MeatBot

The infamous MeatBot is back!!

If you have no clue what "MeatBot" is, then lemme tell you. MeatBot is the BEST bot mod for CoD2....

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File Description

The infamous MeatBot is back!!

If you have no clue what "MeatBot" is, then lemme tell you. MeatBot is the BEST bot mod for CoD2. Now normally, the bots are as dumb as a doorpost, but in this mod it will turn those lame AI into mean, lean, fighting machines! Not only will they shoot at you, they move around the map just as a regular player would, they jump over obstacles, climb things, throw grenades, and they'll even sit and wait for you in an ambush.

Although the read-me is hard to understand, there are numerous additions from the older version. For one, it now supports HQ, CTF and UTD along with the original TDM. Not to mention that there are many more custom maps that are supported! Check out the screenshots, read the read-me, and download this now!! :beer: :frog: :thumbsup:

~Cheese

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Download 'meatbot_0.9.rar' (4.35MB)

Readme
MeatBot for Call of Duty 2 (v0.9)
=============================
The name 	: MeatBot (MBot)
The version     : 0.9
Date 		: 12, 6, 2008.
The author 	: Maks Deryabin aka Spec
E-mail 	        : spec666@inbox.ru
ICQ 		: 252-831-762
IRC 		: irc.quakenet.org *cf.cod
URL 		: http://www.cf-cod.ru
Modified	: botskiller16
Updated         : botskiller16


The description
========
Fashions for Call of Duty 2 bots adding in the multiuser game. Fashions it is intended only for one person creating a server (see "Start" č "Remarks"), i.e. normal work a fashion is guaranteed, if anybody except for the player its created does not join a server.

The best bots

These bots, as alive. Full illusion of game with alive players. Such yet was not. Bots are able to run, jump, jump over obstacles, to throw pomegranates, to sit in an ambush.


Installation
===========
Before instal  strongly recommend  patch game up to version 1.3.
Unpack archive and place in a directory of game, for example: C:GamesCall of Duty 2.


Start
======
 - In a folder with game create a label for CoD2MP_s.exe
 - In adjustments{options} of a label in a field "Object" add the following line: +set fs_game mbot +exec mbot.cfg
 - We start for game through the created label.
 - Further we create the usual (not allocated) server through the menu " To create a server " or with the help of a console command 
/map <map>.

MeatBot for Call of Duty 2
=============================
The name 	: MeatBot (MBot)
The version     : 0.9
Date 		: &#282;&#341;&#273; 6, 2008
The author 	: Maks Deryabin aka Spec
E-mail 	: spec666@inbox.ru
ICQ 		: 252-831-762
IRC 		: irc.quakenet.org *cf.cod
URL 		: http://www.cf-cod.ru
Modified	: botskiller16
Updated         : botskiller16


The description
========
Fashions for Call of Duty 2 bots adding in the multiuser game. Fashions it is intended only for one person creating a server (see "Start" &#269; "Remarks"), i.e. normal work a fashion is guaranteed, if anybody except for the player its created does not join a server.

The best bots

These bots, as alive. Full illusion of game with alive players. Such yet was not. Bots are able to run, jump, jump over obstacles, to throw pomegranates, to sit in an ambush.


Installation
===========
Before instal  strongly recommend  patch game up to version 1.3.
Unpack archive and place in a directory of game, for example: C:GamesCall of Duty 2.


Start
======
 - In a folder with game create a label for CoD2MP_s.exe
 - In adjustments{options} of a label in a field "Object" add the following line: +set fs_game mbot +exec mbot.cfg
 - We start for game through the created label.
 - Further we create the usual (not allocated) server through the menu " To create a server " or with the help of a console command 
/map <map>.


Supported gametypes
==========================
 - Team Deathmath (tdm)
 - Headquarters (hq)
 - Capture the Flag (ctf)
 - UT Domination (utd)

 The one that is written on after a game type that, BETA, the stick is out of order there 100%, do not try it.
 (In MenĂ¼)
====================

Thanks: Maks Deryabin aka Spec, asdfg, WaW Team, melanie harrison, and for all Hungarian, who helped.
====================

Supported maps (TestMap: Carentan)
====================
Standard maps

mp_burgundy
mp_carentan
mp_harbor
mp_leningrad
mp_matmata
mp_railyard
mp_rhine
mp_toujane
mp_trainstation
mp_caen
mp_brecourt
mp_decoy
mp_downtown
mp_farmhouse
mp_dawnville
mp_breakout                     

Mods maps:
=====================
gob_aim
mp_anomaly (Aberrant Valley)
mp_aim_1
mp_benedictine_beta
mp_breslau
mp_buhlert
mp_deadend
mp_hillside
mp_karkand
mp_pavlov
mp_powcamp
shadowsniper
mp_warsaw
mtl_pirates_day
mtl_bismarck
mp_salerno_beachhead
mp_solovki
mp_tobruk2
mp_hill24
mp_tunestiga_hall
mp_silotown_final_v4
mp_omaha_v2a
bp_haguenau             
mp_carentan_ville        
mp_hill400_test          
mp_mirage_night         
mp_mirage_ver4           
mp_normandie_beta_2     
mp_normandie_night_final 
mp_valence_v2           
mp_valence              
mp_xfire_bay            
waterfall                

Commands
=======
-------------------------------------------------------------
addbot <team>: adds in game of bots. <team> can be: allies - the bot comes for allies
                                                          axis - the bot comes for an axis
                                                          auto - the bot automatically chooses a team
Example: " addbot auto "
-------------------------------------------------------------
removebot <parm>: removes boats. <parm> can be: allies - removes a bot from among allies
                                                    axis - removes a bot from among an axis
                                                    all - removes all bots
                                                    <the name of a bot> - removes a bot with the specified name
Example: " removebot bot12 "
-------------------------------------------------------------
skill <number>: skill bots - from 0 up to 10, 10 - the most difficult.
-------------------------------------------------------------
restart <parm>: restart maps. <parm> can be: fast - fast restart
                                                  map - usual restart maps
Example: " restart fast "
-------------------------------------------------------------
loadmap <map>: loads a map with the name <map>. Loads, if only it supports bots.

Example: " loadmap mp_carentan "
-------------------------------------------------------------
bot_autojoin 1 - bots will automatically come for that team in which they were before
              0 - bots will not come for the last team
-------------------------------------------------------------


Remarks
=========
The following conditions are necessary for normal work a fashion:
 - sv_pure 0
 - dedicated 0
 - USE of COMMANDS DESCRIBED ABOVE! It is not recommended USE by the following built - in commands: kick, clientkick, onlykick, banUser, banClient, tempBanUser, tempBanClient, fast_restart, map_restart, map_rotate, map, - as they can result in wrong work a fashion.
 - On a server only one player - that is you, well and, naturally, bots.


Bugs 
===========
If you have found that or, that you really count a bug be not at a loss to tell about it, having communicated with me to addresses specified above.

-------------------------------------------------------------

New in this version:
=====================
- The system waypoints is changed, now it began more flexible
- Boats have learned to jump
- Boats have learned to get and get obstacles (mantle)
- Boats have learned to get on a vertical ladder
- Animation of run of a bot is added
- Animation of a jump and falling downwards is added
- Animation to get through  obstacles is added
- Animation to get  on a vertical ladder is added
- Now bots recharge the weapon if patrons on zero
- Now the amount a pomegranate at bots not infinite, and depends on type of the weapon
- It is added scoring run of bots, a landing, to get  on a vertical ladder
- The bug with colliding the player by a bot is corrected

///////////////////////////////////////////////////////////////////////

Extras:
=====================
- 999 ammunitions go with all weapons. (at the bots)
- Into Thompson into a collection 30 ammunitions. (at the bots)
- Into M1 Garand into a collection 10 ammunitions. (at the bots)
- Into PPsH42 into a collection 50 ammunitions. 
- Into BAR into a collection 30 ammunitions. (at the bots)
- 1 smoke bombshell goes with all weapons (because of the bots sticking together).
- The bombshell of the bots falls down now.
- The bots a bar and Bren use it weapons.
- There is not orbit smoke on the orbits.

Changes from cepe7a

<<Changes in logic of bots>>

<<v0.03>>

[+] Has improved system of the resolution of conflicts at moving bots

[+] Fix jumps of bots - now they do not fail through the ground. It is possible to use direct jumps and jumps upwards.

[+] Has made smoother movement of bots - now they do not brake on everyone WP

[+] Now if the bot sees other bot of the team shooting on the purpose, it{he} turns in the same side

[+] Now bots do not shoot almost at the (on idea should not at all, but disorder of shots...:))

[+] In a command addbot now it is possible to set with what weapon to add a boat:
    Syntax: addbot <auto|allies|axis> [<weapon *>]
	 <weapon *> - number of the weapon in the menu of a choice. I.e. addbot axis 2 - will add a bot to Germans with kar98

[*] Value of a sight of bots (bot_viewangle) is changed on 45 by default (and that very big-eyed)

[+] Are added waypoint's for maps:
	 mp_carentan (from Spec);
	 mp_railyard, mp_buhlert,mp_karkand_tdm (from asdfg)
	 gob_aim, mp_aim_1, mp_harbor, mp_pavlov, mp_deadend (from Shaman-13); 
	 mp_matmata, mp_burgundy (from Figubis);
	


<<v0.02>>

[+] Boats now do not see through bushes and other opaque objects

[+] Boats now see not on 360 degrees, and on 120 (it is set to a variable bot_viewangle)

[+] range of a sight of a bot (a variable bot_maxdistance, by default 3000) Is limited

[+] Now bots smoothly change a corner of a sight

[+] Boats react to hit in them, turning aside attacking

[+] Speed of turn of a bot depends from skill

[+] the Sound of steps and falling now depends on a surface on which there is a bot

//////////////////////////////////////////////////////////////////////

Let who has a some kind of new waypoints send it to me, and even may make, or you do a new version,
or who can make it, that the beta game types, let the bots follow the reset of the circle again,
I would be glad about it very much, and the bots would be playing in 10 game types then

E-mail: nyikosgergo15@hotmail.com
Xfire: nagymama4ever


Supported gametypes
==========================
 - Team Deathmath (tdm)
 - Headquarters (hq)
 - Capture the Flag (ctf)
 - UT Domination (utd)

 The one that is written on after a game type that, BETA, the stick is out of order there 100%, do not try it.
 (In MenĂ¼)


Supported maps (TestMap: Carentan)
====================
Standard maps

mp_burgundy
mp_carentan
mp_harbor
mp_leningrad
mp_matmata
mp_railyard
mp_rhine
mp_toujane
mp_trainstation
mp_caen
mp_brecourt
mp_decoy
mp_downtown
mp_farmhouse
mp_dawnville
mp_breakout                     

Mod maps:
=====================
gob_aim
mp_anomaly (Aberrant Valley)
mp_aim_1
mp_benedictine_beta
mp_breslau
mp_buhlert
mp_deadend
mp_hillside
mp_karkand
mp_pavlov
mp_powcamp
shadowsniper
mp_warsaw
mtl_pirates_day
mtl_bismarck
mp_salerno_beachhead
mp_solovki
mp_tobruk2
mp_hill24
mp_tunestiga_hall
mp_silotown_final_v4
mp_omaha_v2a
bp_haguenau             
mp_carentan_ville        
mp_hill400_test          
mp_mirage_night         
mp_mirage_ver4           
mp_normandie_beta_2     
mp_normandie_night_final 
mp_valence_v2           
mp_valence              
mp_xfire_bay            
waterfall                

Commands
=======
-------------------------------------------------------------
addbot <team>: adds in game of bots. <team> can be: allies - the bot comes for allies
                                                          axis - the bot comes for an axis
                                                          auto - the bot automatically chooses a team
Example: " addbot auto "
-------------------------------------------------------------
removebot <parm>: removes boats. <parm> can be: allies - removes a bot from among allies
                                                    axis - removes a bot from among an axis
                                                    all - removes all bots
                                                    <the name of a bot> - removes a bot with the specified name
Example: " removebot bot12 "
-------------------------------------------------------------
skill <number>: skill bots - from 0 up to 10, 10 - the most difficult.
-------------------------------------------------------------
restart <parm>: restart maps. <parm> can be: fast - fast restart
                                                  map - usual restart maps
Example: " restart fast "
-------------------------------------------------------------
loadmap <map>: loads a map with the name <map>. Loads, if only it supports bots.

Example: " loadmap mp_carentan "
-------------------------------------------------------------
bot_autojoin 1 - bots will automatically come for that team in which they were before
              0 - bots will not come for the last team
-------------------------------------------------------------


Remarks
=========
The following conditions are necessary for normal work a fashion:
 - sv_pure 0
 - dedicated 0
 - USE of COMMANDS DESCRIBED ABOVE! It is not recommended USE by the following built - in commands: kick, clientkick, onlykick, banUser, banClient, tempBanUser, tempBanClient, fast_restart, map_restart, map_rotate, map, - as they can result in wrong work a fashion.
 - On a server only one player - that is you, well and, naturally, bots.


Bugs 
===========
If you have found that or, that you really count a bug be not at a loss to tell about it, having communicated with me to addresses specified above.

-------------------------------------------------------------

New in this version:
=====================
- The system waypoints is changed, now it began more flexible
- Boats have learned to jump
- Boats have learned to get and get obstacles (mantle)
- Boats have learned to get on a vertical ladder
- Animation of run of a bot is added
- Animation of a jump and falling downwards is added
- Animation to get through  obstacles is added
- Animation to get  on a vertical ladder is added
- Now bots recharge the weapon if patrons on zero
- Now the amount a pomegranate at bots not infinite, and depends on type of the weapon
- It is added scoring run of bots, a landing, to get  on a vertical ladder
- The bug with colliding the player by a bot is corrected

///////////////////////////////////////////////////////////////////////

Extras:
=====================
- 999 ammunitions go with all weapons. (at the bots)
- Into Thompson into a collection 30 ammunitions. (at the bots)
- Into M1 Garand into a collection 10 ammunitions. (at the bots)
- Into PPsH42 into a collection 50 ammunitions. 
- Into BAR into a collection 30 ammunitions. (at the bots)
- 1 smoke bombshell goes with all weapons (because of the bots sticking together).
- The bombshell of the bots falls down now.
- The bots a bar and Bren use it weapons.
- There is not orbit smoke on the orbits.

Changes from cepe7a

<<Changes in logic of bots>>

<<v0.03>>

[+] Has improved system of the resolution of conflicts at moving bots

[+] Fix jumps of bots - now they do not fail through the ground. It is possible to use direct jumps and jumps upwards.

[+] Has made smoother movement of bots - now they do not brake on everyone WP

[+] Now if the bot sees other bot of the team shooting on the purpose, it{he} turns in the same side

[+] Now bots do not shoot almost at the (on idea should not at all, but disorder of shots...:))

[+] In a command addbot now it is possible to set with what weapon to add a boat:
    Syntax: addbot <auto|allies|axis> [<weapon *>]
	 <weapon *> - number of the weapon in the menu of a choice. I.e. addbot axis 2 - will add a bot to Germans with kar98

[*] Value of a sight of bots (bot_viewangle) is changed on 45 by default (and that very big-eyed)

[+] Are added waypoint's for maps:
	 mp_carentan (from Spec);
	 mp_railyard, mp_buhlert,mp_karkand_tdm (from asdfg)
	 gob_aim, mp_aim_1, mp_harbor, mp_pavlov, mp_deadend (from Shaman-13); 
	 mp_matmata, mp_burgundy (from Figubis);
	


<<v0.02>>

[+] Boats now do not see through bushes and other opaque objects

[+] Boats now see not on 360 degrees, and on 120 (it is set to a variable bot_viewangle)

[+] range of a sight of a bot (a variable bot_maxdistance, by default 3000) Is limited

[+] Now bots smoothly change a corner of a sight

[+] Boats react to hit in them, turning aside attacking

[+] Speed of turn of a bot depends from skill

[+] the Sound of steps and falling now depends on a surface on which there is a bot

//////////////////////////////////////////////////////////////////////

Let who has a some kind of new waypoints send it to me, and even may make, or you do a new version,
or who can make it, that the beta game types, let the bots follow the reset of the circle again,
I would be glad about it very much, and the bots would be playing in 10 game types then

E-mail: nyikosgergo15@hotmail.com
Xfire: nagymama4ever

Have Fun !

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botskiller16


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Registered 27th January 2009

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