Open GoogleCodeExporter opened 8 years ago
Original comment by ibe...@gmail.com
on 13 Oct 2011 at 4:27
//*Ive been using this for a couple of years now.*\\
//foxBot.cfg - Sets up bot-adding/removing commands and also binds functions to
keypad keys
//Type addbot_<name> to add the bots you'd like. removebot_<name> will remove a
bot, removebots wil remove all bots
//Keypad 1-8 adds bots (in order of Sarge, Wildcat, etc. through Vegas) and
also selects your marine if none is selected
//Keypad . (DEL) removes all bots
//To use, simply place this in your swarm\cfg folder and do "exec foxBot.cfg"
//Useful tips:
//-- Should you switch to another marine, the bot will hold position and cover
the angle you left them facing when you switched. Thus, to have a marine cover,
say, a doorway, simply move him to a good position facing the door, and switch
to another marine. (this is classic AS2k4 behavior)
//-- Bots must be ordered manually to use equipment like medical satchels,
turrets, etc. Get familiar with giving equipment orders and switching marines
on-the-fly if you are going to use them effectively. The Offline Practice level
is, actually, great practice for this.
//-- It should be noted that bots DO use the Medical Gun automatically, but
giving manual equipment orders is more reliable. I personally prefer the med
satchel when commanding a bot medic.
//-- Also, make sure bots have ammo for their weapons. If they run out of ammo,
they will run around punching aliens, which gets them killed damned quick on
Hard or Insane.
//Notes:
//-- Bots seem to handle all the levels just fine, even including parts like
the Deima bridge crossing (they hold fire formations well).
//-- When a player leaves (or is kicked from) a lobby, his/her bots will leave
as well.
//-- Bots can be added by game joiners. However, new players can still join,
and once the lobby fills up, all bots will be automatically kicked and none
will be able to be added.
//-- You do not gain any EXP from bot kills and bots simply share your level.
//Known MP bot bugs:
//-- Bots sometimes do not leave correctly when new players join until the
lobby fills up to 4 players, as mentioned above - if you don't have a full
lobby joining, use Keypad . (DEL) to remove them and make room (this is being
looked into)
//-- Anyone giving a "hold" or "go" order will order all bots, regardless of
rather he/she "owns" them or not - however, equipment orders and marine
switching work as intended
//-- Attempting to change marines ends up changing one of your bots instead -
just remove all bots and then add the marine bots you want via the keypad
//Keypad Shortcuts - Please change (or remove) these to fit your liking
bind "KP_END" "addbot_Sarge"
bind "KP_DOWNARROW" "addbot_Wildcat"
bind "KP_PGDN" "addbot_Faith"
bind "KP_LEFTARROW" "addbot_Crash"
bind "KP_5" "addbot_Jaeger"
bind "KP_RIGHTARROW" "addbot_Wolfe"
bind "KP_HOME" "addbot_Bastille"
bind "KP_UPARROW" "addbot_Vegas"
bind "KP_DEL" "removebots"
//Setup - Console Commands
alias "addbot" "echo Invalid bot! Usage: addbot_<name>; echo For example,
addbot_Sarge will select Sarge."
alias "addbot_Sarge" "cl_selectm 0 -1"
alias "addbot_Wildcat" "cl_selectm 1 -1"
alias "addbot_Faith" "cl_selectm 2 -1"
alias "addbot_Crash" "cl_selectm 3 -1"
alias "addbot_Jaeger" "cl_selectm 4 -1"
alias "addbot_Wolfe" "cl_selectm 5 -1"
alias "addbot_Bastille" "cl_selectm 6 -1"
alias "addbot_Vegas" "cl_selectm 7 -1"
alias "removebot" "echo Invalid bot! Usage: removebot_<name>; echo For example,
removebot_Sarge will remove Sarge.; echo Alternatively, use removebots to
remove all bots."
alias "removebot_Sarge" "cl_dselectm 0"
alias "removebot_Wildcat" "cl_dselectm 1"
alias "removebot_Faith" "cl_dselectm 2"
alias "removebot_Crash" "cl_dselectm 3"
alias "removebot_Jaeger" "cl_dselectm 4"
alias "removebot_Wolfe" "cl_dselectm 5"
alias "removebot_Bastille" "cl_dselectm 6"
alias "removebot_Vegas" "cl_dselectm 7"
alias "removebots" "cl_dselectm 0; cl_dselectm 1; cl_dselectm 2; cl_dselectm 3;
cl_dselectm 4; cl_dselectm 5; cl_dselectm 6; cl_dselectm 7"
//Setup - Console Readout
echo "Bot Config v1.1 Loaded"
echo "Please be courteous about adding bots into public games!"
echo "To add bots, type 'addbot_<name>' into console"
echo "To remove bots, type 'removebot_<name>' into console"
echo "To remove all bots, type 'removebots' into console"
echo "These commands will ONLY work from the lobby screen!"
echo "Keypad shortcuts:"
echo "Keypad 1 - Sarge"
echo "Keypad 2 - Wildcat"
echo "Keypad 3 - Faith"
echo "Keypad 4 - Crash"
echo "Keypad 5 - Jaeger"
echo "Keypad 6 - Wolfe"
echo "Keypad 7 - Bastille"
echo "Keypad 8 - Vegas"
echo "Keypad . - Remove all bots"
echo "Please see foxBot.cfg for more info or to re-bind key shortcuts."
echo "Thanks and have fun! ~fox"
Original comment by jigonb...@live.com
on 7 Jan 2013 at 10:13
And I like how it uses number\key pad keys. Maybe you can take a note from this
and have a command called !bots that will show this list on screen of what
number to press to add which bot they want.
"Keypad 1 - Sarge"
"Keypad 2 - Wildcat"
"Keypad 3 - Faith"
"Keypad 4 - Crash"
"Keypad 5 - Jaeger"
"Keypad 6 - Wolfe"
"Keypad 7 - Bastille"
"Keypad 8 - Vegas"
"Keypad . - Remove all bots"
If there is a way to get around key bindings!
Original comment by jigonb...@live.com
on 7 Jan 2013 at 10:19
Original issue reported on code.google.com by
ibe...@gmail.com
on 13 Oct 2011 at 4:24