zombie bots

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freddy
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Re: zombie bots

Post by freddy »

I tried a little code and i cold get the bots to use knifes only but have not tinkered with the "lay down" code yet. They are a bit stupid as usual even tho i gave them lots of cpu time and put the AI skill settings at maximum

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Vilespring
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Re: zombie bots

Post by Vilespring »

Hmm.
I can see that working very well for a zombie mod.
I would recommend not giving the zombie kit a mesh so a player cannot see it.
A picture is worth a thousand words, but takes up three thousand times the memory.

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BotHunter
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Re: zombie bots

Post by BotHunter »

Replace the knife mesh with a crowbar :)
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BotHunter
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Re: zombie bots

Post by BotHunter »

Can you please post the mod? I would love to tinker with it.
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BotHunter
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Re: zombie bots

Post by BotHunter »

Vilespring wrote:WAIT A SECOND!
I just noticed, where their hands?!?! :lol:
The game doesn't render the hands unless you are looking right at the bots and are close enough to see them. So if you pause the game and the pan around, the hands won't be visible. but if you go back to where you first paused the game, you will see hands again.
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freddy
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Re: zombie bots

Post by freddy »

Its not really a mod i just tinkered a bit with the knife AI in objects.rfa

Code: Select all

rem *** Add Knife Axis ***
weaponTemplate.create KnifeAxis
weaponTemplate.burst 0
weaponTemplate.indirect 0
weaponTemplate.minRange 0.0
weaponTemplate.maxRange 1.5
weaponTemplate.weaponActivate PIMenuSelect1
weaponTemplate.weaponFire PIFire
weaponTemplate.setStrength Infantry    6.0  <-------- this one
weaponTemplate.setStrength LightArmour 0.0
weaponTemplate.setStrength HeavyArmour 0.0
weaponTemplate.setStrength NavalArmour 0.0
weaponTemplate.setStrength Submarine   0.0
weaponTemplate.setStrength Air         0.0

Code: Select all

rem game.setTeamSkin 1 GermanSoldier
game.setTeamSkin 1  <------  no teamskin
game.setKit 1 0 German_AT
game.setKit 1 1 German_AT
game.setKit 1 2 German_AT
game.setKit 1 3 German_AT
game.setKit 1 4 German_AT
and remmed out all vehicle spawns in ObjectSpawns.con
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BotHunter
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Re: zombie bots

Post by BotHunter »

Now they all use Walter P38s
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BotHunter
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Re: zombie bots

Post by BotHunter »

How do I make it so there are no allied bots?
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Vilespring
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Re: zombie bots

Post by Vilespring »

Just screw around with the allied - axis ratio at the game start. it is sneaky, and it's on the second page of the game options.
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

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BotHunter
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Re: zombie bots

Post by BotHunter »

I did that, and put it 10 to 1 (the highest it would go) but my allies kept capping bases and distracting the Germans. :)

Freddy. with the code you posted, the bots would still use other guns. is there anything else you did?
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