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| █ █ █ █ █ █ █ █ Moderator Battlefield Join Date: 12 December 06 Location: Nieuwegein
Posts: 17,844
Downloads: 1562 Uploads: 1428
Xfire: bluezone66 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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:
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. DOWNLOAD HERE
__________________ Super Moderator & Head Game Admin i3D Global Newsposter & Games Specialist i3D ![]() * Personal Messages or e-mails with problems/questions will not be answered! Last edited by Mr. BlueZone; 31-8-2008 at 23:07. Reason: updated file |
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| | #2 (permalink) |
| █ █ █ █ █ █ █ █ Moderator Battlefield Join Date: 12 December 06 Location: Nieuwegein
Posts: 17,844
Downloads: 1562 Uploads: 1428
Xfire: bluezone66 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
__________________ Super Moderator & Head Game Admin i3D Global Newsposter & Games Specialist i3D ![]() * Personal Messages or e-mails with problems/questions will not be answered! |
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| | #3 (permalink) |
| Colonel Join Date: 30 December 07 Location: Terheijden
Posts: 1,233
Downloads: 13 Uploads: 0
Xfire: ionleviathan ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Die changelist zelf is al te grappig voor woorden gewoon :')
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| | #4 (permalink) |
| General Join Date: 25 July 07 Location: Alblasserdam, Zuid-Holland
Posts: 13,030
Downloads: 301 Uploads: 27
Xfire: DutchkriDje ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Versie 3 en 4 zijn er snel gekomen. Anderhalf week geleden plaatste ik v2 nog op CoD.nl. |
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| | #5 (permalink) |
| █ █ █ █ █ █ █ █ Moderator Battlefield Join Date: 12 December 06 Location: Nieuwegein
Posts: 17,844
Downloads: 1562 Uploads: 1428
Xfire: bluezone66 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
@ Sterker nog, hij is geupdated !!! ![]() Version 004p2 - I just HAD to fix the pathfinding, it's 100% better than it used to be. DOWNLOAD AGAIN PLZ
__________________ Super Moderator & Head Game Admin i3D Global Newsposter & Games Specialist i3D ![]() * Personal Messages or e-mails with problems/questions will not be answered! |
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| | #6 (permalink) |
| Colonel Join Date: 30 December 07 Location: Terheijden
Posts: 1,233
Downloads: 13 Uploads: 0
Xfire: ionleviathan ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Vind het wel mooi gemaakt dat ie pathfinding voor mekaar heeft gekregen. Misschien een vraag voor de mappers, kun je nog steeds botroutes aanleggen met radiant? Dan zou je met die botmod de bots gewoon de weg kunnen wijzen, zijn ze meteen een stuk realistischer
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| Private |
lijkt mij wel lachen maar hoe werkt het eigenlijk? want ik heb het gedownload maar in de README file begrijp ik het volgende niet echt. Installation...................................... .......................................... 1. Extract into your COD4 MW mods folder. 2. Load through ingame mods menu or put '+set fs_game "mods/PeZBOT"' in your IWMP command line. 3. Set DVARS either through console or commandline; /set <dvar> <value> (in console). or +set <dvar> <value> (on commandline). DVARS are as follows; svr_pezbots //number of bots; (defaults to 0) svr_pezbots_team //team to put bots on, "axis", "allies", "autoassign"; (defaults to "autoassign") svr_pezbots_drawdebug //draws bot debug info; 0 or 1; (defaults to 0) |
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| | #8 (permalink) |
| General Join Date: 25 July 07 Location: Alblasserdam, Zuid-Holland
Posts: 13,030
Downloads: 301 Uploads: 27
Xfire: DutchkriDje ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Hé Leonski, jij hier? ![]() Als je zelf de mod wilt uitproberen kun je dat heel eenvoudig doen: Je gaat naar je installatiemap (Meestal Program Files/Activision/Call of Duty 4 - Modern Warfare en dan ga je naar de map Mods. Daar maak je de map PeZBOT aan en daar plaats je de bestanden in uit het gedownloade zip-bestand. Vervolgens start je Call of Duty 4 Multiplayer, en je kiest in het Main Menu de menuoptie Mods en vervolgens PezBot. Daarna kies je Start new server. Als je server gestart is, moet je de console openen met de tilde-knop (~) en de commando's in uit de readme intypen, bijvoorbeeld: /svr_pezbots 10. |
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| | #10 (permalink) |
| █ █ █ █ █ █ █ █ Moderator Battlefield Join Date: 12 December 06 Location: Nieuwegein
Posts: 17,844
Downloads: 1562 Uploads: 1428
Xfire: bluezone66 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Volgens mij wel, kijk even in de readme file
__________________ Super Moderator & Head Game Admin i3D Global Newsposter & Games Specialist i3D ![]() * Personal Messages or e-mails with problems/questions will not be answered! |
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| | #12 (permalink) |
| █ █ █ █ █ █ █ █ Moderator Battlefield Join Date: 12 December 06 Location: Nieuwegein
Posts: 17,844
Downloads: 1562 Uploads: 1428
Xfire: bluezone66 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ----------------------------------------------------------------------------------------- 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 DOWNLOAD HERE
__________________ Super Moderator & Head Game Admin i3D Global Newsposter & Games Specialist i3D ![]() * Personal Messages or e-mails with problems/questions will not be answered! |
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| | #13 (permalink) |
| General Join Date: 25 July 07 Location: Alblasserdam, Zuid-Holland
Posts: 13,030
Downloads: 301 Uploads: 27
Xfire: DutchkriDje ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Nice!! Thanks for uploading! |
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| | #14 (permalink) |
| █ █ █ █ █ █ █ █ Moderator Battlefield Join Date: 12 December 06 Location: Nieuwegein
Posts: 17,844
Downloads: 1562 Uploads: 1428
Xfire: bluezone66 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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. Known Bugs - After several map rotations the server will fill up with ZMBI clients, this is a bug in the executable which has not been fixed. I'm on the way to fixing it however it's very time consuming figuring it out. - Bots will sometimes get stuck on the spot, it's like their threads get terminated and they just stand there. - Bots will sometimes get caught inside dumpsters, and or other geometry, if this occurs, please take a screenshot and send it to me at perry_hart@hotmail.com. It can probably be fixed by changing the waypoints around. DOWNLOAD HERE
__________________ Super Moderator & Head Game Admin i3D Global Newsposter & Games Specialist i3D ![]() * Personal Messages or e-mails with problems/questions will not be answered! |
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| | #15 (permalink) |
| General Join Date: 25 July 07 Location: Alblasserdam, Zuid-Holland
Posts: 13,030
Downloads: 301 Uploads: 27
Xfire: DutchkriDje ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Cool! Even testen!
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| | #17 (permalink) | |
| █ █ █ █ █ █ █ █ Moderator Battlefield Join Date: 12 December 06 Location: Nieuwegein
Posts: 17,844
Downloads: 1562 Uploads: 1428
Xfire: bluezone66 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
Downloadlink werkt weer!
__________________ Super Moderator & Head Game Admin i3D Global Newsposter & Games Specialist i3D ![]() * Personal Messages or e-mails with problems/questions will not be answered! | |
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| | #18 (permalink) |
| General Join Date: 25 July 07 Location: Alblasserdam, Zuid-Holland
Posts: 13,030
Downloads: 301 Uploads: 27
Xfire: DutchkriDje ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ! Tja, belofte maakt schuld... Maar bedankt voor het fixen, Blue! |
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