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Downloads [Download COD4 Mod: PezBOT 007]
File Name: COD4 Mod: PezBOT 007 (1.31 MB) Download
Author: PEZZALUCIFER (Uploaded by Mr. BlueZone)
Date Added: 3-5-2008 Download
Downloads: 24087
Grade: B+
Description
COD4 Mod: PezBOT 007

Updated 31 aug 2008

This mod has been created and developed by Pezzalucifer. It enables you to play Call of Duty 4 multiplayer either offline or on a LAN using computer controlled players (bots) as your team mates and opponents.

Version 7.0 includes the following fixes and enhancements:
  • When shooting through walls bots accuracy decreases rapidly over 5 seconds.
  • Bots only engage at an appropriate range for the weapon they are using.
  • Bots throw grenades again, I accidentally broke it in 006p and 006p2.
  • Bots now crouch.
  • fixed weapons not being dropped correctly.

Version 001p

- Animated bots will only work with version COD4 MW v1.4, for some reason, in 1.5 the weapons are screwed;
bots animate through weapon changes therefore they will look really stuffed. (although they still path-find and fight)

- Bots will play deathmatch, team deathmatch, and domination, all other game types will make bots think
they are playing team deathmatch (other gametypes coming in a future release).

- Bots dynamically generate their paths with ray collides, this is sooo dodgy it's not funny, however
it works for the most part. Watch in amazement as they walk through walls (and in circles ).
Predefined waypoint following will be in a future release.

- These bots should be ok on most levels, HOWEVER i've only really tested them thoroughly on backlot, i know for certain
that they like to get stuck between containers on shipment. They will probably go awol on throught the
guardrails tho... lawl .

- All bots have an m16, this is because IW in their infinite wisdom... *cough*.. decided to set the maximum weapon limit
to 128. Unfortunately with all the weapons in COD4 this only allows 6 or so extra weapon assets, PeZBOT needs
6 or so weapons per weapon type (m16, mp5 ect) to animate, therefore it can only support one weapon type until this is fixed
in a future patch of the engine (fingers crossed)...

Version 002p

- Animated bots now work with v1.5.
- Fixed issue with bots not rejoining correctly after map rotation.
- Bots no longer face their target until they can see it.
- Bots will target and shoot back if you shoot them while in their current goal.

Version 003p

- Bots now follow SOME of the quick commands, they are;
On Me! - Bot's within 2000 inch radius, will follow player giving the command.
Move In! - Bots will stop following player, and continue playing the gametype.
Base Of Fire! - Bots will shoot at the place you are pointing to
when you issue the command. They will keep shooting until
player tells them to do something else, or they see an enemy.

- Using UAV now also spawns a pack of dogs that attack the enemy for 2 minutes. For now
(till i get the time to make a custom class just for dogs) the sniper class is
replaced with dogs, so if you choose a sniper class other ppl will see
you as a dog doing a handstand half way embedded in the ground. So i'd avoid that
Use "svr_pezbots_dogpack_size" to change the number of dogs spawned.
- Bots can now play headquarters.

- Bots can now use the hardpoint perks; uav+dogs, airstrike, and helicopter.
- Bots throw grenades. (120-1 chance they will throw instead of shooting).
- Bot animation system improvements, less jiggling about. Correct death anims etc..
- Better ground clamping, bot's shouldn't get stuck in the upper floors of buildings
anywhere near as much as they used to.

- Bots now push out of eachother while moving, so they dont get stuck inside eachother.

Version 004p

- Bots eyes are now in their head instead of their chest, so they can now see over things
and look a little less oblivious to your presence.
- Improved bot aiming and shooting functionality.
- Bots now have a global skill variable "svr_pezbots_skill", you specify a value between 0.0 and 1.0, defaults to 0.5.
Example in console: /set svr_pezbots_skill 0.5

- Added waypoints to all default maps so bots can get around alot faster and easier now. (still has some bugs in it
so let me know of specific areas that are busted, some maps and gametypes are better than others).
- svr_pezbots_dogpack_size now defaults to 0 as the dogs are a little overpowered and detract from the normal game
a bit. But dont worry they are still in there, you just have to specify the size you want.
- Can now use snipers and you wont look like an acrobatic dog.
- Fixed (HACKED AROUND) map rotate problems. NOTE: depending on how many bots you use you will probably be left with
an empty server after a few map changes, this is a cod4 bug that i cant fix just yet.. At least until i work out
how to un-zombify testclients. Anyway it works better than it used to.
- Added waypoint editor functionality, see readme.txt for details.

Version 004p2

- I just HAD to fix the pathfinding, it's 100% better than it used to be.

Version 005p
- Bots now put a higher priority on targeting the last player that killed them. (prevents camping of bots).
- Bots no longer have eyes in the back of their heads.
- Heaps of waypoint fixes so that when bots spawn they can get onto a waypoint without getting stuck on top of buildings.
- Removed the Modwarfare code so now it's like normal cod4; ranks and custom classes.
- Bots can play S&D and Sabotage.
- Fixed the bot moon-walk bug.
- Bots no longer camp HQs.
- Bots move at the correct speeds when running and sprinting.
- Bots target correctly when players crouch/prone.
- Bots now drop their weapons correctly.
- Improved dodging.
- Added Known Bugs section to readme.txt

Version 006p

- Smoothed out bot movement, they no longer turn and run when losing sight of their target, they no longer wiggle when shooting,
they also recalculate their move speed when transitioning from running to strafe etc so they no longer strafe erratically.
- Removed pushout on bots (stops them getting stuck on eachother).
- Bots no longer die when stuck, they reset instead.
- Bots remember the last target they saw and will shoot through walls with reduced accuracy if they lose sight of their target.
- Bots will only be able to see enemies over 800 inches away if they are being "obvious" (moving or shooting).
- Bots no longer take the same shortest path to their destination, they flank from all directions. Watch your six!
- Bots are effected by flash and stun grenades appropriately.
- Bots cannot see through smoke.
- Bots no longer try get to the position of their best enemy, instead they use the nearest waypoint. This prevents them from wandering off through poor collision in the levels when they think there is no waypoint closer to the enemy than they are.
- Waypoint support for patch 1.6 maps, Creek, Killhouse, Chinatown and Broadcast. (thanks to AbneyPark).
- Bots now randomly pick from 15 different weapons when they spawn. The weapons are; ak47_mp, ak74u_mp, g3_mp, g36c_mp, m4_mp,
m14_mp, m16_mp, m60e4_mp, mp5_mp, mp44_mp, p90_mp, rpd_mp, saw_mp, skorpion_mp, uzi_mp, and winchester1200_mp. Sniper weapons are left
out as the bots have no way of aiming down the sight.
- Bot default skill set to 1.0 as they can now only shoot from the hip with the reduced hip fire accuracy of the standard weapons.
- Added new dvar "svr_pezbots_WPDrawRange", this is used when placing waypoints to reduce the visible range of waypoints so all nearby
waypoints draw. It is an integer value that defaults to 1000.

Version 006p2

- Fixed waypoints for Killhouse and Broadcast. (added waypoints near spawn points so bots don't get lost, and fixed waypoints
that go through or too close to walls, trees etc..).
- Fixed "error dobj for xmodel 'body_mp_arab_regular_assault' has more than 128 bones (see console for details)". This was caused
by having more than one weapon attached to the body. All i did was put a return in the stow_on_back and stow_on_hip functions.

Version 007p

- When shooting through walls bots accuracy decreases rapidly over 5 seconds.

- Bots only engage at an appropriate range for the weapon they are using.

- Bots throw grenades again, I accidentally broke it in 006p and 006p2.

- Bots now crouch.

- fixed weapons not being dropped correctly.
Images
COD4 Mod: PezBOT 007 by Mr. BlueZone on 8-5-2008
COD4 Mod: PezBOT 007 by Mr. BlueZone on 8-5-2008
COD4 Mod: PezBOT 007 by Mr. BlueZone on 8-5-2008
COD4 Mod: PezBOT 007 by Mr. BlueZone on 8-5-2008
COD4 Mod: PezBOT 007 by Mr. BlueZone on 23-6-2008
COD4 Mod: PezBOT 007 by Mr. BlueZone on 1-9-2008
COD4 Mod: PezBOT 007 by Mr. BlueZone on 1-9-2008
COD4 Mod: PezBOT 007 by Mr. BlueZone on 1-9-2008
Downloads [Download COD4 Mod: PezBOT 007]


Comments
Lith
25-9-2008 at 03:12
Very nice mod, tho I have a problem xD
its works great for the first map and then when new map loaded, there is no bots \ few bots (at first 20 and then 4~ bots) and the /set command doesn't working anymore :\ why is that? is there any other command that can restart the bots or something?

thanks anyway
snor
10-5-2009 at 14:34
Have an IP where they are running?
Or can some one make an vid?
snor
10-5-2009 at 14:36
Found an IP: [URL="cod4://91.198.152.18:28960/"]91.198.152.18:28960[/URL]
snor
10-5-2009 at 14:36
Srry I cant edit my message
The IP: 91.198.152.18:28960
soulreaper
14-5-2009 at 20:11
you don't need the / if you're doing from the server command line. set svr_etc is all you need.
soulreaper
14-5-2009 at 20:21
in testing this mod i've found as snor, that the bouts reduce in numbers. have to kill the server and restart to get them back. also any exp/levels gained do not remain after a map. stuck with crappy default classes/weapons yet the bots pull out p90's and perks like martydom. any hints as how to change that?



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