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ServerBots2

Discussion in 'General Discussion' started by ProAsm, Feb 1, 2008.

  1. ProAsm

    ProAsm Active Member

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    Due to a forum crash this is a duplicate posting.

    ServerBots2 - Last released September 2007 (Version L)

    http://www.proasm.com/files/ServerBots2.zip

    With ServerBots2 you will always have the same Bots on your server regardless of how many players there are.
    As the server reaches capacity the Bots will start to leave and return as a player leaves.
    ServerBots2 incorporates sections of El Muerte Bull**** mutator as well.
    ServerBots2 works on most UT2004 Game types

    Please Note:
    ServerBots is a Serverside Mutator so no ServerPackage is required.
    However, to enable the Admin to use the Menu Options, a copy of
    ServerBots2.u is required in the Admins local PCs UT2004\System folder.

    To activate the Menu, logon as ServerAdmin then in the Condole:

    Mutate ServerBotsMenu
    or add a BotPassword to the ini file and login as:

    Mutate ServerBotsMenu password


    Installation.
    Just unzip into the servers UT2004Server\System folder
    Add ?Mutator=ServerBots2.ServerBots to your startup command line.

    Inifile Settings

    NB.. All ini settings are now available in the appropriate menus.

    [ServerBots2.Configs]
    BotPassword
    For additional Admin logins - Mutate ServerBotsMenu password
    BotsEnabled=True
    If set to false, then all ServerBots will be disabled until they are enabled once more.
    BotsNetPlay=False
    If set to True, then all a local Instant Action Game will look and feel like a Network game.
    BotsRandom=False
    If set to True, then Bots entering a game will enter in a Random fashion.
    BotsLeave=False
    If set to True the Bots will obey the MinPlayers= setting in the game and leave as Players join.
    BotsReady=False
    If set to True the Bots will appear in a Game that has PlayersMustBeReady=True
    BotsTalk=True
    If False then all Bot messages will be muted.
    PlayBotTeam=False
    If True then Players will play an all Blue Bot Team.
    StartGame=True
    If True then after the set time in StartDelay the Game will start.
    StartDelay=0
    If StartGame=True then this is the delay in seconds when the Game will auto start.
    EntryTime=0
    The time in seconds that Bots will appear after a Player has joined.
    BotSkill=5
    Select an overall skill level from 1 to 7


    [ServerBots2.Bots]

    You can have up to 16 defined Bots on a server.
    Just copy and paste a line and change the relavent configurations.
    If you do not want to use a particular configuration just set UseBot=False

    MyBots=(Name="ProFlex",UseBot=True,Character="Harlequin",Voice="M",Weapon=0,Ping=90)[/b]

    After copying and pasting a new MyBots line just change the relavent items to suit your Bot.
    Example: The following will give you 4 defined Bots in a game.

    [ServerBots.Bots]

    MyBots=(Name="ProFlex",UseBot=True,Character="Harlequin",Voice="M",Weapon=0,Ping=90)
    MyBots=(Name="*******",UseBot=True,Character="Gorge",Voice="M",Weapon=0,Ping=86)
    MyBots=(Name="WarLoxx",UseBot=True,Character="Horus",Voice="M",Weapon=0,Ping=122)
    MyBots=(Name="KaraMBa",UseBot=True,Character="Torch",Voice="M",Weapon=0,Ping=68)
    If you set one of the UseBot=False then that Bot will not be used.

    TalkingBot

    [ServerBots2.MessageBot]
    KillFrequency=50
    TeamFrequency=30
    GameFrequency=75
    SelfFrequency=80
    GreetFrequency=75
    ExtraFrequency=60

    NB. The above are the percentage (%) chance from 0 to 99 that a Bots stands to speak in a particular catergory.
    This has replaced the direct True/false options in previous versions of ServerBots2.

    [ServerBots2.TalkingBot]

    You can add a virtually unlimited number of messages which will be randomly chosen.
    You can use the following replacements:
    NB.. These replacements MUST be in lower case

    %winner% - the winner of the game.
    %speaker% - the bot that speaks.
    %player% - the player who said something.
    %scorer% - the player that scored.

    %killer% - the player that killed.
    %victim% - the player that got killed.

    %kscore% - the score of the killer.
    %vscore% - the score of the victim.

    %kdeaths% - number of times the killer died.
    %vdeaths% - number of times the victim died.

    %kweapon% - the weapon of the killer.
    %vweapon% - the weapon of the victim.

    Some Examples

    When a bot gets killed
    msgKilled=Damn it!
    msgKilled=Did not see you there %killer%
    msgKilled=Nice shot %killer%

    When a bot kills an other player
    msgKiller=Mwuahahaha
    msgKiller=You new at this %victim%?
    msgKiller=heheh

    When a commits suicide
    msgSuicide=Oops ;)
    msgSuicide=Woohoo killed %killer% again :)
    msgSuicide=Ok, who moved the ground

    When a bot gets killed by a team mate
    msgKillTeam=%killer% you moron
    msgKillTeam=Hello!, same team dude
    msgKillTeam=Watch where you shoot %killer%

    When a bot kills a team mate
    msgTeamKill=whoops....lmao
    msgTeamKill=damnit, sorry %victim%
    msgTeamKill=sorry...forgot teams

    When the bot won the game
    msgEndGameWon=gg
    msgEndGameWon=Yeehaaa...gg
    msgEndGameWon=gg - crazy

    When a bot loses a game
    msgEndGameLost=gg
    msgEndGameLost=gg - lag sucks
    msgEndGameLost=gg - Way the go %winner%

    Tiggers on a hello message
    You can use a * to match the word anywhere in the sentence
    msgHelloTrigger=hi
    msgHelloTrigger=hello*
    msgHelloTrigger=sup*

    What to say when a hello is triggered
    msgHello=whats up %player%...
    msgHello=welcome back %player%...
    msgHello=hi

    Triggers on goodbye message
    msgByeTrigger=bye*
    msgByeTrigger=l8r*
    msgByeTrigger=cya*

    What to say when goodbye is triggered
    msgBye=later %player%
    msgBye=L8r dude
    msgBye=cya later

    Extra1 Tiggers on which a bot might respond
    msgExtra1Trigger=wtf
    msgExtra1Trigger=fu
    msgExtra1Trigger=fu2
    msgExtra1Trigger=*****

    What to say when a Extra1 is triggered
    msgExtra1=easy on the language there %player%
    msgExtra1=coolit dude
    msgExtra1=thats not nice %player%
    msgExtra1=slow down on the lingo %player%

    Extra2 Tiggers on which a bot might respond
    msgExtra2Trigger=hehe

    What to say when a Extra2 is triggered
    msgExtra2=hey %player% u know who laughs last

    Extra3 Tiggers on which a bot might respond
    msgExtra3Trigger=whatever

    What to say when a Extra3 is triggered
    msgExtra3=k

    Additions

    With ServerBots2 if a Player mentions a Bots Nickname then all attention will be
    focused onto that bot for a time period of 60 seconds.
    This is in a case where someone may say:
    "hey proflex ru a bot?"
    In this case only ProFlex will answer the player

    Some Examples

    What said when the bots name is mentioned
    msgNickSaid=talking to me %player%
    msgNickSaid=wuzup dude
    msgNickSaid=yeah... thats me

    What said when the word bot is mentioned
    msgBotSaid=Hate bots do ya?
    msgBotSaid=dont like bots? hehe ya stuck with me dude
    msgBotSaid=Of course Im a bot - are you a human ?
     
    Last edited: Feb 1, 2008
  2. ProAsm

    ProAsm Active Member

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    Update to Release Version M - Nov 2008

    Added Check for same team then no damage done.
    [ServerBots2.MessageBot]
    .
    .
    Added UseDelay=True/False
    Added MinDelay=0.200000
    Added MaxDelay=2.000000
    If UseDelay is set to True, there will be a delay for the Bot to react to a chat command by the player.
    This delay will be a random selection between a set MinDelay and a MaxDelay.

    http://www.proasm.com/files/ServerBots2.zip

    ;)
     
    Last edited: Nov 27, 2008
  3. ProAsm

    ProAsm Active Member

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