- Aug 19, 2013
- 12
- 2
*HUGE credit to my friend {R} Bluetonium for helping me test these maps*
Gameplay demo of my friend and me playing with 8 bots:
http://www.youtube.com/watch?v=T_27UEv3pR4
Introduction:
This version of MVM_decoy doesn't physically change anything on the map, but allows bots to play on the defender team. I made this for the purpose of playing solo, or for servers such as mine. I've been always trying to find a way to allow bots to play MVM for a while now, and now that I can I plan on releasing every VALVe MVM map modified to be played with bots. I mainly use this for testing .pop files, or for filling my server up when players start to leave.
Files included in the package:
- Includes .bsp and .nav, of course. Goes into your "maps" folder.
- [OPTIONAL] Includes cfg file that executes whenever the map is ran, goes into your "cfg" folder. When executed, it loads mvm_decoy.pop automatically and spawns 9 friendly bots on expert difficulty (highest difficulty). If you are playing LAN or uploading to a server for friends or something, set the bot quota to 9 rather than 10, otherwise it'll say the server is full. By default, the cfg automatically sets quota mode to fill which removes bots when players join. Don't have more then 10 players/bots or else the amount of robots spawned will be reduced.
Bot Behavior:
Remember that bots can't upgrade. Do not expect their performance to be great as harder waves go by. Bots won't leave the spawn until robots have left their spawn protection zone. Engineers will move from their spawn at the beginning of a round to build a sentry due to the robot AI VALVe has for robot engineers (Read the "Bugs To Note" section below).
Bugs To Note:
- Bots rarely spawn with a BLU intelligence, causing the announcer to warn you about the bomb being deployed and continuously setting off the alarm. Caused because the bomb the robots carry are just re-skinned flags, and flags are assigned to each bot team. (if this happens, just use the tf_bot_kill command on whoever has it. If the name has a space, make sure to use quotations).
- [NAV PROBLEM] Robots, when spawned on top of the hill, only drop off from the left side of the cliff. I am aware of the problem and will be fixing that soon.
- [NAV PROBLEM] Robots rarely take incorrect paths, also will be fixing this.
- Snipers don't shoot due to robot AI
- Engineers build sentries, but no teleporters/dispensers due to robot AI.
- Bots don't really try to grab ammo/health packs due to robot AI
- Spawning bots mid-round/waves may cause them to spawn in robot territory, have a robot model, become giant, or melee only due to robot assigning
- Spies teleport to spawnbot_mission_spy spawn points and will use random voice commands due to robot AI
Gameplay demo of my friend and me playing with 8 bots:
http://www.youtube.com/watch?v=T_27UEv3pR4
Introduction:
This version of MVM_decoy doesn't physically change anything on the map, but allows bots to play on the defender team. I made this for the purpose of playing solo, or for servers such as mine. I've been always trying to find a way to allow bots to play MVM for a while now, and now that I can I plan on releasing every VALVe MVM map modified to be played with bots. I mainly use this for testing .pop files, or for filling my server up when players start to leave.
Files included in the package:
- Includes .bsp and .nav, of course. Goes into your "maps" folder.
- [OPTIONAL] Includes cfg file that executes whenever the map is ran, goes into your "cfg" folder. When executed, it loads mvm_decoy.pop automatically and spawns 9 friendly bots on expert difficulty (highest difficulty). If you are playing LAN or uploading to a server for friends or something, set the bot quota to 9 rather than 10, otherwise it'll say the server is full. By default, the cfg automatically sets quota mode to fill which removes bots when players join. Don't have more then 10 players/bots or else the amount of robots spawned will be reduced.
Bot Behavior:
Remember that bots can't upgrade. Do not expect their performance to be great as harder waves go by. Bots won't leave the spawn until robots have left their spawn protection zone. Engineers will move from their spawn at the beginning of a round to build a sentry due to the robot AI VALVe has for robot engineers (Read the "Bugs To Note" section below).
Bugs To Note:
- Bots rarely spawn with a BLU intelligence, causing the announcer to warn you about the bomb being deployed and continuously setting off the alarm. Caused because the bomb the robots carry are just re-skinned flags, and flags are assigned to each bot team. (if this happens, just use the tf_bot_kill command on whoever has it. If the name has a space, make sure to use quotations).
- [NAV PROBLEM] Robots, when spawned on top of the hill, only drop off from the left side of the cliff. I am aware of the problem and will be fixing that soon.
- [NAV PROBLEM] Robots rarely take incorrect paths, also will be fixing this.
- Snipers don't shoot due to robot AI
- Engineers build sentries, but no teleporters/dispensers due to robot AI.
- Bots don't really try to grab ammo/health packs due to robot AI
- Spawning bots mid-round/waves may cause them to spawn in robot territory, have a robot model, become giant, or melee only due to robot assigning
- Spies teleport to spawnbot_mission_spy spawn points and will use random voice commands due to robot AI
Last edited: