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Feb 4, 2013 - Downloads. PROMODLIVE PEZBOT 2013 with menus. Call of Duty 4: Modern Warfare First Person Shooter. [MW] Why are not CoD4 Promod Servers still a thing? 5 [MW] CoD4 multiplayer on PS3 working again. 4 6 comments. [COD] Ally bots in offline zombies. A modder got the simple AI to work in zombies like adding MP bots (they are the 3 playable characters alongside the player's character).
CompetitiveMod If this is set to 1, all other options except MR, KnifeRound, AutoMapRotate and UseDSRmr will be disabled. It will use the default variables. If you set it to 0, players will be notified.
For league you must set to 1! DVARS CompetitiveMod=0 forceClientDvars=cgfov '80',cgfovscale '1.125' forbiddenClientDvars=rfog,rdetail AllowFPSUnlock=1 ThrowbackEnabled=1 SentryEnabled=0 FinalKillcam=0 KnifeRound=1 StratTime=4 MR=8 UseDSRmr=0 AutoMapRotate=1 DropAllWeapons=1 AutoPerkDisable=0You need to use the same format as in my example. Enable saving of clientdvars: If you want to save the dvars a client sets you need to create a folder called 'dvar' in the folder addon ( addon dvar). For each client there will be a xml file (named with client's xuid). If the folder does not exist, dvars won't save. To save dvars, type!save, for loading type!load Due to IW's recent update (1.7.413) this feature is broken. Available commands: Due to IW's recent update (1.7.413) most of the commands are broken.
FoV is working. Added command!maxpackets again, value is 80-100 - Added new variables for svconfig - Fixed ammo bug - Added command!mr to display the MR setting - Added command!lastScore to display score of last map - Added command!miniscoreboard alias!minisb to make scoreboard smaller - Added command!sbMyColor to change color of yourself in scoreboard - Added silent ADS - Scope has unlimited breath - CoD4 Score style (+5, +3) - Strat time set to 7 - Added knife round (first round of map) - Team switch is now working properly (ex.
After 12 rounds) - Removed grenade cooking - Slightly increased grenade damage (+15%) - Grenade block at round start removed - Added new filmtweak (!ft 7) (thanks to DucK) - Added CompetitiveMod=2 (Stream mode, same as 1 but with final killcam).
Hi, it's been a while. I found an error where if the player uses setDvar('botsmanagefillmode' to have bots spawn as soon as the match starts, their levels won't be within the player's level. The levels of the bots will instead match that of the first bot that spawns in. Also may I suggest that the bots' knifing range be changed to 128 instead of 100, since that is the maximum range by default. Could you also look into having the bots not produce the 'clicking' noise when not shooting? Macporterjoe's RSE mod has somewhat fixed that. Dont know if your problem has been resolved as yet but have been tinkering with the script a little to try and resolve this for myself also.
![Promod download Promod download](http://storage.movienations.com/source/1/J8YfjGnW3ODig6SRkznuHvwu6mFrBCWj.jpg)
Eventually opened the bots.gsc file with IStools and removed the line botskillServerOnIntermission. Tested it on a 5 minute play to see if it loads the new map without exiting and worked.
I created a LAN server with the bots to autoload and the maps that i want and works for me. You dont need IStools to delete the line but it just a more clean interface to find the line you are looking for. Hope it works and happy hunting.
One person brought to my attention that all the bots take one path, well I implemented a 'number of bots' cost to the waypoints the bot's path is taking. In turn, this creates the path the bot is currently taking more expensive to take for other bots to take, and the bots always want to take the path with least cost. This is what it looks like: All the bots are taking a different (even longer) path because the direct paths are too flooded, thus spliting up the bots. The path weights are unique to the bot's current team.
So only bots of the similar team will split up. I've discovered some useful tweaks/changes. Open zsvrbots.iwd and replace the lines with the following ones: -changes in maps/mp/gametypes/weapons.gsc: // show weapons on back of player model (for thirdperson view) // and RPGs on back of bot models Line 1592: stowonback; Line 1593: stowonhip; Line 1624: else if (!self bots botsfuncs::botsplayerIsABot) -changes in bots/botsanim.gsc: // removes those annoying ammostock-sounds of bots // (I can't understand why nobody hasn't complained about this yet!?) Line 80: //self SetWeaponAmmoStock(weap, 0); +1 vote. Great mod, realistic in the bots actions and reaction times. I have played many versions of pezbots and find this to be the best. I managed to fix the intermission crash issue and to assign permanent bots to the server without having to use the menu or console.
Only thing i want to know and fix for a perfect LAN play server is to fix the fact that one run out of bots after few rounds. Please guide in changin settings to allow the server to 'reset' the roundcount of bots so it does not reach the 30 bot limit and the whole server has to be restarted. Thanks +1 vote.