jtanx / ch1ckenscoop

Alien Swarm ch1ckenscoop mod mod
GNU General Public License v3.0
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Add command to add bots #14

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
Further description of the enhancement:

Add a command (!fullhouse) to fill the room with bots. WARNING: Do not add 
until Issue 13 is fixed.

Is this enhancement being created to fix another bug?:

Yes.

If so, what bug?:

It's impossible for people to add bots at the moment unless they know exactly 
what they're doing.

Original issue reported on code.google.com by ibe...@gmail.com on 13 Oct 2011 at 4:24

GoogleCodeExporter commented 8 years ago

Original comment by ibe...@gmail.com on 13 Oct 2011 at 4:27

GoogleCodeExporter commented 8 years ago
//*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

GoogleCodeExporter commented 8 years ago
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