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- 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 :D.
- 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.