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So to get the updated AI Spawner with friendly NPCs that can follow you and take cover, first complete all the steps above in the guide. Then go to ccm_data/maps/test_script.gsc, open the test_script.gsc and delete everything inside and paste everything below inside that file:
#include common_scripts\utility;
#include maps\_utility;
#include maps\_debug;
#include maps\_vehicle;
#include maps\_hud_util;
init()
{
player1 = level.players[0];
player1 thread spawnBotBind();
player1 thread spawnBotBind2();
}
spawnBotBind()
{
for(;;)
{
if(self ButtonPressed("v"))
{
self doBotSpawn();
iprintln("^1FRIENDLY BOT SPAWNED");
wait .4;
}
wait 0.05;
}
}
spawnBotBind2()
{
for(;;)
{
if(self ButtonPressed("<"))
{
self doBotSpawn2();
iprintln("^1ENEMY BOT SPAWNED");
wait .4;
}
wait 0.05;
}
}
doBotSpawn()
{
//Get Spawners
spawners = GetSpawnerTeamArray( "allies" );
wait .2;
//Get Random Spawner Number
number = randomInt(spawners.size);
//Save Original pos for Current Spawner
pos_original = spawners[number].origin;
//Change Current Spawner pos to crosshair pos
spawners[number].origin = self getCursorPos();
//Spawn Bot
spawners[number].script_forcespawn = true;//force spawner to stalingradspawn ai
spawners[number].fixednode = false;
spawners[number].script_forcegoal = true;
spawners[number].script_playerseek = undefined;
spawners[number].script_pacifist = undefined;//ai only attacks after you hurt it
spawners[number].script_ignoreme = true;//ai ignores player
spawners[number].script_moveoverride = false;
spawners[number].script_patroller = false;
spawners[number].script_stealth = true;
spawners[number].script_startrunning = undefined;
spawners[number].count = 9999;
spawners[number] magic_bullet_shield();
spawners[number] setthreatbiasgroup( "allies" );
bot = spawners[number] stalingradspawn();
bot.team = "allies";
bot.script_forcegoal = true;
bot.script_playerseek = undefined;//ai runs to player
bot.goalradius = 500;
bot setgoalentity ( level.player );
wait .2;
//Change Current Spawner pos back to original
spawners[number].origin = pos_original;
}
doBotSpawn2()
{
//Get Spawners
spawners = GetSpawnerArray();
wait .2;
//Get Random Spawner Number
number = randomInt(spawners.size);
//Save Original pos for Current Spawner
pos_original = spawners[number].origin;
//Change Current Spawner pos to crosshair pos
spawners[number].origin = self getCursorPos();
//Spawn Bot
spawners[number].script_forcespawn = true;//force spawner to stalingradspawn ai
spawners[number].fixednode = false;
bot = spawners[number] spawn_ai();
spawners[number].fixednode = false;
spawners[number].script_forcegoal = true;
spawners[number].script_playerseek = false;
spawners[number].goalradius = 500;
spawners[number].script_pacifist = false;//ai only attacks after you hurt it
spawners[number].script_moveoverride = false;
spawners[number].count = 9999;
spawners[number] magic_bullet_shield();
spawners[number] setthreatbiasgroup( "allies" );
bot.script_forcegoal = true;
bot.script_playerseek = false;//ai runs to player
bot.goalradius = 500;
wait .2;
//Change Current Spawner pos back to original
spawners[number].origin = pos_original;
}
getCursorPos(multiplier)
{
if(!isDefined(multiplier))
{
multiplier = 1000000;
}
angle_forward = AnglesToForward(self getPlayerAngles());
multiplied_vector3 = angle_forward * multiplier;
return BulletTrace(self getEye(),self getEye()+multiplied_vector3,false,self)["position"];
}
#include common_scripts\utility;
#include maps\_utility;
#include maps\_debug;
#include maps\_vehicle;
#include maps\_hud_util;
init()
{
player1 = level.players[0];
player1 thread spawnBotBind();
player1 thread spawnBotBind2();
}
spawnBotBind()
{
for(;;)
{
if(self ButtonPressed("v"))
{
self doBotSpawn();
iprintln("^1FRIENDLY BOT SPAWNED");
wait .4;
}
wait 0.05;
}
}
spawnBotBind2()
{
for(;;)
{
if(self ButtonPressed("<"))
{
self doBotSpawn2();
iprintln("^1ENEMY BOT SPAWNED");
wait .4;
}
wait 0.05;
}
}
doBotSpawn()
{
//Get Spawners
spawners = GetSpawnerTeamArray( "allies" );
wait .2;
//Get Random Spawner Number
number = randomInt(spawners.size);
//Save Original pos for Current Spawner
pos_original = spawners[number].origin;
//Change Current Spawner pos to crosshair pos
spawners[number].origin = self getCursorPos();
//Spawn Bot
spawners[number].script_forcespawn = true;//force spawner to stalingradspawn ai
spawners[number].fixednode = false;
spawners[number].script_forcegoal = true;
spawners[number].script_playerseek = undefined;
spawners[number].script_pacifist = undefined;//ai only attacks after you hurt it
spawners[number].script_ignoreme = true;//ai ignores player
spawners[number].script_moveoverride = false;
spawners[number].script_patroller = false;
spawners[number].script_stealth = true;
spawners[number].script_startrunning = undefined;
spawners[number].count = 9999;
spawners[number] magic_bullet_shield();
spawners[number] setthreatbiasgroup( "allies" );
bot = spawners[number] stalingradspawn();
bot.team = "allies";
bot.script_forcegoal = true;
bot.script_playerseek = undefined;//ai runs to player
bot.goalradius = 500;
bot setgoalentity ( level.player );
wait .2;
//Change Current Spawner pos back to original
spawners[number].origin = pos_original;
}
doBotSpawn2()
{
//Get Spawners
spawners = GetSpawnerArray();
wait .2;
//Get Random Spawner Number
number = randomInt(spawners.size);
//Save Original pos for Current Spawner
pos_original = spawners[number].origin;
//Change Current Spawner pos to crosshair pos
spawners[number].origin = self getCursorPos();
//Spawn Bot
spawners[number].script_forcespawn = true;//force spawner to stalingradspawn ai
spawners[number].fixednode = false;
bot = spawners[number] spawn_ai();
spawners[number].fixednode = false;
spawners[number].script_forcegoal = true;
spawners[number].script_playerseek = false;
spawners[number].goalradius = 500;
spawners[number].script_pacifist = false;//ai only attacks after you hurt it
spawners[number].script_moveoverride = false;
spawners[number].count = 9999;
spawners[number] magic_bullet_shield();
spawners[number] setthreatbiasgroup( "allies" );
bot.script_forcegoal = true;
bot.script_playerseek = false;//ai runs to player
bot.goalradius = 500;
wait .2;
//Change Current Spawner pos back to original
spawners[number].origin = pos_original;
}
getCursorPos(multiplier)
{
if(!isDefined(multiplier))
{
multiplier = 1000000;
}
angle_forward = AnglesToForward(self getPlayerAngles());
multiplied_vector3 = angle_forward * multiplier;
return BulletTrace(self getEye(),self getEye()+multiplied_vector3,false,self)["position"];
}