bots specifically for zombie plague

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bots specifically for zombie plague


Post by OneeL » 2 Weeks Ago

Hello, I came to bring you this new bot module (in C ++), developed specifically to play zombie plague. They are already published and ready to use, Support the project from the official blog: ... lypse.html

Bots have special AI when they are nemesis, survivor, assassins or snipers, here are some characteristics:

* New evasion system, written from scratch, where bots avoid collisions with other players and also detect obstructions (if applicable), choosing another path.
* Do you want more difficulty? HP (Health Point) can be added to the special ZMT-Bots (Nemesis, Survivors, Snipers and Assassins) from the configuration files, thus giving the special class bots an advantage over real players, you decide how much advantage they have. give or if you prefer to play with them at the same level as you.
* You can buy and use extra-items (with the help of a plugin available below)

* They look for safe places and stay there until the game ends.
* They will not buy Scout; the weapon is useless against zombies.
* They are capable of launching fire, frost and light grenades. The light grenades, for the most part, are thrown when they reach the strategic places of refuge.
* If the place of refuge is occupied, the bot will be able to choose between going to another place or staying next to the other player.
* Depending on the darkness of the map, a bot will not be able to see at long distances and will have a smaller angle of view (amplitude), obstructing the vision of objects far from the center.
* They are sensitive to light and the glow of zombies.
* They are able to see a zombie in the dark if it is injured by a human, giving it away.
* They will shoot any zombie that is illuminated by a light grenade or light from the map, (Regardless of distance).
* As the zombies approach, the bots will flee and perform evasive maneuvers, along with jumps to avoid being infected.
* On the run, these bots can predict the walls behind them and make decisions to try not to get caught.
* New AI special for Survivors. They will not act like humans but rather, they get closer and look more for the zombies (Behavior detailed in the video).
* New AI for Snipers.
* If in flight they are caught in front of a cliff, depending on several factors, some will decide to jump to avoid being infected, while others will try to resist longer by shooting.
* New system to aim objectives (Rewritten from scratch), more adjusted to how a real player would aim. It will depend on the skill (Skill).
* They can use a flashlight (Optional), identical to that of the players, it is loaded and unloaded (Only if you use Zombie plague: Apocalypse, download at the end of the blog).
* They can decide whether or not to break a platform through which they have passed, thus preventing zombies (Sometimes other humans, as it usually happens online) from going up or reaching the place.

Capable of dropping infection bombs (If they have enough ammo packs).
* They do not use the radio.
* When being heavily wounded, they will try evasion maneuvers and jumps to avoid Headshots.
* They can break sandbags, introduced in the game by the plugin "zp-sandbags".
* If there is a human in a high place, the zombies will make a "ladder"; that is, they will crouch down and jump on top of others to help catch up with the human. How to implement this when creating new waypoints.
* New AI special for Nemesis and Assassins, they can use Longjump and they will try to reach humans in higher places (Behavior detailed in the video) (Only if you use Zombie plague: Apocalypse, download at the end of the blog).
* They easily change their target if they shoot them (depending on which one is more within range).
* They play as a team and tell others where the humans are; attacking in hordes.
* They can predict the movements of humans when they are chasing them, shortening distances and cutting escape routes.

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