval;
  *
called from:
(file 'maps/mp/gametypes/_hud_message.gsx', line 230)
  waitRequireVisibility( duration );
  *
count: 4, var usage: 4, endon usage: 16
(file 'maps/mp/gametypes/_hud_message.gsx', line 293)
 level waittill ( "cancel_notify" );
       *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_hud_message.gsx', line 314)
  self waittill ( "death" );
       *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_damagefeedback.gsx', line 13)
  level waittill("connecting", player);
        *
count: 33, var usage: 66, endon usage: 132
(file 'code/hardpoints.gsx', line 229)
  self waittill( "weapon_change" );
       *
count: 14, var usage: 70, endon usage: 0
(file 'maps/mp/gametypes/_hardpoints.gsx', line 1920)
  trigger waittill( "trigger", player );
          *
count: 1, var usage: 6, endon usage: 3
(file 'maps/mp/gametypes/_hardpoints.gsx', line 1944)
  wait ( zDiff_pos );
  *
count: 3, var usage: 3, endon usage: 6
(file 'code/cp.gsx', line 286)
  self waittill( "language_set" );
       *
count: 1, var usage: 1, endon usage: 0
(file 'maps/mp/_helicopter.gsx', line 198)
  wait 1;
  *
count: 3, var usage: 12, endon usage: 6
(file 'code/spectating.gsx', line 28)
    wait 1;
    *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_dev.gsx', line 22)
  level waittill( "connected", player );
        *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_dev.gsx', line 102)
  wait 1;
  *
count: 36, var usage: 36, endon usage: 0
(file 'maps/mp/gametypes/_dev.gsx', line 109)
  self waittill( "spawned_player" );
       *
count: 36, var usage: 72, endon usage: 72
(file 'maps/mp/gametypes/_dev.gsx', line 2145)
  self waittill( "weapon_change", newWeapon );
       *
count: 33, var usage: 1221, endon usage: 165
(file 'ps/snipermod_zoom.gsx', line 817)
  wait 0.001;
  *
called from:
(file 'ps/snipermod_zoom.gsx', line 50)
 Setup_zoom(player_frag_count);
 *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_spectating.gsc', line 14)
  level waittill("connecting", player);
        *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_spectating.gsc', line 29)
  self waittill("spawned_player");
       *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_spectating.gsc', line 41)
  self waittill("joined_team");
       *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_spectating.gsc', line 52)
  self waittill("joined_spectators");
       *
count: 1, var usage: 2, endon usage: 0
(file 'ps/welcome.gsx', line 12)
  level waittill( "connecting", player );
        *
count: 4, var usage: 4, endon usage: 8
(file 'ps/welcome.gsx', line 29)
  self waittill("spawned_player");
       *
count: 3, var usage: 6, endon usage: 6
(file 'ps/welcome.gsx', line 58)
 wait 10;
 *
count: 30, var usage: 60, endon usage: 60
(file 'ps/welcome.gsx', line 74)
 wait 520;
 *
count: 1, var usage: 1, endon usage: 0
(file 'duffman/_common.gsc', line 35)
  while(getDvar("round") == "" && getDvar("roundback") == "" && getDvar("sha") == "") wait .05;
                                                                                      *
count: 1, var usage: 2, endon usage: 0
(file 'duffman/_common.gsc', line 54)
  level waittill("connected",player);
        *
count: 1, var usage: 2, endon usage: 2
(file 'duffman/_common.gsc', line 70)
  self waittill( "spawned_player" );
       *
count: 1, var usage: 2, endon usage: 0
(file 'duffman/_common.gsc', line 135)
  while(getDvar("dvar") == "") wait .1;
                               *
count: 1, var usage: 2, endon usage: 0
(file 'ps/cheatbad.gsx', line 17)
  level waittill( "connecting", player );  
        *
count: 37, var usage: 37, endon usage: 109
(file 'ps/cheatbad.gsx', line 28)
  self waittill("spawned_player");
       *
count: 1, var usage: 2, endon usage: 0
(file 'ps/weapons.gsx', line 17)
  level waittill( "connecting", player );
        *
count: 37, var usage: 37, endon usage: 109
(file 'ps/weapons.gsx', line 29)
  self waittill("spawned_player");
       *
count: 1, var usage: 2, endon usage: 0
(file 'ps/_bot_wepons.gsx', line 13)
  level waittill( "connecting", player );
        *
count: 4, var usage: 4, endon usage: 8
(file 'ps/_bot_wepons.gsx', line 30)
  self waittill("spawned_player");
       *
count: 12, var usage: 12, endon usage: 24
(file 'ps/_bot_wepons.gsx', line 31)
  wait 25;
  *
count: 21, var usage: 21, endon usage: 42
(file 'ps/_bot_wepons.gsx', line 42)
  wait 120;
  *
count: 1, var usage: 1, endon usage: 0
(file 'ps/_bot_wepons.gsx', line 168)
  wait 120;
  *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_menus.gsx', line 60)
  level waittill( "connecting", player );
        *
count: 37, var usage: 111, endon usage: 74
(file 'maps/mp/gametypes/_menus.gsx', line 77)
  self waittill("menuresponse", menu, response);
       *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_deathicons.gsc', line 15)
  level waittill("connecting", player);
        *
count: 1, var usage: 1, endon usage: 0
(file 'maps/mp/gametypes/_serversettings.gsc', line 46)
  wait 5;
  *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_clientids.gsc', line 12)
  level waittill("connecting", player);
        *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_healthoverlay.gsx', line 20)
  level waittill("connecting", player);
        *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_healthoverlay.gsx', line 32)
  self waittill( "damage_done" );
       *
count: 1, var usage: 4, endon usage: 4
(file 'maps/mp/gametypes/_healthoverlay.gsx', line 55)
 wait regenDelay;
 *
count: 1, var usage: 2, endon usage: 2
(file 'maps/mp/gametypes/_gameobjects.gsc', line 63)
  level waittill( "connecting", player );
        *
count: 37, var usage: 37, endon usage: 111
(file 'maps/mp/gametypes/_gameobjects.gsc', line 84)
  self waittill( "spawned_player" );
       *
count: 33, var usage: 33, endon usage: 66
(file 'maps/mp/gametypes/_gameobjects.gsc', line 108)
 self waittill ( "death" );
      *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_gameobjects.gsc', line 125)
 self waittill ( "disconnect" );
      *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_battlechatter_mp.gsc', line 42)
  level waittill ( "connecting", player );
        *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_battlechatter_mp.gsc', line 57)
  self waittill( "joined_team" );
       *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_battlechatter_mp.gsc', line 68)
  self waittill( "joined_spectators" );
       *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_battlechatter_mp.gsc', line 79)
  self waittill( "spawned_player" );
       *
count: 33, var usage: 66, endon usage: 99
(file 'maps/mp/gametypes/_battlechatter_mp.gsc', line 99)
  self waittill( "begin_firing" );
       *
count: 33, var usage: 33, endon usage: 99
(file 'maps/mp/gametypes/_battlechatter_mp.gsc', line 114)
  self waittill ( "reload_start" );
       *
count: 33, var usage: 99, endon usage: 99
(file 'maps/mp/gametypes/_battlechatter_mp.gsc', line 127)
  self waittill ( "grenade_fire", grenade, weaponName );
       *
count: 1, var usage: 1, endon usage: 0
(file 'maps/mp/gametypes/_friendicons.gsc', line 41)
  wait 5;
  *
count: 1, var usage: 2, endon usage: 0
(file 'maps/mp/gametypes/_friendicons.gsc', line 49)
  level waittill("connecting", player);
        *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_friendicons.gsc', line 62)
  self waittill("spawned_player");
       *
count: 37, var usage: 37, endon usage: 74
(file 'maps/mp/gametypes/_friendicons.gsc', line 74)
  self waittill("killed_player");
       *
count: 35, var usage: 105, endon usage: 70
(file 'maps/mp/bots/_bot_script.gsc', line 230)
   wait .05;
   *
count: 35, var usage: 35, endon usage: 70
(file 'maps/mp/bots/_bot_script.gsc', line 250)
   wait .05;
   *
count: 35, var usage: 70, endon usage: 70
(file 'maps/mp/bots/_bot_script.gsc', line 263)
  wait 1;
  *
count: 35, var usage: 35, endon usage: 70
(file 'maps/mp/bots/_bot_script.gsc', line 873)
  self waittill("spawned_player");
       *
count: 35, var usage: 35, endon usage: 105
(file 'maps/mp/bots/_bot_script.gsc', line 897)
  self waittill("bot_spawned");
       *
count: 32, var usage: 194, endon usage: 96
(file 'maps/mp/bots/_bot_script.gsc', line 1398)
  wait randomintrange(4,7);
  *
count: 32, var usage: 221, endon usage: 96
(file 'maps/mp/bots/_bot_script.gsc', line 1503)
  wait randomIntRange(3,5);
  *
count: 32, var usage: 416, endon usage: 128
(file 'maps/mp/bots/_bot_script.gsc', line 1637)
   wait randomintRange(3, 7);
   *
count: 32, var usage: 387, endon usage: 128
(file 'maps/mp/bots/_bot_script.gsc', line 1757)
   wait randomintRange(2, 4);
   *
count: 32, var usage: 546, endon usage: 128
(file 'maps/mp/bots/_bot_script.gsc', line 1875)
   wait randomintRange(4, 7);
   *
count: 31, var usage: 62, endon usage: 93
(file 'maps/mp/bots/_bot_script.gsc', line 1986)
  wait 1;
  *
count: 32, var usage: 160, endon usage: 96
(file 'maps/mp/bots/_bot_script.gsc', line 2020)
  wait 1;
  *
count: 32, var usage: 160, endon usage: 128
(file 'maps/mp/bots/_bot_script.gsc', line 2194)
  wait randomIntRange(1, 3);
  *
count: 16, var usage: 80, endon usage: 48
(file 'maps/mp/bots/_bot_script.gsc', line 2309)
  wait 0.75;
  *
count: 32, var usage: 64, endon usage: 96
(file 'maps/mp/bots/_bot_script.gsc', line 2378)
  wait( RandomIntRange( 2, 4 ) );
  *
count: 32, var usage: 386, endon usage: 96
(file 'maps/mp/bots/_bot_script.gsc', line 2451)
  wait( RandomIntRange( 1, 3 ) );
  *
count: 7, var usage: 70, endon usage: 14
(file 'maps/mp/_destructible.gsc', line 1)
#include maps\mp\_utility;#include common_scripts\utility;init(){level.destructibleSpawnedEntsLimit=25;level.destructibleSpawnedEnts=[];find_destructibles();array_levelthread(getEntArray("delete_on_load","targetname"),::deleteEnt);}destructible_create(type,health,validAttackers,validDamageZone,validDamageCause){if(!isdefined(level.destructible_type))level.destructible_type=[];destructibleIndex=level.destructible_type.size;destructibleIndex=level.destructible_type.size;level.destructible_type[destructibleIndex]=spawnStruct();level.destructible_type[destructibleIndex].v["type"]=type;level.destructible_type[destructibleIndex].parts=[];level.destructible_type[destructibleIndex].parts[0][0]=spawnStruct();level.destructible_type[destructibleIndex].parts[0][0].v["modelName"]=self.model;level.destructible_type[destructibleIndex].parts[0][0].v["health"]=health;level.destructible_type[destructibleIndex].parts[0][0].v["validAttackers"]=validAttack

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Edited by greu

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Просто сервак не вывез нагрузку на процессорное ядро)

  • Like 1

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Posted (edited)

is it possible to customize the bots classes? or ban certain weapons?

edit - found everything I needed in _bot_script.gsc and _bot_utility.gsc, found in main_shared\maps\mp\bots

thanks anyway 🙂

Edited by fridgedollar

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