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#1
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I started a project for a bot detonator mutator. The name sounds odd, but the mutator will actually kick all bots as soon as a defined condition is reached.
I hope this mutator will reduce the complains about servers that are running bots. The mutator gives the ability to players to vote to kick all bots. Even so can admins set values which will arrange that bots do leave if for example 4 players are present. The admin can for example put 20 initial bots on his server to attract players. Then all bots will be removed if for example 4 real players have joined. It will also prevent that people use the bots for easy XP gaining. If the bots are all kicked out, then they will not leave any weapons behind on the battle-field. This will prevent that players vote away the bots to get there weapons. New console commands:
Download: The mutator can be found here: http://forums.tripwireinteractive.co...2&postcount=21 Installation:
Activation:
Code:
?mutator=BotDetonator.BotDetonator,Mutator1.Mutator1,Mutator2.Mutator2 The configuration can be set in ROBotDetonator.ini (see installation instructions). These are the properties:
Sources (for those that want to see the inside of the mutator): The mutator sources can be found in on an SVN server. The SVN repository can be accessed from here: https://82.169.110.143:8443/svn/BotDetonator/trunk Read-only account: Username: guest No password required!
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Last edited by Ducky; 08-24-2012 at 07:38 PM. Reason: Updated SVN link |
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#2
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I'm having a problem to get the voting to work. I have overwritten the Mutate function in my mutator. Normally that one should be called if a console command isn't handled by some other mod or game engine, but it looks as if the Mutate function is never called at all. Just a simple mutator with only this will not even list the log in the server logs. Is there anybody out there that can help me with this?
Code:
class MyMutator extends Mutator;
function PostBeginPlay()
{
`Log("MyMutator is active!!!",, 'MyMutator');
super.PostBeginPlay();
}
function Mutate(string MutateString, PlayerController Sender)
{
`Log("Mutate",, 'MyMutator');
super.Mutate(MutateString, Sender);
}
function ModifyPlayer(Pawn Other)
{
`Log("ModifyPlayer",, 'MyMutator');
super.ModifyPlayer(Other);
}
function NotifyLogin(Controller NewPlayer)
{
`Log("NotifyLogin",, 'MyMutator');
super.NotifyLogin(NewPlayer);
}
function NotifyLogout(Controller Exiting)
{
`Log("NotifyLogout",, 'MyMutator');
super.NotifyLogout(Exiting);
}
defaultproperties
{
GroupNames=("Mutators")
}
Anybody?
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Quote:
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#4
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Nope. I'm just typing '<MutateString>' only. So I should add the 'Mutate' in front of it? And then in keybinding 'Mutate KickBotsVote'?
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I believe that is correct. 'Mutate' is the console command and the string is a parameter. Add a string for each command you need.
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#6
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Quote:
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#7
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Implemented most of the functionality and tested:
http://82.169.122.43:8443/svn/Binari...BotDetonator.u Username: guest No password required!
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Last edited by Ducky; 02-22-2012 at 02:55 PM. |
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#8
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Decided to leave out the bot harvest protection (can still be found in archive if required to put it back).
Finished the mutator and will submit it to TWI for white-listing. Please check my OP for more details about this mutator.
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Last edited by Ducky; 02-22-2012 at 07:06 PM. |
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#9
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I have been trying to kick bots through the 'management console' through the webadmin.
Have entered Mutate AdminKickBots But get no noticeable response? I don't use the in-game console for admin stuff. I dont even know how to log in through the in game version. It is just so quick and easy to have a web browser open with the web admin and jump out of game. |
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#10
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Quote:
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#11
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Hi ducky,
What about the tank bots. Once the 'no bots' threshold has been met does this mean tank bots do not happen? Just got a situation where tanks explode shortly after spawn and i have only seen it happen recently and only after the bot detonator has kicked all the bots. Makes the tank commander most upset when not only his crew burns into flames but his tank also suicides. Edit - this might be cause by something completely different. |
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#12
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Quote:
Only infantry bots will be kicked. Any bots attached to a vehicle will stay in-game. The mutator does also put a message in the chat window when the bots are kicked out. Please keep an eye on that. You can also enable the mutators server logs by enabling it in the mutators ini file. It will then write an entry in the log files if bots are kicked, and also the reason why. Edit: If a tank commander is in the tank and the bots would be kicked, then the tank should not even explode at all unless the tank commander would die too at that same moment. Edit 2: Did test it and indeed the tank blows up. I will look a bit deeper into the reason.
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Last edited by Ducky; 04-01-2012 at 11:17 AM. |
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#13
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Is this mut white-listed?
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#14
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#15
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#16
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Thanks. But a bug has been found by Cat in da Hat. It's been solved now, but the newer version needs to be white-listed anew.
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#17
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I guess it is white-listed now... time for an update when the files are released
Last edited by -=THOR=-; 04-02-2012 at 11:36 PM. |
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#18
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Yup. Files are already submitted to TWI. Now I just have to wait for there reply.
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#19
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Well, I was saying this, because our hardcore server can't use the mutator anymore without being unranked, since I restarted it yesterday. So I assumed that another version was white-listed, but not released yet.
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#20
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I did not get any feedback from TWI about the new version already being white-listed or not. I just tested both the old and the new release. The old release now makes the server unranked. The new release does keep it ranked, so they already did white-list my new release. The download link in the OP does point to the new release.
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Last edited by Ducky; 04-03-2012 at 04:13 PM. |
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