I’m new here and very grateful for all you people are doing and have accomplished.
Everything is written and explained so well that I have running a server with this funny-bots Mod in no time.
I have noticed that when I make vars.maxPlayers == 8 or higher (even numbers) there is no problem with logging on this server as second login player. With vars.maxplayer == 6 or 4 there is only room for 1 player to logon.
Is this common or my mistake?
Sorry for my English: it’s not my mother language.
By default there is always room for one more player and as soon as he joins another bot leaves to make room for the next one. You can increase or reduce the amount of bots in the settings.
Hey,
Didnt knew you are on this forum, good to know.
Really do love your mod. Have it set perfectly the way i want. Using version: 1.5.0.3 because i think its the best one so far.
Is it possible to make the bots de-spawn if they are stuck ? Lets say if they havent moved any more than 3 meters in the last 15 sec, just de-spawn them ?
I found the problem for vars.maxPlayers == 4 or 6.
In the default config.lau is defined “initNumberOfBots = 5”
When I lower that to 2 than there is no problem anymore.
Is it an idea to make MAX_NUMBER_OF_BOTS as a variable chat command? So one can define that number depending to the number of active players while playing without having to reboot the server with a new definition of MAX_NUMBER_OF_BOTS ?
Thanks for this amazing mod it’s super cool, I’m wondering if it’s possible to be in a squad with bots and order them attack or defend, and if not would it be possible to do it in the future?
Max Number of bots should not be changed ingame. Thats why its a define. But you can just change the spawn-mode or the number to whatever you like.
You can just use the UI with the settings. All Settings are available ingame with the UI.
Just try out the diffenent spawn-modes. There is for sure one that fits your need
I added this in 1.7.0.0. They now get killed after 15 seconds. Very useful for bad paths ;-).
Even if we need to tweak this version a little more and optimize it, 1.7 is very stable now. We found and fixed many stability issues… But I will let you know when we release V1.7…
Hey I have two questions…will conquest and conquest large be available sometime in near future? …and, I have an error when entering VU “directx function get device removed reason failed with dxgi error driver internal error gpu driver unknown” …when I accidentally did it while having intel gpu on it worked and I could select maps, but with my nvidia gpu I can’t…do you know perhaps what could this be? Thanks in advance ^^
Hi Joe, in your opinion which maps/modes play well with 1.7.0.0? The adjustments to traces and bot behaviour are noticeably better and makes it all play different from 1.6.2.1. I tried various maps and modes and ended back with “smart node maps set” and tdm. I appreciate it’s wip, however, maybe adding just a few maps/modes and get feedback on those first before implementing on a large scale? Good work as always ok_hand:
It is wip
The following maps are available with the new pathsystem on the smart-node-branch:
Conquest Largen
Metro
Conquest Small
Bazar
Border
Rush
Peak
Metro
These paths are not optimised yet, but kind of work. We also want to improve the logic of the bots a little more. So it is really WIP
When we are done writing down some little tutorials others can create paths as well and we can start to fill our supported-map-list
Hi, thank you for your works. Sometimes when I was playing conquest (e.g. bazaar), my solider will lost all his weapons, and all the weapon icons on the spawn menu were gone too, except that I can still get into vehicles. I wonder if this is a mod or server issue?
Hi, I have never experienced such a behavior yet…
Maybe a combination of some Mods?
If you can reproduce it, just pm me and we can then maybe find out what causes this…
Hey,
Tried 1.7.0.2 and just like in the other versions i cant seem to find where to change bot firing mode. They always burst and very slowly… Is it possible ?
Thank you for your feedback. Thats a good point. This is caused by the random-weapon-system, but I will add manual cycles again per weapon type I think.
I will tell you when its changed.