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[Mutator] KF Bots

Marco

Grizzled Veteran
May 23, 2009
644
230
Finland
I created my own serverside/offline bots mutator; they are still pretty dumb but they can beat the game on beginner difficulty.

These bots support:
- Always start with a perk on a specific level (user setting).
- Simple user defined value for number of bots (they will not take up server player slots).
- Bots prefer to use perk specific weapons.
- They use trader whenever they feel like it.
- They know how to use speech chat properly (insulting/directions).
- They attempt to heal themselves whenever needed (or other players/bots).
- They try to retreat back off from monsters that pose a threat.
- They have basic knowledge how to heal players with Medic Gun.
- They share cash with other players.
- They aid you to weld/unweld doors.
- They can take orders from players (follow, guarding position, free roaming).

But still they have some problems:
- Sometimes they retreat off from some zombies into an even bigger group of zombies.
- They don't know the most optimum weapons of choice for specific situations.

Useage:
- Place both KFBots.u and KFBots.ucl in ...\KillingFloor\System folder.
- Startup game with mutator called "Bots Mutator".
Or for server startup commandline add: ?Mutator=KFBots.KFBotsMut
(And no, you do NOT add this mutator to ServerPackages for servers).

In game: You can access the mutator settings by adding mutator to active mutators, then press "Mutator Settings" button.
Webadmin: While mutator is active, this mutator settings appear under "Rules" group.

Download from here!

Settings (KFBots.ini):
[KFBots.KFBotsMut]
BotPerks=KFMod.KFVetFieldMedic - List of perk classes.
BotChars=Captian_Wiggins:Cpt.Wiggins - List of characters bots should use if bUseCustomChars is True (<Char name>:<Player name>).
NumBots=4 - Number of bots in game (subtracted by number of players in server).
NonPerkIndex=7 - Non-perk index (shouldn't be modified).
MaxVeteranLevel=6 - Maximum perk level range bots will randomly chose.
MinVeteranLevel=0 - Minimum perk level range bots will randomly chose.
BotAmmoCostScale=1.0 - Ammo cost scaling for bots (0 = free ammo, 1 = normal price).
BotWeaponCostScale=1.0 - Weapon cost scaling for bots.
BotArmorCostScale=1.0 - Vest cost scaling for bots.
bUseCustomChars=False - Name is a little misleading, but enabling this will make bots chose chars from BotChars list.

Update:
v 2.00:
- Improved firing detection, so they know better when their enemies are out of range of their weapon or wont hit the enemy etc.
- Fixed a glitch where bots would be stuck with firing shotgun weapons and Husk gun.
- Improved so bots follow player orders better (hold and follow).
- Added chat commands support (Say Follow/Hold/Free <name>). Name of the bot may be 'All' to order all bots or beginning of their name (i.e: for Steampunk_Berserk, you may say "Follow Steam").
- Improved so free roaming bots try to stay together better.
- Made bots assist other bots nearby that enter a combat.
- Changed when bots drop pipebombs to not drop pipebombs in areas where there already are a lot of pipebombs on ground.
- Fixed a flaw where bots would sometimes get stuck walking into a wall.
- Also fixed a glitch where bots would sometimes freeze in movement and not fire at enemies they see (until enemies are attacking them).
- Fixed so whenever bot can't buy their favorite weapon (not enough carry capacity), they will sell off less wanted weapons.
- Fixed bots aiming adjust with flame thrower where they would overshoot their enemies.
- Improved their ability to throw you money when player is moving away from the bot (so that they don't spam chat when trying to donate).
- Added so bots attempt to find paths around welded doors now.
- Added so that if bots see you weld/unweld a door, they will aid you in doing so (if not busy fighting an enemy).
- Changed bots to always aim for the head with melee weapons (only stock melee weapons).
- Fixed a rare crash with bots using melee weapons (only stock melee weapons).
v 1.41:
- Fixed a tiny bug where bots wouldn't heal each other.
v 1.4:
- Add support to customize what characters bots should use.
- Added so that bots know to sometimes use grenades (not grenade launcher) on groups of zombies.
- Updated so bots will drop their pipebombs while roaming around.
- Added so bots may sometimes purchase non-perked weapons as-well (ZED gun).
- Added option to scale how much ammo/weapons/armor will cost for bots, to give them some handicap for their bad AI.
- Hack fixed so bots melee weapons have more range to prevent them from getting killed by too short zeds (crawlers).
- Also hack fixed so bots take no fall damage to prevent them from dying when jumping off building in KF-Offices (I couldn't prevent that).
- Another hack fix, enabled bots double jumping so that they can properly get over obstacles that are too tall for human characters to jump over but not for zeds.
- Fixed so that when bot runs into zombie volume (blocking volume that prevents player from entering zombie spawn area), they will consider that area unreachable and wont keep trying to enter it.
- Improved bots healing ability.
- Fixed glitch where bots sometimes wouldn't fire their weapons at zeds (this was caused by a code I had missed that made them extra cautious to make no friendly fire).
v 1.35:
- Updated so bots can use the newest KF weapons.
- Fixed glitch where bots would not buy any new weapons at all anymore since newest KF update.
v 1.31:
- Fixed crash with KF update.
v 1.3:
- Made bots support orders given from Use key, they will follow/hold/freelance from that.
- Fixed some of their taunts to work properly.
v 1.2:
- Added bot support for Katana and MAC-10.
- Made so bots share their money with each other and other players.
- Added so bots understand chat command "Follow" ("Say Follow").
- Added so bots purchase armor from trader whenever they can.
- Changed so bots go more to trader (rather than running around in the map).
- Added so you can change what perks bots may be using (list in KFBots.ini)
- Added so bots use some more voice commands.
v 1.1:
- Fixed a crash that could sometimes happen with the AI.
- Added so bots know how to use medic gun healing.
- Fixed some minor AI problems.

PS: Don't think these bots will do all the dirty work for you in game, they are merely just to accompany you in a lonely game.
 
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Congratulations. These bots are much better than the ones available so far. If you heal them constantly they're even able to survive a wave. Commando's are especially useful.

It would be a dream if they obeyed player commands (hold the spot, follow, go to trader, healing...)

Still, if a bot happens to be a demo, he's not going to do any good - they usually place pipeboms under feet and stay there allowing zeds to surround them, which results in a loud suicide. Also, they tend to kill single crawlers with grenade.
 
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This is a blessing indeed. Imagine if they actually needed to enter the trader, they would be worse than a pack of griefers in terms of blocking your way.

Not really. I played Lila panic v3 with 5 bots and they didn't go very often to the shop. Looks like they were running around the map looking for supplies. And sometimes they were going to the shop.
 
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