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Releases: DreamyCecil/CecilBotMod

0.2.3 release

01 Feb 20:19
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An update with a few fixes. This is a "Beta" version, meaning that it is not final and may contain bugs.

This mod introduces CPU-controlled bots for cooperative and deathmatch games.
Visit mod wiki to read about available mod commands.

Changes since 0.2.2

  • Migrated to a newer version of the mod SDK.
  • Fixed bots getting confused and walking around weirdly if fall hazard avoidance is disabled.
  • Reverted bot logic to being handled by bot entities themselves, rather than from an external list for stability.
  • Added a command for using a slower but more reliable method for checking which entity is which. This allows bots to attack enemies and collect items from external entity packs (MOD_bCheckEntityNames command).

Known issues

  • The game crashes upon quitting it after changing levels at least once with some bots active. There seem to be a bunch of issues that arise from level changing.

0.2.2 release

17 Jan 03:03
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A medium-sized update with different internal improvements. This is a "Beta" version, meaning that it is not final and may contain bugs.

This mod introduces CPU-controlled bots for cooperative and deathmatch games.
Visit mod wiki to read about available mod commands.

Changes since 0.2.1

  • Reworked bot entities to be just puppets that are controlled by logic that is now separate from bots.
  • Implemented new respawn delay setting for bots to make them respawn only after some time.
  • Slightly improved navmesh point generation.
  • Added key shortcuts for generating navmesh points and connecting them ([ and ] respectively).
  • Added bot's current target name to bot thoughts.
  • Implemented experimental system for avoiding fall hazards around bots on maps with bottomless pits.
  • Added command for teleporting bots with names that match the BOT_strBotEdit mask to the player (MOD_BotTeleport() command).
  • Added a few more bot names.

0.2.1 release

11 May 19:34
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A small update that focuses more on Cooperative support. This is a "Beta" version, meaning that it is not final and may contain bugs.

This mod introduces CPU-controlled bots for cooperative and deathmatch games.
Visit mod wiki to read about available mod commands.

Changes since 0.2

  • Customizable key shortcuts via configs.
  • Option to toggle player following in Cooperative mode (BOT_iFollowPlayers command).
  • Bots will now try to collect items in Cooperative mode regardless of whether or not they're following the players.
  • Bots will go to important points if they can't find any enemies.
  • MovingBrush entities can now be clicked by bots just like Switch entities.
  • If bot reaches an important point pointing to a Marker entity, it will switch to a new important point that is closest to the Marker's target entity.
  • Insignificant changes to navmeshes for Fortress, Hole, Compound and Red Station.

0.2 release

06 May 19:55
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Finally, a second release of Cecil's Bot Mod. This is a "Beta" version, meaning that it is not final and may contain bugs.

This mod introduces CPU-controlled bots for cooperative and deathmatch games.
Visit mod wiki to read about available mod commands.

Bot-ready maps

  1. Desert Temple (if you have it in TSE from TFE)
  2. Little Trouble
  3. The Lost Tomb
  4. Fortress
  5. Hole
  6. Compound
  7. Red Station
  8. We Got Skulls'n'Bones Too
  9. Yodeller

You can still play any other map with bots but they may get stuck behind walls or fall into traps and such.

Notes about bots

Bots will follow the closest player in the coop mode but will go along the navigation meshes on deathmatch maps (if they exist).

Bots are still pretty bad when it comes to swimming. I haven't quite figured out why. So if you see bots drowning or burning themselves to death on Hole or Fortress, that's intentional.

  • To add a bot into the game, simply press the = button or type MOD_QuickBot() into the console.
  • To add bots to imaginary "Red" and "Blue" teams, press O and P respectively.
  • To change bot difficulty, type BOT_ResetBotConfig(difficulty), where difficulty can be either 0, 1, 2 or 3 (Dummy, Easy, Normal and Hard respectively). To update existing bots with the new difficulty, type MOD_BotUpdate().

Go to Options -> Advanced Options -> Bot Mod Customization in-game for further bot behavior customization.

0.1 release

26 Aug 18:33
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This is the first ever release of Cecil's Bot Mod. This is a "Beta" version, meaning that it is not final and may contain bugs.

This mod introduces CPU-controlled bots for cooperative and deathmatch games.
Click here to read about mod commands and other functionality.

Bot-ready maps

  • Red Station
  • Compound (supports 6DOF gravity!)
  • Yodeller

You can still play any other map with bots but they may get stuck behind walls or fall into traps and such.
They've proven to be good enough without a navmesh on Little Trouble.

Notes about bots

Bots will follow the closest player in the coop mode but will go along the navigation meshes on deathmatch maps (if they exist).

To add a bot into the game, simply press the = button or type MOD_QuickBot() into the console.
Go to Options -> Advanced Options -> Bot Mod Customization in-game for further bot behavior customization.

Half-Life 2 Immersion Mod

These bots has also been integrated into Half-Life 2 Immersion Mod with the 0.75 patch.