Перенесено с Форума www.cod.borda.ru
Сейчас набирают популярность боты для Call of Duty 2. Называются они MBot. Боты разработаны нашим русским программистом
Максом Дерябиным, известным, так же, под ником
Spec.
Значительно усовершенствованы программистом, известным под ником
sERGE-002.
Вейпойнты (пути следования) к ним пишутся коллективно энтузиастами с форума
http://callofduty.ru
Но во многих местах интернета вижу затруднения в вопросе запуска ботов.
Поэтому хочу подробно рассказать для затрудняющихся, потому что боты, действительно выдающиеся. Это просто лучшие боты для Call of Duty 2.
Итак, предположим, что игра у Вас установлена по адресу
C:\Program Files\Call of Duty 2 Оригинальные боты были выполнены в виде инсталятора, который сам распаковывался куда нужно. Но усовершенствованная модификация выполнена в виде архива. Про неё и будем говорить. Итак, в архиве находится папка
mbot, помещаем её по адресу
C:\Program Files\Call of Duty 2 То есть в этой директории должна появиться папка
mbot.
Выделяем эксешник
CoD2MP_s, нажимаем правую клавишу мыши и в контекстном меню выбираем "создать ярлык".
У нас получился "
Ярлык для CoD2MP_s"
Выделяем его правой клавишей, выбираем "свойства".
В поле "
объект" видим
"C:\Program Files\Call of Duty 2\CoD2MP_s.exe" , при условии, что игра установлена в директории
C:\Program Files\Call of Duty 2
Если игра стоит в другой директории, да ещё на другом диске - ничего страшного. Просто к этому адресу дописываем
+set fs_game mbot +exec mbot.cfg Обязательно через пробел. То есть в нашем случае должно получиться
"C:\Program Files\Call of Duty 2\CoD2MP_s.exe" +set fs_game mbot +exec mbot.cfg Нажимаем
ОК.
Запускаем через получившийся ярлык игру, запускаем карту (список уже поддерживаемых карт смотри в редми), выбираем сторону, оружие. Далее переключаем раскладку клавиатуры на английский язык. Нажимаем клавишу
] и видим, что бот вошел за союзников.
Нажимаем клавишу
[ и видим, что бот вошел за немцев. Сколько будет в игре ботов - решать Вам. Но при большом кол-ве - игра может притормаживать.
Чтобы удалить лишних ботов используйте клавиши i и u.
Для того, чтобы затрудняющиеся могли быстрее начать игру я создал и забросил в архив папку игрока под именем [font color=red]Predator[/font]. Поэтому перед игрой выберите профиль
PredatorКонфиг, когда разберётесь, можете изменить и забиндить (назначить) другие клавиши, более удобные для Вас.
По-умолчанию боты начинают играть на средней сложности. Как управлять ботами читайте в оригинальном редми.
Для особо затрудняющихся я упаковал в архив уже готовый ярлык, который нужно поместить в директорию
C:\Program Files\Call of Duty 2 При условии, что игра находится там же.
Список карт для которых готовы вейпойнты:
mp_carentan (от Spec);
mp_railyard, mp_buhlert, mp_karkand_tdm, mp_trainstation_tdm (от asdfg)
gob_aim, mp_aim_1, mp_harbor, mp_pavlov, mp_deadend, mp_hillside_tdm, mp_leningrad_tdm, shadowsniper_tdm (от Shaman-13);
mp_matmata, mp_burgundy (от Figubis);
mp_toujane_tdm (от Logovod)
В оригинальных ботах не включен подбор гранат и оружия. Т.к. это вызывает глюки. Здесь я включил подбор чужих гранат, т.к. подбор гранат глюков не вызывает.
ifolder.ru/2929737
Скопируйте адрес, как есть и вставьте в адресную строку браузера.
Перенесено с Форума www.cod.borda.ru
Модификация добавляющая речь MBot`ам.
Распаковывать архив в папку mbot. Конфиг mbot.cfg можно или заменить, или дописать в существующем строчку:
exec cod2_mortars.cfg
Таким образом подгрузится конфиг cod2_mortars.cfg, управляющий модом.
Боты будут реагировать на боль, звать своих боевых товарищей, иногда ругаться (не матом=)). Вместе с речью в моде работает минометный обстрел. Кому не нравятся или мешают миномёты - выключаем в конфиге cod2_mortars.cfg
Открываем его текстовым редактором, забиваем в поиске STOCK GAMETYPES, находим.
На три строчки ниже будет строка
// set cod2_mortar_tdm "1"
Убираем комментарийные слеши, вместо 1 пишем 0. Миномёты не работают, крики остаются.
Если оставить единицу или поставить двойку - будет иногда посвистывать миномет, как амбиентный звук. Не причиняя ущерба.
Кол-во мин и вообще всё управление модиком - в конфиге cod2_mortars.cfg
Вес - 996Кб
ifolder.ru/3037996
Скопируйте адрес, как есть и вставьте в адресную строку браузера.
Перенесено с Форума www.cod.borda.ru
Here to you always will answer your questions.
In what your difficulties?
I allow the reference to last file MBot.
In this version:
This updating MBots, supplied new, more dense sound line in English and German languages.
On maps still works mortars bombardment.
The system of military ranks is switched on. At assignment of the next military rank you will hear music.
ifolder.ru/3317697
Скопируйте адрес, как есть и вставьте в адресную строку браузера.
Эта модификация MBot`ов, снабженная новой, более плотной озвучкой.
На картах работает миномётный обстрел.
Включена ранговая система для игрока. При присвоении очередного воинского звания будет звучать музыка.
ifolder.ru/3317697
Скопируйте адрес, как есть и вставьте в адресную строку браузера.
Зеркало/ Mirror
http://callofduty.filefront.com/file/Me ... inal;82818
И еще одно
http://www.modsonline.com/Downloads-full-4031.html
Перенесено с Форума www.cod.borda.ru
Translation mbot_dev.txt
The mentioned below text to know and understand it is necessary.
It is a basis. But it{he} is obsolete. It is important to read texts from the developer "cepe7a".
It{He} has made work with SDK idle time, easy and fast.
Principle of work:
===============
There are some types waypoints (WP in abbreviated form). To everyone WP at editing Corresponds{Meets} the model, in the list:
w: Simply WP - a bear;
g: WP for a throw pomegranates - a mortar;
c: WP for camper (The sniper) - a toilet bowl;
f: WP for jump down - a shell 88мм.
j: WP for a jump forward - a shell 88мм
m: WP for Overcoming of an obstacle - a hydrant
l: WP for To get on a ladder - a hydrant
Spawnpoints are marked with red armchairs, and they are revolved by a seat in that side where the player will look at spawn.
Commands:
========
bot_debug 1 - ON editor WP
bot_status <the name of a boat> - shows the status of a boat
bot_printwps <Initial Number> <Final The number> - deduces in the console all current WP, since <Initial Number> and finishing{stopping} <Final The number> also highlights chosen
bot_dumpwps <the name of a file> - generates a file with WP
bot_wpfile <a name of a file> - a file from which the data about WP will be loaded. If bot_debug 1, by default it tmp.txt, if bot_debug 0 - that " the name map_type game.wp ", For example "mp_carentan_tdm.wp".
deletewp 1 - to remove chosen WP
jumptonode <number> - to move on WP with number <number>
The beginning of work:
==============
1. We start for a label for CoD2MP_s.exe with keys +set fs_game mbot +exec botDev.cfg
2. Further we start for a necessary card{map}. If the file with WP for this card{map} still is not present, after loading we write bot_dumpwps <a name of a file>, bot_wpfile <a name of a file> and at last fast_restart (<the name of a file> should be identical). If the file with WP is, we write bot_wpfile <a name of a file> and fast_restart. Now it is possible to put WP.
3. Remember! If you want to be kept, necessarily use bot_dumpwps. If хотиете to load a file with yours WP and, for example, to continue arrangement WP we use bot_wpfile.
Process of arrangement:
===================
If you have started to create a new card{map} with WP after the first loading on it{her} are automatically generated initial вэйпоинты, at all do not delete them! They are as though attached to Spawnpoints and their removal{distance} will lead to to bugs at game.
Process of creation WP looks as follows: we Put WP1, we put WP2, we choose WP1, we connect it{him} with WP2, т.о. The boat will go from WP1 to WP2. Further in detail all actions are described.
Check:
=========
After loading a card{map} open the console and waste upwards yet will not see inscription Loading bot waypoints from...
Under it{her} can are shown mistakes (red color) and Warnings (yellow color).
Mistakes:
-------
<file>: Error! file not found - the file with a name <file> is not found
<file>: Error! Unknown file format - a wrong format of a file
<file>: Error! Waypoint *n has unknown type - WP number *n has unknown type
<file>: Error! No data found - the file is empty or does not bear{carry} the necessary information
Preventions{Warnings}:
---------------
<file>: Warning! Waypoint *n have no next waypoints - at WP number *n is not present following{next} WP
<file>: Warning! Waypoint *n of type <type> have more then one next waypoints - WP type <type> number *n has more than one following WP. Arises if at WP such as f, j, m or l it is more than one than following WP as one following WP is necessary for their correct work only.
Warnings allow to correct mistakes formed at arrangement WP. To proceed{pass} to WP in which mistake we write in console jumptonode <number WP>.
If the card{map} was loaded that the message "Loaded" is deduced.
Working methods:
==============
1. Choice WP: we are aimed on модельку necessary WP and we press a key "To use", the yellow inscription from above above моделькой will not appear yet. To remove{take off} allocation choose another WP or the same then allocation will be removed{will be taken off}.
2. Connection WP: we choose initial WP (from which there will be a boat), further we direct a sight on final WP (to which there will be a boat) and we press the button to beat a butt (+melee). If all has passed successfully the line connecting both WP will appear, and in a second will be allocated final WP. It is impossible to connect WP with itself and as with WP which it is already connected with allocated WP. WP it is possible to attach to one as much as necessary WP, and from him{it} to carry out{spend} communications{connections} too.
3. Detachment WP: we Choose initial WP, further we are aimed on WP which is the following for given WP and we press the button to beat a butt. If all has passed successfully the line connected both WP will be gone.
4. Removal{Distance} WP: Выбирете WP, press key Delete and WP will leave. All communications{connections} from him{it} and to it{him} as will leave.
5. Change of position WP: we Choose WP, we become the person to the north (letter N on a compass) and using arrows{pointers} and buttons PgUp and PgDown on the additional keyboard We move WP.
Second a way through the menu. We choose item{point} of the menu origin, further we become in that place where we want that was WP, we press Ins on additional keyboard, and then Enter on additional keyboard
6. We put g: we Look in that point where the boat will throw to a pomegranate, we throw for test a pair a pomegranate and not changing position of a sight we press a key "9". If pomegranates were terminated, we look in the sky and we press the button to use.
7. We put c: we Look in that place where the boat will look, when camper, and we press a key "7".
8. We put f: For example the boat should jump out of a window. We become on a window sill, is closer to edge{territory}, and we press a key "0" (zero). Now slightly we go forward and as soon as we start to fall, we cease to press a key forward (т.о. We as though model falling a boat). After a landing, we do{make} one - two step, both we put anyone WP and it is attached it{him} to that which on a window sill.
9. We put j: we become in that place the boat will jump whence, we press 6, further we depart back, and with start from the marked point we do{make} a jump forward and in that place where have landed we put anyone WP and is attached it{him} to that from which jumped.
10. We put m: we Admit{Allow} to us it is necessary to climb in a body of the lorry. We become before a body in dense, we press 5, further we get and we put anyone WP, then соедияем both WP.
Now we admit{allow} to us it is necessary перелезть through a fencing. We become in dense to a fencing, we press 5, We get on a fencing we put WP such as w, it is attached it{him} to the first put WP, further we jump off vertically downwards from a fencing, we do{make} Half-step, we put anyone WP and It is attached it{him} to that which on a fencing. Further we choose the very first WP (hydrant), in the menu we choose item{point} mode (at the very bottom), we press Ins on additional keyboard., yet we shall not see an inscription over, we press Enter on additional keyboard.
11. We put l: we Become at the very bottom of a ladder as it is possible closer (!), we press 4, we get upward as soon as the ladder comes to an end (in hands there is a weapon), do{make} Half-step forward and we put anyone WP, then We connect both WP.
12. Change of a corner of a throw pomegranates or directions camper: we Choose WP such as g or c. We write in console jumptonode <number chosen WP>, further we choose item{point} of the menu angles, we look in that point where the boat should look, when throws to a pomegranate or camper, we press Ins on additional keyboard., then Enter on additional keyboard..
13. Change such as WP: we Choose item{point} of the menu type, we press Ins on additional keyboard. yet the designation necessary WP until then will not be highlighted and we press Enter on additional keyboard. if all has passed successfully that on a place chosen WP should that type WP which we will appear have chosen.
Клавишы:
========
"0" - to put w
"9" - to put g
"8" - to put f
"7" - to put c
"6" - to put j
"5" - to put m
"4" - to put l
Delete - to remove WP
The arrow{pointer} upwards - to move to the menu on one item{point} upwards
The arrow{pointer} downwards - to move to the menu on one item{point} downwards
0 on доп. To the keyboard - to change value in the current line of the menu
Enter on additional keyboard. To the keyboard - to accept the changed value
Additional клавиатурка:
---------------------------
The arrow{pointer} to the left - to move WP on the West
The arrow{pointer} WPарво - to move WP on the east
The arrow{pointer} upwards - to move WP on the north
The arrow{pointer} downwards - to move WP on the south
PgUp - to move WP upwards
PgDn - to move WP downwards
Notes:
===========
In game there is a restriction on quantity{amount} of models on a card{map} no more than 1024. Therefore I have made so WP will be visible only in small radius from you (500 units). Otherwise at plenty WP on a card{map}, game simply to come to the end.
So, as has told already Predator, the text mbot_dev is little bit out-of-date, but the basic.
The developer cepe7a has corrected much in it to a fashion, вследствии that, half from this text is not necessary.
Now work is reduced to the following:
Place a config (in abbreviated form - a file of a configuration) botDev in a folder with модом.
If you use fashions MBot_sound - remove for the period of work all files such as iwd. except for zz_mbot_dev.
Otherwise the mistake will be shown.
It will not prevent work, but will make its{her} inconvenient. MBot_sound is for game, not for work.
Better - use for creation WP this version
http://cepe7a.narod.ru/CoD/mbot_cepe7a_0033.zip
Create in a directory of game a folder mbot. Take in it{her} archive.
Create a label, in his{its} properties, in a field object specify
" C:\Program Files\Activision\Call of Duty 2\CoD2MP_s.exe " +set fs_game mbot +exec botDev.cfg
Start game. Choose necessary, not supplied WP a card{map}. Choose a command{team} (Axis or Allies). Choose the weapon.
When you revive in game you will see the Red armchair.
It is initial spawn.
Press a key [F5].
It will create a temporary file in which will enter the name WP.
Press a key [\].
Go forward. WP will be automatically created, there where you go.
Reach an index point, whence went.
Once again press [\].
Automatic arrangement will end.
Guide a sight on last point.
Press [F].
The point (bear) becomes yellow.
Guide a sight on the first point.
Press [Shift]
Points will incorporate.
Find about an armchair of the very first bear.
Allocate it{him} (F).
Connect to the first point, whence have started to go.
The circle will become isolated.
If you use botDev.cfg which has sent you Predator, and I recommend you this config, press [HOME].
You will be transferred to the following armchair or a mistake.
It is necessary to lay pathes from each armchair. Usually 32.
Then change special WP.
w: Simply WP - a bear;
g: WP for a throw pomegranates - a mortar;
c: WP for camper (The sniper) - a toilet bowl;
f: WP for jump down - a shell 88мм.
j: WP for a jump forward - a shell 88мм
m: WP for Overcoming of an obstacle - a hydrant
Special WP
It is necessary to force to jump bots through an obstacle.I shall tell on screenshots, assorting a concrete case.
For the beginning we shall move a point 62.
We allocate her{it} [F].
We approach closely to a barrier.
On the keyboard we press an arrow{a pointer} downwards. We press, we shall not reach yet a position [origin]
We press a key [Ins], then - [Enter] on the additional keyboard.
WP will rise on that place where we only, that were.
Let's change purpose{assignment} WP
We press a key " an arrow{a pointer} downwards ".
We reach a position "type"
We press [Ins] until [w] will not turn in [m]
The bear becomes a fire engine
We move up to a position [mode]
We press [Ins]
[up] will turn in [over]
[up] and [over] differ only a sound of a landing.
Using keys [arrow{pointer}] [PgUP] and [PgDn] on the additional keyboard we move a point 63 on a crest of an obstacle.
Let's force to jump off a boat from height.
We allocate a point 142
We change type [w] for type [f].
The bear becomes a shell.
We delete points 143 and 144.
We allocate the necessary point.
We press [Delete]
We connect points 142 and 145
We allocate a point 142, we direct a sight at a point 145, we press [Shift]
Check: we allocate a point 142, we press F3
The bot jumps downwards.
