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Copy pathsv_config.lua
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66 lines (53 loc) · 4.27 KB
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D3bot.BotSeeTr = {
mins = Vector(-15, -15, -15),
maxs = Vector(15, 15, 15),
mask = MASK_PLAYERSOLID
}
D3bot.NodeBlocking = {
mins = Vector(-1, -1, -1),
maxs = Vector(1, 1, 1),
classes = {func_breakable = true, prop_physics = true, prop_dynamic = true, prop_door_rotating = true, func_door = true, func_physbox = true, func_physbox_multiplayer = true, func_movelinear = true}
}
D3bot.NodeBlockingMap = {
mins = Vector(-1, -1, -1),
maxs = Vector(1, 1, 1),
classes = {func_breakable = true, prop_dynamic = true, prop_door_rotating = true, func_door = true, func_movelinear = true}
}
D3bot.ValveNav = true -- Enable the use of auto-generated nav-meshes ("SourceNav"). You can create these by using the console command "nav_generate".
D3bot.ValveNavOverride = false -- When true: Prefer auto-generated nav-meshes ("SourceNav") over manually created nav-meshes ("D3botNav").
D3bot.NodeDamageEnts = {"prop_*turret", "prop_arsenalcrate", "prop_resupply"}
D3bot.LinkDeathCostRaise = 300
D3bot.BotConsideringDeathCostAntichance = 3
D3bot.BotAngLerpFactor = 0.125 -- Linear interpolation factor between the current viewing angle and target viewing angle.
D3bot.BotAttackAngLerpFactor = 0.125--0.5 -- See above, but for attacking.
D3bot.BotAimAngLerpFactor = 0.5 -- See above, but for aiming with guns.
D3bot.BotAimPosVelocityOffshoot = 0.4 -- Offshoot for position prediction of moving targets in seconds. The target position is extrapolated from the moving target, whereby the target time is within the interval from now until now + the given value.
D3bot.BotJumpAntichance = 25
D3bot.BotDuckAntichance = 25
D3bot.FaceTargetOffshootFactor = 0.2 -- Factor that reduces the offshoot when the target is within attack range. Increase value to prevent bots from "locking" onto target.
D3bot.ZombiesPerPlayer = 0.3 -- Number of bot zombies per player.
D3bot.ZombiesPerPlayerMax = 2.0 -- Limits amount of zombies to this zombie/player ratio. (Not including ZombiesCountAddition)
D3bot.ZombiesPerPlayerWave = 0.20 -- Number of additional bot zombies every wave for every player on the server.
D3bot.ZombiesPerMinute = 0 -- Number of additional bot zombies every minute.
D3bot.ZombiesPerWave = 0.4 -- Number of additional bot zombies every wave.
D3bot.ZombiesCountAddition = 0 -- Number of additional bot zombies.
D3bot.SurvivorsPerPlayer = 0--1.2 -- Survivor bots per total player (non bot) amount. They will only spawn pre round.
D3bot.SurvivorCountAddition = 0 -- BotMod for survivor bots.
-- Survivor (human) bots are currently not production ready.
D3bot.SurvivorsEnabled = false -- If true, survivor bots are allowed to exists by spawning at the beginning of a round (See SurvivorsPerPlayer and SurvivorCountAddition parameters) or by redeeming.
D3bot.IsSelfRedeemEnabled = false -- Enable or disable the !human command.
D3bot.SelfRedeemWaveMax = 1 -- The maximum wave a player can use !human. (Setting it to 2 would allow the players to redeem in the first and second wave)
D3bot.StartBonus = nil -- Number of additional points, that players get at the start of a round.
D3bot.DisableBotCrows = false -- Disable crows from being controlled by the bot.
-- Uncomment the name file you want to use. If you comment out all of the name files, standard names will be used. (Bot, Bot(2), Bot(3), ...)
D3bot.BotNameFile = "fng_usernames"
--D3bot.BotNameFile = "bottish"
D3bot.UseConsoleBots = false -- If true, bots will be spawned "the old way". But this will disable custom names.
-- This may help if the gamemode doesn't fully support the new bot spawning.
-- Also, this will prevent the use of other custom bots alongside D3bot.
D3bot.DisableNodeDamage = false -- Prevents players taking damage from any "DMGPerSecond" parameter.
D3bot.NodeDamageInterval = 1 -- Time in seconds between taking damage from any "DMGPerSecond" parameter.
D3bot.BotUpdateDelay = 1 -- Delay in seconds on how long it takes for a bot to update. (Joining, leaving, suiciding, etc.)
-- Due to small lag when a bot joins/leaves, having this set to 0 and spawning lots of bots at once will heavily lag for a few seconds.
-- Sigilmare EDIT: I tested this with 0 delay and I didn't seem to lag, but that might just be on my end. So don't take my word for it.
D3bot.BotKickReason = "I did my job. :)"