Left 4 Dead 2

Left 4 Dead 2

Left 4 Bots 2
Pluvillion Sep 2, 2023 @ 10:06am
Temporary Suggestions Page
To prevent the comments from flooding as well as making sure Phoenix Rose's bug reports tab stays on topic, drop your suggestions here. Do be realistic with your suggestions though.

I'm using this as an excuse as I have quite a lot of suggestions to give but I don't want to be overbearing with it. xD

One suggestion I can think of is target priorities. Think how the specials would aim for someone specific even if you're standing right in front of them (hyperbole, this applies to Jockeys and Hunters mostly where they'll search for a specific player in the crowd rather than the one they landed in front of). This helps them make sure a special is dead rather than shooting a few rounds at them and then shifting focus on another; assuming the aforementioned has been taken care of.

This is more evident with Chargers — mostly they're dead before they can manage to charge. The bots have no problem with this. What is a problem is when the Charger does charge. They'll shoot at him as every other player would do, but they won't attempt to "confirm their kill". This means once the Charger whizzes by them, they'll assume it's dead and will proceed shooting at other targets. This is the case sometimes - we've witnessed it ourselves, but more often than not, the Charger is still alive by the time he ends his charge, and this gives him a complete and interrupted moment to melee the bots as much as he wishes. The worst part? The bots won't acknowledge they're being hit. They'll attempt to shove, but that's as far as they'll go. Unless you intervene, they'll most likely end up incapacitated.

The added salt to the wound? The bots will attempt to revive their fallen teammate, but they will not acknowledge the Charger right in front of them (not even shoving). The Charger will continue to melee until the rescuers themselves fall into incapped state. Having them dump their mag on a Charger before anything else will be a lifesaver (literally).

Curious to know what you guys have in mind. Let's brainstorm.
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Showing 1-15 of 60 comments
Brix Sep 2, 2023 @ 2:48pm 
Yeah, targeting priorities would be awesome, specially for those special infected who can kill a survivor in a non returning zone
Taut  [developer] Sep 2, 2023 @ 4:29pm 
I do have some suggestions on what could be done to further improve Left 4 Bots 2 as shown below:
  • Adding an option in `settings.txt` would allow the end-user to modify the SurvivorBots' FOV to determine whether they will be forced to shoot at the infected if they are within the SurvivorBots' vision similar to how the Survivor Bot AI Improver[github.com] does it. This could allow the SurvivorBots to kill the infected quicker since they will immediately open fire if an infected is within their line-of-sight. Of course, I think `manual_attack_mindot` already does something like this, but it only applied to SurvivorBots who are utilizing MOVE commands. Because of this, I thought it would be a neat addition to add something like this to `settings.txt`.
  • I think adding a check to see if any infected are near the top of the ladder to avoid situations where the SurvivorBots can't climb any higher would be nice. For instance, they could be forced to climb down the ladder if any infected are either above the SurvivorBots' head or if they are standing right on top of the ladder the survivors need to climb up to continue moving forward.
Last edited by Taut; Sep 2, 2023 @ 10:10pm
CaptPatrick01 Sep 2, 2023 @ 8:11pm 
What about revival priorities? If a player gets pinned or incapped, then another survivor gets pinned on the opposite end of the area, the bots keep shuffling in place unable to decide who to go for usually leading to both dying. They should be made to prioritize based on a list from earliest survivor incapped to latest survivor incapped rather than trying to do both.
Pluvillion Sep 3, 2023 @ 12:16am 
Originally posted by CaptPatrick01:
What about revival priorities? If a player gets pinned or incapped, then another survivor gets pinned on the opposite end of the area, the bots keep shuffling in place unable to decide who to go for usually leading to both dying. They should be made to prioritize based on a list from earliest survivor incapped to latest survivor incapped rather than trying to do both.
L4B1 does this to a certain extent... sorta. I rarely get downed unless it's a horribly-designed custom campaign, but the bots aren't frivolous when it comes to reviving. Though, by design they usually go and revive the survivor nearest to them. I can hold off on my own just fine, anyways. But that would be a great inclusion especially if a survivor is downed in a level higher than the other.
Pluvillion Sep 3, 2023 @ 12:23am 
Originally posted by King ♥♥♥♥:
I think adding a check to see if any infected are near the top of the ladder to avoid situations where the SurvivorBots can't climb any higher would be nice. For instance, they could be forced to climb down the ladder if any infected are either above the SurvivorBots' head or if they are standing right on top of the ladder the survivors need to climb up to continue moving forward.
Ladders have always been finicky with Source. Even if someone were to jump down, the collision of the falling infected and the survivor would sometimes get both of them stuck (commonly happens when exiting the sewer near Mercy Hospital and sometimes at the car park). You can't get them to move unless you kill the infected on their head.

What would work is having a non-climbing bot shoot the falling infected. This would even be useful for hordes as the commons won't have the chance to attack, but disastrous if there are specials around. Jockeys and Hunter are susceptible to attack (the Hunter even gives fall damage depending on the height), and the Charger is seemingly able to jump on the survivor's head like a platform and start meleeing. The Smokers are also a problem but they're more "useful" in getting the bots off the ladder. Just make sure you don't get ensnared because to this day no one has ever figured out why the bots won't shoot at the Smoker if he's strangling you atop the ladder.
Dr. LightMare Sep 3, 2023 @ 11:53am 
Bots automatically using mounted turrets. Probably only useful on finales but if they could get on the turrets on their own for X amount of seconds and then hopping off and adding a cooldown on it so they don't keep getting on the turret. Also when the finale finally comes, they completely stop using the turret.

As a bot lover, this is a thing i want so badly.
Taut  [developer] Sep 3, 2023 @ 6:59pm 
Originally posted by Pluvillion:
Ladders have always been finicky with Source. Even if someone were to jump down, the collision of the falling infected and the survivor would sometimes get both of them stuck (commonly happens when exiting the sewer near Mercy Hospital and sometimes at the car park). You can't get them to move unless you kill the infected on their head.

What would work is having a non-climbing bot shoot the falling infected. This would even be useful for hordes as the commons won't have the chance to attack, but disastrous if there are specials around. Jockeys and Hunter are susceptible to attack (the Hunter even gives fall damage depending on the height), and the Charger is seemingly able to jump on the survivor's head like a platform and start meleeing. The Smokers are also a problem but they're more "useful" in getting the bots off the ladder. Just make sure you don't get ensnared because to this day no one has ever figured out why the bots won't shoot at the Smoker if he's strangling you atop the ladder.
I guess the approach could be to allow one SurvivorBot to climb up the ladder first while preventing the other bots from doing so assuming they are either utilizing the `bots lead` command or if no human players are on the survivor team. During that time, the SurvivorBots that are not climbing would be able to focus on killing any incoming infected up above. When one of the SurvivorBots has reached the top, the other bots would be allowed to climb the ladder while the bot at the top kills any nearby infected.
Last edited by Taut; Sep 3, 2023 @ 6:59pm
Pluvillion Sep 4, 2023 @ 12:42am 
Originally posted by Dr. LightMare:
Bots automatically using mounted turrets. Probably only useful on finales but if they could get on the turrets on their own for X amount of seconds and then hopping off and adding a cooldown on it so they don't keep getting on the turret. Also when the finale finally comes, they completely stop using the turret.

As a bot lover, this is a thing i want so badly.
I tend to go "bot use 999999999999" just to make sure they won't get off it. Kinda crazy seeing them flick though.
Phoenix‎ Rose Sep 12, 2023 @ 2:33pm 
Originally posted by Pluvillion:
To prevent the comments from flooding as well as making sure Phoenix Rose's bug reports tab stays on topic, drop your suggestions here. Do be realistic with your suggestions though.

I'm using this as an excuse as I have quite a lot of suggestions to give but I don't want to be overbearing with it. xD

One suggestion I can think of is target priorities. Think how the specials would aim for someone specific even if you're standing right in front of them (hyperbole, this applies to Jockeys and Hunters mostly where they'll search for a specific player in the crowd rather than the one they landed in front of). This helps them make sure a special is dead rather than shooting a few rounds at them and then shifting focus on another; assuming the aforementioned has been taken care of.

This is more evident with Chargers — mostly they're dead before they can manage to charge. The bots have no problem with this. What is a problem is when the Charger does charge. They'll shoot at him as every other player would do, but they won't attempt to "confirm their kill". This means once the Charger whizzes by them, they'll assume it's dead and will proceed shooting at other targets. This is the case sometimes - we've witnessed it ourselves, but more often than not, the Charger is still alive by the time he ends his charge, and this gives him a complete and interrupted moment to melee the bots as much as he wishes. The worst part? The bots won't acknowledge they're being hit. They'll attempt to shove, but that's as far as they'll go. Unless you intervene, they'll most likely end up incapacitated.

The added salt to the wound? The bots will attempt to revive their fallen teammate, but they will not acknowledge the Charger right in front of them (not even shoving). The Charger will continue to melee until the rescuers themselves fall into incapped state. Having them dump their mag on a Charger before anything else will be a lifesaver (literally).

Curious to know what you guys have in mind. Let's brainstorm.

Oh, hey nice a suggestion section! i was thinking on adding one myself, but then noticed you made one, nice! also thanks for the mention above!

as for suggestions, i do agree, there needs to be target priority. i myself have seen chargers just charge by and then the bots ignore the charger altogether. or at least that FOV suggestion would be helpful.

as well as, ive seen in some cases where the bots will just wait for common infected to get close to them before they shoot, so that FOV thing might help with this as well, to let the bots shoot at them from farther away.
Pluvillion Sep 12, 2023 @ 7:31pm 
I doubt it's an FOV thing. L4B1 uses defaults. Currently — and even smilzo themself agreed — the bots shove too much they have no time to even shoot. They'll shoot one bullet, I suppose, but that's about it.
Phoenix‎ Rose Sep 12, 2023 @ 8:00pm 
yeah i have noticed that, they do tend to shove quite a lot
YeeEkkAim Sep 18, 2023 @ 1:48am 
i got 2 suggestion idea

1. add bots cancel reviving commands (like dodging the charger, tank rock) in settings.txt file to make the bots avoid revive the teammates while tank has near proximity of them

cancel_revive_tank = 1 (or 0)
(default is 1, if set to 0. bot will not avoid tanks while tried to revive incapped teammates. same as vanila)

cancel_revive_tank_distance = (value)
(bots will not revive incapped teammates when tank is closer than this value. if revive is already in progress, it will forced cancel unless tank is dead or farther than this value)

cancel_revive_tank_rock = 1 (or 0)
(default is 1, if set to 0. bot will not cancel reviving to avoid tank rock while revive incapped teammates already in progress)

bots always trying to revive teammates when they are incapped. but sometimes it will caused incapped bots or killed incapped survivor by tank. because bot always revive teammated but they're don't care about tanks even if tanks coming to them while tried reviving. its pretty annoying and can often caused in advanced/expert difficulty.
i guess if these method added. it can be prevent incapped survivor crushed like pressed meat by tank who following bots.


2. add [ ] or ( ) command to apply same preference option in weapon.txt file
for example. weapon.txt have configured like below commends.

[molotov,pipe_bomb],vomitjar

then molotov and pipebomb will got same preference and bots will not exchange grenade while carrying one of them

This is just my wishlist and im not native, so don't be too blame about this. but if you really accept this and applying it, I hope it goes well. :-)
Last edited by YeeEkkAim; Sep 18, 2023 @ 2:13am
Pluvillion Sep 18, 2023 @ 3:51am 
First half: It hasn't been implemented for L4B2 yet, but it's part of the first one.

Second half: I don't think you can set consumables for preferences? You can make them ignore a pipebomb but not swap them for a molotov. I've gotten the habit of switching throwables and letting the bot hold them for me as well as switching to pills if they're holding adrenaline (though I've set it so they won't pick any adrenaline at all).
YeeEkkAim Sep 18, 2023 @ 5:00am 
As for the first idea, I suggested it because I thought it would be nice to be able to set it myself like other variables.
And before using L4B2, I used L4B1, but unfortunately the first thing (avoiding tanks) didn't work properly when I used it. It was common for bots to foolishly rush into tanks and end up being incapped while tried revive incapped.
YeeEkkAim Sep 18, 2023 @ 5:12am 
What I wanted with the second proposal was to prevent bots from swapping items if they get one of the items with the same preferences, even if they find another item with the same preferences.

But after reading your comment and thinking about it again, I don't think it's a necessary feature.

Anyway, thank you for your kind reply :-)
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