This mod contains my mutators to affect bot behaviors, loadouts, and difficulty. Just some stuff to spice up the bot interactions a bit. These should be fully functional with all mutators.
||Bots drop live explosives on death
||Bots call in any and all air support frequently during normal play
||Swap any bot class with one from vanilla, elite, outpost, or frenzy
||Removes suicide bombers from play. This is just a config of MadBots
This is a modified form of the vanilla HotPotato mod. Explosives are dropped randomly by players upon death according to the ratios set in the config. BangDelay sets the delay before frags, ieds, and flash grenades will detonate. This gives players some time to book it before the explosion. All ratios must be <= 1.0. If they sum to less than 1.0, then the remaining amount will be the probability that nothing is dropped upon a bot death. If you want grenades to always be dropped, then assure all ratios sum to 1.0. If bBotsOnly is set to true, then explosives will only be dropped by enemy bots in coop. By default the ratios will do the following:
Grenades dropped breakout:
20% - Molotovs
35% - M67 frags
15% - Smoke grenade
15% - IED
5% - Flash grenade
5% - Infantry triggered mine <- This can be disabled
5% - no grenade dropped
|Additional Config Value
||Controls how many seconds after explosive are dropped that frags, ieds, and flash explosives will take to detonate. Default is 4
||If set to True, then explosives will only be dropped for bots of the opposite team. Default is False.
||If set to True, then explosives will not be dropped for knife kills. Default is True.
||This sets the damage threshold for weapons that will stop an explosive from being dropped. This will make headshots for all weapons not drop explosives. If you always want explosives to drop, then set this >= 1000 and the threshold will never be hit. 250 is the headshot damage of the weaker primaries in-game. So this was set as default.
||If set to False, then the mine will not be spawned ever. Default is True
||If set to False, then the mine will instantly be deployed on player/bot death. If set to True, then the mine will spawn after BangDelay has passed. Default is False.
||This set the minimum number of players in a server before the hot potato will be enabled. Default is 2.
You best be preparing for a beatdown. This mod opens the full arsenal of air support up to the enemy team and they will be periodically be bringing the thunder with no limits. This works by randomly waiting a certain period and then finding the largest cluster of players. If this cluster meets the criteria, then the enemy team will deploy any fire support on a point nearby. A separate ratio can be set for the chopper support and the additional fire support is disabled by default when capturing objectives and counters as the vanilla game already has fire support at these points. There are three thresholds that can be adjusted that determine if a support will be called in or not. The alive player ratio, the players cluster distance between, and the number of players clustered. Default config values are shown below:
||If set to True, this will stop spawning any additional fire support during objective capture and counterattacks.
||This sets how probable a chopper is to be called in relative to all other fire supports. By default this is 0.08, so 8% of fire support calls will bring in the BlackHawk or Apache.
||This sets the ratio below which air support will no longer be called in for. By default this is 0.2, which means that less than 20% of players are left alive fire support will stop being called in.
||This sets distance (in m) between players which is considered a cluster. If players are within this distance of each other, then they will count towards the PlayerClusterThreshold
||This sets the minimum number of players in a cluster that is required before a fire support is called on that area.
||The minimum random time before fire supports
||The maximum random time before fire supports
||Initial delay at round start in seconds before MinTime will begin setting the fire support.
||If set to True, then a chat message will be sent to all players informing which fire support is incoming. I.e. "Chopper Incoming!", "Strafe Incoming!", "IED Drone Incoming!", etc.
||This sets the ratio of times that a strafe specifically on the active objective when players begin capturing it. Default is 0.4. Set to 0.0 to disable entirely.
||If bTargetPlayer? is True, then fire support will be called on player within AccuracyMargin
If bTargetPlayer? is False, then fire support will be called on player with AccuracyMargin for IED and strafe, but otherwise will use RatioToObjective to place it between the player and the next active objective.
||This sets how big of a radius (in m) the fire support will be called within on the target player cluster. Note if this is less than 1000, then players are guaranteed dead for A10 strikes if they don't move quickly or are under shelter.
||This sets the location to spawn the fire support at between the target player cluster and the active objective. Default is 0.3, which would be 30% of the way between the player cluster and the active objective. This makes it so players must move through the fire support as opposed to run from it. This is NOT used for IED or strafe. Those use the player cluster directly with AccuracyMargin. 0.0 would be on the target player location, 1.0 would be on the active objective.
|bEnableA10, bEnableIED, bEnableBombs, bEnableChoppers, etc.
||These are all default to True. If set to False then the associated fire support will never be called by the enemy team.
To make text colored, then use along side Advanced Chat mod and set PreMsg and PostMsg like so:
MadBots (Beta release)
Mutator=MadBots OR MadBots2 OR MadBots3 OR NoSuicides
This mod allows servers to replace bot playerclasses with another. This makes for a very configurable game feel. Swap Suicide Bombers with rifleman, militia counters for Bruisers, rifleman with elite outpost bots, or replace breachers with frenzy bots, etc.
||This is a comma separated list (no spaces) of all the classes to remove from play. Choose the numbers for the desired class in the table below
||This is comma separated list (no spaces) of all the classes to add into play. A class is grabbed randomly from this array in place of one that is removed. Choose the numbers for the class in the table below. Since this is an array duplicates can be added to set ratios respectively.
This is a comma separated list (no spaces) of all the keywords for classes that will be removed from play. This is normally easier then listing each class.
"counterattack" is special keyword that can be used for all counterattacks spawns
"insurgent" or "security" will grab all the respective faction
"bot" will grab all bots in play
"militia" will grab just the militia counterattacks
"suicide" to grab the suicide bombers or "commander,observer" to replace all commanders and observers
This is a more special case usage. This will only replace a certain ratio of the provided classes to remove and leave the others. This is useful for cases where all bots have the same class and players dont want all bots to be replaced. Default is 0.0. Example use case: Set RatioT and run along with FullyLoaded. In this setup all bots would be FullyLoaded, but now with this mod ~60% would be reclassed with those specified and the other ~40% would remain as FullyLoaded.
This is set to True by default and only will replace bots on the enemy team. Friendly AI will not be affected. If friendly AI should be swapped as well then set this to False. Setting to True will also make this compatible with the PVP mod I made that modifies friendly AI.
||This prints some messaging to the screen including what class is currently being swapped or not swapped for clarity in knowing which class names you are currently working with. Set to True if you are having a hard time understanding what classes the bots are currently using. These class names can be used as keywords in RemoveClassesContaining to replace bots with alternate classes.
By default the mutators listed do the following and their example game.ini configs following:
MadBots -> Swaps all insurgent bots for a variety of outpost and elite bots
MadBots2 -> Swaps all insurgent bots for their hardcore counterparts
MadBots3 -> Swaps all counterattacks with bruisers and removes suicide bombers
NoSuicides -> Removes suicide bombers from play
And now for the massively long list of playerclasses. Note: Suicide bombers are not currently functioning 100% yet. They will be simply killed instead of swapped and they will not be added in place of other bots. Hopefully this can be added in time, but Suicide Bombers are a doozy to mod around in this game.
MadBots Lookup table
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