BotDetonator Mutator

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Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
I have a new BotDetonator version available. The download link can be found at the bottom of this post. The package consists out of two .ini files and two .u files. The .ini files go into the Config folder on your server and the .u files go into the cookedpcserver folder. If you use this mutator in combination with the new ReservedSlots mutator, then please note that both packages do contain a MutatorEx.u file. Those two files are identical and you will only need one on your server.

This new version is not yet on the TWI white-list which will mean that your server will go unranked. But I really do need some feedback on how they behave on a server with more than 1 player :D

For the brave admins that want to try it:
Many thanks in advance!

Best regards,
Ducky



BotDetonator

Configuration properties:
  • bKickBotsOnPlayerCount
    If true, then players will be kicked if the number of human players is equal to or above KickBotsPlayerCount.
    If bAllowBotsToReturn is true, then the bots will return if the number of human players becomes less than KickBotsPlayerCount.
  • KickBotsPlayerCount
    If bKickBotsOnPlayerCount is true, then all bots will be kicked if the number of human players is equal to or above this value.
    If bAllowBotsToReturn is true, then the bots will return if the number of human players becomes less than KickBotsPlayerCount.
  • bAllowBotsToReturn
    If true and bKickBotsOnPlayerCount is also true, then the bots will return if the number of human players becomes less than KickBotsPlayerCount.
  • bKickAllBotsVoteEnabled
    If true, then players can vote to kick the bots.
    See also KickBotsVotePercentage and VoteTimeSpan.
  • KickBotsVotePercentage
    If bKickAllBotsVoteEnabled is true, then all bots will be kicked if the number of votes is equal to or above this percentage.
    All votes have to be made within VoteTimeSpan or else the voting is cancelled.
    A second vote by the same person will cancel his previous vote.
  • VoteTimeSpan
    The time span in which all players should vote. The time span starts directly after a player initiates a vote (first kick bots vote). All votes will be cancelled if this time expires.
    See also bKickAllBotsVoteEnabled and KickBotsVotePercentage.
  • MinimumNrOfRequiredPlayersForVoting (new)
    The minimum required number of players before voting is possible.
  • PrivilegedPlayerVoteWeight (new)
    The voting weight for privileged players.
    Value 0 means privileged player voting is disabled. Value 1 is used for none privileged players.
    This feature can only be used if the ReserverSlots mutator is active on the server too.
  • BotsKillCountRatio (new)
    The impact on a players XP, class progression and weapon progression if he kills a bot.
    • 0: The score of killing an AI will never be added to the killers stats.
    • 1: The score of killing an AI will always be added to the killers stats (same behavior as in current RO2).
    • 2: 50% of the killed AI's will be added to the killers stats. (1st kill will be added, 2nd will be ignored, 3rd will be added, 4th will be ignored, etc...).
    • 3: 33% of the killed AI's will be added to the killers stats. (1st kill will be added, 2nd and 3rd will be ignored, 4th will be added, 5th and 6th will be ignored, etc...).
    • etc...
  • NrOfBotsForHumans (new)
    The number of bots that should leave/return when a human player enters/leaves.
  • bAllowBotsToStartMap (new)
    Allows bots to start a map.
    If true, then the map will start as soon as it is loaded and the server won't wait for a human player.
    See also TimeTillBotsStartServer and MinBotsWhenStartingServer.
  • TimeTillBotsStartServer (new)
    The time that the bots will wait after map load before they start the server.
    See also bAllowBotsToStartMap and MinBotsWhenStartingServer.
  • MinBotsWhenStartingServer (new)
    Minimum number of bots when they need to start the server.
    See also bAllowBotsToStartMap and TimeTillBotsStartServer.
  • bDetonateInsteadOfKick
    If true, then the bots will detonate instead of getting kicked (very messy).
  • bNotificationMessageEnabled
    If true, then a notification message will be send to a single player each time after he spawns.
    The message will let him know that this mutator is active and how to start a kick bots vote.
    The notification message will only be send if voting is enabled (see bKickAllBotsVoteEnabled).
    See also MutatorNotificationMessageDelay.
  • MutatorNotificationMessageDelay
    If bBroadcastMutatorNotification is true, then this property can be used to set the delay between spawning and displaying the notification message.
  • bEnableLogging
    Config variable for enabling/disabling debug info logging.

ColoredChat:
Using this mutator will also add colored chat for all clients connected to your server. This way the messages from the BotDetonator mutator do distinct from the chat messages. More about this can be found here.


Mutator commands:
  • Mutate BD Help (new)
    Displays this mutator command list.
  • Mutate BD KickBots
    Starts a kick bots vote or adds a vote. If the player already did vote, then his vote will be reversed.
Mutator commands (only available for administrators):
  • Mutate BD AdminKickBots
    Kicks all the bots.
  • Mutate BD AdminSpawnBots [<number>]
    Spawns a number of bots. If number is ommited, then minplayers will be used.
  • Mutate BD Commit (new)
    Commits changed configuration properties.
  • Mutate BD Config <property> [<value>] (new)
    Gets or gets a configuration property. In case of set, then the new value must be supplied.
Download:
http://forums.tripwireinteractive.com/showthread.php?t=76273
 
Last edited:

-=THOR=-

FNG / Fresh Meat
Sep 20, 2011
1,050
50
0
I have a suggestion concerning nrofbotsforhumans. Instead of an integer, that value could be a float. That way, we could specify 1.5 for example, which means that 3 bots will be removed for every 2 humans that enter. Since you can't have half-bots, that would do for exampe:
1 human enters, 1 bot leaves
1 human enters, 2 bots leave
1 human enters, 1 bot leaves
1 human enters, 2 bots leave
etc
 
Last edited:

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
I have a suggestion concerning nrofbotsforhumans. Instead of an integer, that value could be a float. That way, we could specify 1.5 for example, which means that 3 bots will be removed for every 2 humans that enter. Since you can't have half-bots, that would do for exampe:
1 human enters, 1 bot leaves
1 human enters, 2 bots leave
1 human enters, 1 bot leaves
1 human enters, 2 bots leave
etc

It's possible to implemet that. W
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
are you kidding me!

Nope, because the color chat support is in the base class that I use for all my mutators. Though only the first one that comes alive will update the HUD, but the others will be aware of it and send the mutator messages in a by the mutator defined color. This makes it easier for a player to recognize the kick bots vote messages.
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
This mutator is officially released and for this reason the beta thread is closed. The release thread can be found here.
 
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