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:
Current features:
Current flaws:
Mod compatibility:
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
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.
- 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.
- 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).
ServerExt: If they get ragdolled, they get stuck in a broken state and thus turn braindead (I will fix this on ServerExt itself later).
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