Hi everyone, Just had some great news from Pezzalucifer the creator of PeZBOT which was originally released for CoD 4 last year. He has just bought a new PC which will run CoD WaW (his previous PC had problems with the game) and has confirmed he is now working on a version of PeZBOT for CoD WaW! This is the first official confirmation from him that he is working on the bot mod again. So watch this space. I will update again when I have more news, plus I will post links to any release on this thread. :) Cheers, JamJam11 ====================================================== For anyone who is not familiar with PeZBOT see my other thread in the CoD 4 part of this forum here: [COLOR=sienna]http://forums.filefront.com/cod4-modding-editing/359164-new-bot-cod4-pezbot.html[/COLOR] Note: The 'official' PeZBOT site can be found here. [COLOR=purple]RELEASES / UPDATES[/COLOR] [COLOR=lightblue]Current version (005p, released 19/09/10) can be downloaded here:[/COLOR] http://www.filefront.com/17304059/PeZBOTWAW_005p.zip/ Earlier versions: Version 001p: [COLOR=darkorange]http://www.filefront.com/13818436/PeZBOT-001p-for-World-at-War/[/COLOR] Version 002p: [COLOR=darkorange]http://www.filefront.com/13927093/PeZBOT-Multiplayer-Bots-002p-for-World-at-War/[/COLOR] Version 003p: [COLOR=darkorange]http://www.filefront.com/14341683/PeZBOT_003p_-_World_at_War.zip/[/COLOR] [COLOR=white]Version 004p: [COLOR=darkorange]http://www.filefront.com/16435441/PeZBOT---Multiplayer-Bots/[/COLOR][/COLOR]
Considering from how the guy who made PeZBOT is talented, and CoD WaW is almost a copy of CoD 4, it would not take long to finish.
Ok everyone, A small update on progress. Please use link below to see latest comments from Pezz and a first screenshot of his PeZBOT for CoD WaW. The link is to the official PeZBOT thread where we all post and speak with Pezz. Link: Infinity Ward • View topic - PeZBOT 007p Cheers, :) JamJam11
ok copy/paste from iw whoreums where they like to move stuff to offtopic...:rolleyes: Most of the climbing code is already done in 007p, they actually climb in backlot, just dont always face the right direction.
"using" turrets is prolly not so hard.. making it so you can hide will prolly just take some tricky code, because the move based on their nearest target... otherwise they would run around aimlessly.
However, i quickly tried to get them to animate last night but the little buggers wouldn't so.... not sure whats wrong, hopefully just something silly.
Because the testclients don't spam fire/reload/movement i have to emulate weapon firing, which i've done most of.
All the other code came straight over, so all i really need to do is make sure the weapon and anim stuff is right, add some waypoints and its as good as pezbot 007p, but in waw.
Gannondorf can prolly add all the waypoints for it if he likes as I don't really know the levels well AT ALL, and they chug real bad on my n10.
I think one of the speed issues is that in cod4 you can turn off the glow, but in waw it's always on, even if you set the r_allow_glow and r_glow to 0.
Pezz, I tried doing some personal modding of 007p in COD4 but adding things like: if the player is prone + xxx feet away, ignore target if player if out of FOV + notfiring, ignore some things I tried worked fairly well but in the end I just came to thinking this: You could make a 'blind-spot' WP that is put down in WPed maps where if the target in the WP radius is not moving and prone or crouching, and obviously not firing, then the bots will ignore the target since they cant 'see' it. These WPs could be setup by WPers in grassy areas or the like. As a matter of theory, you might be able to just call the smoke nade code into this WP and modify the radius however. Ex.. if the WPer holds the X button, the 'blind' WP radius increases, if they press the Z key, the radius decreases in size. Something along those lines and using a few small codes like telling the bots to ignore targets not in their FOV(I believe this is already there), targets that are too far away and prone and delay their reaction time so they dont auto-spin to kill you. The stationary MGs could also be done with the above method. On a fixed radius, nearby bots 'wanting' to mount an MG will enter the WP and mount any MG within the WP's radius and remain on a timeout. If they dont see targets for xx seconds, they dismount and move on. You could also add a cvar that restricts how many bots can camp/mount MGs, ensuring you won't just have 15 bots scattered across the map camping on MGs and guarding certain areas. Like, I will prolly be able to run around 20 bots, so I would set the modifier to 5 or 8, people running 10 bots could set it to 2 or 4. And once a hiding bot/player opens fire they will be 'seen & heard' by nearby bots. This and of course telling bots to seek out 'camp' or 'vantage' WPs would really add a lot of realism to the mod. I talk to gannondorf on MSN everyday so I could help with the WPing to speed up the process once your finished with a port to W@W with the new WPs. MSN msnger address is [EMAIL="firstname.lastname@example.org"]email@example.com[/EMAIL]. Hit me up w/e if you need help.
Sounds good Pezz.
Whitsel will be helping me with the waypointing, so we shouldn't take too long.
Hmm, well i've been trying for a while to get these guys to animate with weapon changes... but they just wont do it... HOWEVER.. it looks like they may have put animation scripting into the multiplayer exe, which is even better. If they have, i should be able to do it that way, and they will animate sooo much better than before.
Awesome. Hope they have. :)
That would be some great news. Keep us updated.
Hi Pezz, Lord_Gannondorf and Whitsel! Great to see you are posting here now. I will spread the news. :) JamJam11