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Beta Release [Mutator] KF2 Bots

Marco

Grizzled Veteran
May 23, 2009
644
230
Finland
On popular demand I made a bots mutator for KF2. They are yet not too bright and does not support a lot of features of KF2 yet, but they do work for now.
Please don't tell me what I should add, I know what to add, but in all due time.

Download from here. (v 0.1)
Download source code from here. (v 0.1)

Usage:
In solo game:
Bring down console in main menu by pressing Tilde key and type in command: Open KF-BioticsLab?Mutator=KF2Bots.KF2BotsMut
In multiplayer server:
Add to server launch URL: ?Mutator=KF2Bots.KF2BotsMut

Current features:
- They go shopping on trader time.
- They can use correct weapons at correct situations.
- They have a perk assigned on spawn, and by that they try to use the weapons associated to that perk.
- They can use grenades on large groups of zeds.
- Bots use random skins and cosmetics (and their names are set to their skin name).
- They can heal themselves and others with syringe and medic gun weapons.​

Current flaws:
- No perk traits are applied.
- They get stuck on breakable props (if they try to get past them).
- They don't know to walk around welded doors.
- They can get stuck on zombie spawn area blockers (in maps where there are paths leading into zombie spawn areas that are blocked off).
- They don't know how to use many of the weapons yet.
- Occasional ScriptWarnings are printed to the log.
- Their aiming is just currently on aimbot level, they never miss.
- Sometimes they get stuck in narrow hallways.​

Mod compatibility:
As far as I know they work with all mods, with only an exception of:
ServerExt: If they get ragdolled, they get stuck in a broken state and thus turn braindead (I will fix this on ServerExt itself later).​
 
Last edited:
Very nice! I'm surprised you were able to do this so quick with everything you listed of the game not having in this thread post:

http://forums.tripwireinteractive.com/showpost.php?p=1395415&postcount=8


However, I wouldn't call the following flaw an actual flaw.

- Their aiming is just currently on aimbot level, they never miss.

They do have some flaws, yes, but the aimbot level of aiming should help with that for now.

Keep up the great work! :) ;)
 
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On popular demand I made a bots mutator for KF2. They are yet not too bright and does not support a lot of features of KF2 yet, but they do work for now.
Please don't tell me what I should add, I know what to add, but in all due time.

Download from here. (v 0.1)
Download source code from here. (v 0.1)

Usage:
In solo game:
Bring down console in main menu by pressing Tilde key and type in command: Open KF-BioticsLab?Mutator=KF2Bots.KF2BotsMut
In multiplayer server:
Add to server launch URL: ?Mutator=KF2Bots.KF2BotsMut

Current features:
- They go shopping on trader time.
- They can use correct weapons at correct situations.
- They have a perk assigned on spawn, and by that they try to use the weapons associated to that perk.
- They can use grenades on large groups of zeds.
- Bots use random skins and cosmetics (and their names are set to their skin name).
- They can heal themselves and others with syringe and medic gun weapons.​

Current flaws:
- No perk traits are applied.
- They get stuck on breakable props (if they try to get past them).
- They don't know to walk around welded doors.
- They can get stuck on zombie spawn area blockers (in maps where there are paths leading into zombie spawn areas that are blocked off).
- They don't know how to use many of the weapons yet.
- Occasional ScriptWarnings are printed to the log.
- Their aiming is just currently on aimbot level, they never miss.
- Sometimes they get stuck in narrow hallways.​

Mod compatibility:
As far as I know they work with all mods, with only an exception of:
ServerExt: If they get ragdolled, they get stuck in a broken state and thus turn braindead (I will fix this on ServerExt itself later).​



How do I install it?? PLEASE REPLY :(
 
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Can you be more specific? I already extracted all files in Killing Floor 2\KFGame\BrewedPC

And I even opened up a console and typed in "Open KF-BioticsLab?Mutator=KF2Bots.KF2BotsMut" It loaded the lab map but there's no bots :/ What am I doing wrong? Please help me, everyone please!!

The .ini goes into the my documents config folder: ....\Documents\My Games\KillingFloor2\KFGame\Config

The two .u files go into your brewed pc folder: ....Steam\steamapps\common\killingfloor2\KFGame\BrewedPC (I don't have a BrewedPC in my doc, I suppose it could be done there too)
 
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