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Description | 內容

Improves the AI behaviour of special infected

  • Video | 影片展示
    None

  • Image| 圖示
    None

  • How does it work?
    • Improves the AI behaviour of special infected, make each of them very aggresive
    • Make special infected behop jump as they can
    • Use official cvar to improve AI bots, please checkcfg/AI_HardSI/aggressive_ai.cfg
    • Execute nb_assault every 2.0 seconds, read more details about this command below
  • Require | 必要安裝

    1. left4dhooks
    2. Actions
  • ConVar | 指令
    • cfg\sourcemod\AI_HardSI.cfg
      // 0=Plugin off, 1=Plugin on.
      AI_HardSI_enable "1"
      
      // Frequency(sec) at which the 'nb_assault' command is fired to make SI attack
      ai_assault_reminder_interval "2"
      
      // File to execute for AI aggressive cvars (in cfg/AI_HardSI folder)
      // Execute file every map changed
      AI_HardSI_aggressive_cfg "aggressive_ai.cfg"
      
      // 0=Improves the Boomer behaviour off, 1=Improves the Boomer behaviour on.
      AI_HardSI_Boomer_enable "1"
      
      // 0=Improves the Charger behaviour off, 1=Improves the Charger behaviour on.
      AI_HardSI_Charger_enable "1"
      
      // 0=Improves the Hunter behaviour off, 1=Improves the Hunter behaviour on.
      AI_HardSI_Hunter_enable "1"
      
      // 0=Improves the Jockey behaviour off, 1=Improves the Jockey behaviour on.
      AI_HardSI_Jockey_enable "1"
      
      // 0=Improves the Smoker behaviour off, 1=Improves the Smoker behaviour on.
      AI_HardSI_Smoker_enable "1"
      
      // 0=Improves the Spitter behaviour off, 1=Improves the Spitter behaviour on.
      AI_HardSI_Spitter_enable "1"
      
      // 0=Improves the Tank behaviour off, 1=Improves the Tank behaviour on.
      AI_HardSI_Tank_enable "1"
      
      // If the charger has a target, it will not straight pounce if the target's aim on the horizontal axis is within this radius
      ai_aim_offset_sensitivity_charger "22.5"
      
      // If the hunter has a target, it will not straight pounce if the target's aim on the horizontal axis is within this radius
      ai_aim_offset_sensitivity_hunter "30"
      
      // Flag to enable bhop facsimile on AI chargers
      ai_charger_bhop "1"
      
      // How close a charger will approach before charging
      ai_charge_proximity "300"
      
      // At what distance to start pouncing fast
      ai_fast_pounce_proximity "1000"
      
      // Charger will charge if its health drops to this level
      ai_health_threshold_charger "300"
      
      // How close a jockey will approach before it starts hopping
      ai_hop_activation_proximity "500"
      
      // Mean angle produced by Gaussian RNG
      ai_pounce_angle_mean "10"
      
      // One standard deviation from mean as produced by Gaussian RNG
      ai_pounce_angle_std "20"
      
      // Vertical angle to which AI hunter pounces will be restricted
      ai_pounce_vertical_angle "7"
      
      // Flag to enable bhop facsimile on AI spitters
      ai_spitter_bhop "1"
      
      // Distance to nearest survivor at which hunter will consider pouncing straight
      ai_straight_pounce_proximity "200"
      
      // Flag to enable bhop facsimile on AI tanks
      ai_tank_bhop "1"
      
      // Flag to enable rocks on AI tanks
      ai_tank_rock "1"
      
      // How far in front of hunter infected bot will check for a wall. Use '-1' to disable feature
      ai_wall_detection_distance "-1"
      
      // If 1, Hunter do scratch animation when pouncing
      ai_pounce_dancing_enable "1"
      
      // Flag to enable bhop facsimile on AI boomers
      ai_boomer_bhop "1"
  • Command | 命令

    None

  • Improve Infected

    • AI Tank
      • Stop throwing the underhand rock

      • Modify Official ConVar in cfg\AI_HardSI\aggressive_ai.cfg

        // AI Tank will not throw rock within this range (default: 250)
        sm_cvar tank_throw_allow_range 300
      • Plugin ConVar

        // Flag to enable bhop facsimile on AI tanks
        ai_tank_bhop "1"
        
        // Flag to enable rocks on AI tanks
        ai_tank_rock "1"
    • AI Smoker
      • Modify Official ConVar in cfg\AI_HardSI\aggressive_ai.cfg
        // How much damage to the AI + Human Smoker makes him let go of his victim. (Default: 50)
        // Taking this much damage while pulling victim will make you die (No matter how much health left you have)
        tongue_break_from_damage_amount 250
        
        // Start to shoot his tongue after 0.1 seconds (Default: 1.5)
        smoker_tongue_delay 0.1
    • AI Boomer
      • Modify Official ConVar in cfg\AI_HardSI\aggressive_ai.cfg

        // How long an out-of-range Boomer will tolerate being visible before fleeing (Default: 1.0)
        boomer_exposed_time_tolerance 1000.0
        
        // How long the Boomer waits before he vomits on his target on Normal difficulty (Default: 1.0)
        boomer_vomit_delay 0.1
      • Plugin ConVar

        // Flag to enable bhop facsimile on AI boomers
        ai_boomer_bhop "1"
    • AI Hunter
      • Won't leap away (Coop/Realism)

      • Modify Official ConVar in cfg\AI_HardSI\aggressive_ai.cfg

        // Range at which hunter prepares pounce	 (Default: 1000)
        hunter_pounce_ready_range 1000
        
        // Range at which hunter is committed to attack (Default: 75)
        hunter_committed_attack_range 10000
        
        // Range at which shooting a non-committed AI hunter will cause it to leap away (Coop/Realism, Default: 1000)
        // 0=Disable leap away ability, >0: Restore back Leap Away ability and wait in ambush mode again.
        hunter_leap_away_give_up_range 0
        
        // Maximum vertical angle hunters can pounce (Default: 45)
        hunter_pounce_max_loft_angle 0
        
        // AI + Human Hunter skeet damage (Default: 50)
        // Taking this much damage while pouncing wiil get you skeeted and die (No matter how much health left you have)
        z_pounce_damage_interrupt 150
      • Plugin ConVar

        // At what distance to start pouncing fast
        ai_fast_pounce_proximity 1000
        
        // Vertical angle to which AI hunter pounces will be restricted
        ai_pounce_vertical_angle 7
        
        // Mean angle produced by Gaussian RNG
        ai_pounce_angle_mean 10
        
        // One standard deviation from mean as produced by Gaussian RNG
        ai_pounce_angle_std 20
        
        // Distance to nearest survivor at which hunter will consider pouncing straight
        ai_straight_pounce_proximity 200
        
        // If the hunter has a target, it will not straight pounce if the target's aim on the horizontal axis is within this radius
        ai_aim_offset_sensitivity_hunter 30
        
        // How far in front of himself infected bot will check for a wall. Use '-1' to disable feature
        ai_wall_detection_distance -1
        
        // If 1, Hunter do scratch animation when pouncing
        ai_pounce_dancing_enable "1"
    • AI Spitter
      • Plugin ConVar
        // Flag to enable bhop facsimile on AI spitters
        ai_spitter_bhop "1"
    • AI Jockey
      • Modify Official ConVar in cfg\AI_HardSI\aggressive_ai.cfg

        // AI Jockeys will move to attack survivors within this range (Default: 200)
        z_jockey_leap_range 1000
      • Plugin ConVar

        // How close a jockey will approach before it starts hopping
        ai_hop_activation_proximity 500
    • AI Charger
      • Plugin ConVar
        // Flag to enable bhop facsimile on AI chargers
        ai_charger_bhop "1"
        
        // How close a charger will approach before charging
        ai_charge_proximity 300
        
        // If the charger has a target, it will not straight pounce if the target's aim on the horizontal axis is within this radius
        ai_aim_offset_sensitivity_charger 22.5
        
        // Charger will charge if its health drops to this level
        ai_health_threshold_charger 300
    • What is nb_assault
      • Tell all special infected bots to assault, attack survivors actively instead of not moving like idiots
      • This is official command from valve
      • Not affect AI Smoker
  • Apply to | 適用於

    L4D2
    
  • Related Plugin | 相關插件
    1. l4dinfectedbots: Spawns multi infected bots in any mode + allows playable special infected in coop/survival + unlock infected slots (10 VS 10 available)

      生成多特感控制插件

    2. l4d_ssi_teleport_fix: Teleport AI Infected player to the teammate who is much nearer to survivors.

      傳送比較遠的AI特感到靠近倖存者的特感隊友附近

  • Changelog | 版本日誌
    • v2.0 (2024-9-9)

      • Add cfg to execute AI aggressive cvars
    • v1.9 (2024-9-4)

      • Fixed AI Smoker not moving after tongue breaks
      • Require Actions
    • v1.8 (2024-4-4)

      • Improve hunter, boomer and charger behavior
    • v1.7 (2024-1-28)

      • Update Cvars
    • v1.6 (2023-6-4)

      • Enable or Disable Each special infected behaviour
    • v1.5 (2023-5-4)

      • Use server console to execute command "nb_assault"
    • v1.4

      • Remake code
      • Replace left4downtown with left4dhooks
      • Compatibility support for SourceMod 1.11. Fixed various warnings.

中文說明

強化每個AI 特感的行為與提高智商,積極攻擊倖存者

  • 原理

    • 改變各種特感的行為
    • 可以開關各特感的強化行為
    • 每兩秒執行nb_assault命令 (往下看說明)
    • 修改官方指令強化AI智商,請查看cfg/AI_HardSI/aggressive_ai.cfg
  • 用意在哪?

    • 每一個特感的攻擊對倖存者造成巨大的壓力
    • 有效解決許多特感長期站著不動也不攻擊的智商與行為
    • 伺服器遊玩難度提升10倍以上
  • 指令中文介紹 (點我展開)
    • cfg\sourcemod\AI_HardSI.cfg
      // 0=關閉插件, 1=啟動插件
      AI_HardSI_enable "1"
      
      // 每兩秒執行 nb_assault 命令,強迫所有特感Bots主動往前攻擊倖存者
      ai_assault_reminder_interval "2"
      
      // 修改官方指令強化AI智商的文件 (位於 cfg/AI_HardSI 資料夾)
      // 每次換圖都會執行一次
      AI_HardSI_aggressive_cfg "aggressive_ai.cfg"
      
      // 0=不強化AI Boomer, 1=強化AI Boomer
      AI_HardSI_Boomer_enable "1"
      
      // 0=不強化AI Charger, 1=強化AI Charger
      AI_HardSI_Charger_enable "1"
      
      // 0=不強化AI Hunter, 1=強化AI Hunter
      AI_HardSI_Hunter_enable "1"
      
      // 0=不強化AI Jockey, 1=強化AI Jockey
      AI_HardSI_Jockey_enable "1"
      
      // 0=不強化AI Smoker, 1=強化AI Smoker
      AI_HardSI_Smoker_enable "1"
      
      // 0=不強化AI Spitter, 1=強化AI Spitter
      AI_HardSI_Spitter_enable "1"
      
      // 0=不強化AI Tank, 1=強化AI Tank
      AI_HardSI_Tank_enable "1"
      
      // 以下指令說明請查看下方"各特感強化內容"
      ai_aim_offset_sensitivity_charger "22.5"
      ai_aim_offset_sensitivity_hunter "30"
      ai_charger_bhop "1"
      ai_charge_proximity "300"
      ai_fast_pounce_proximity "1000"
      ai_health_threshold_charger "300"
      ai_hop_activation_proximity "500"
      ai_pounce_angle_mean "10"
      ai_pounce_angle_std "20"
      ai_pounce_vertical_angle "7"
      ai_spitter_bhop "1"
      ai_straight_pounce_proximity "200"
      ai_tank_bhop "1"
      ai_tank_rock "1"
      ai_wall_detection_distance "-1"
      ai_pounce_dancing_enable "1"
      ai_boomer_bhop "1"
  • 各特感強化內容

    • AI Tank
      • 取消"低手投擲"的丟石頭動作,因為瞄準率0%

      • 更動的官方指令,請查看cfg\AI_HardSI\aggressive_ai.cfg

        // AI Tank 在距離倖存者此範圍內不會丟石頭 (預設: 250)
        sm_cvar tank_throw_allow_range 300
      • 插件自帶的指令

        // 為1時,AI Tank會連跳
        ai_tank_bhop "1"
        
        // 1=AI tanks會丟石頭
        // 0=AI tanks不丟石頭
        ai_tank_rock "1"
    • AI Smoker
      • 更動的官方指令,請查看cfg\AI_HardSI\aggressive_ai.cfg
        // AI + 真人 Smoker的舌頭拉走倖存者的期間,被攻擊超過此數值會立刻死亡 (無論剩餘多少血量都一樣,別問我為捨,此遊戲設計的, 預設: 50)
        tongue_break_from_damage_amount 250
        
        // 當倖存者靠近範圍內的0.1秒後立刻吐舌頭 (預設: 1.5)
        smoker_tongue_delay 0.1
    • AI Boomer
      • 更動的官方指令,請查看cfg\AI_HardSI\aggressive_ai.cfg

        // 被人類看見的1000秒之後才會逃跑 (預設: 1.0)
        boomer_exposed_time_tolerance 1000.0
        
        // 當倖存者靠近範圍內的0.1秒後立刻嘔吐 (預設: 1.0)
        boomer_vomit_delay 0.1
      • 插件自帶的指令

        // 為1時,AI Boomer會連跳
        ai_boomer_bhop "1"
    • AI Hunter
      • 被攻擊的時候不會自動逃跑跳走 (只會出現在戰役/寫實模式)

      • 更動的官方指令,請查看cfg\AI_HardSI\aggressive_ai.cfg

        // 此數值的範圍內才會蹲下準備撲人 (預設: 1000)
        hunter_pounce_ready_range 1000
        
        // 此數值的範圍內才會開始撲人 (預設: 75)
        hunter_committed_attack_range 10000
        
        // 此數值的範圍內還沒攻擊的AI Hunter被人類傷害時會逃跑跳走 (只會出現在戰役/寫實模式,預設: 1000)
        // 0=關閉逃跑跳走能力, >0: 回復逃跑跳走能力並且等待玩家過來
        hunter_leap_away_give_up_range 0
        
        // AI Hunter跳躍的最大傾角 (避免飛過頭或飛太高,預設: 45)
        hunter_pounce_max_loft_angle 0
        
        // 此數值的範圍內還沒攻擊的AI Hunter被人類傷害時會逃跑跳走 (只會出現在戰役/寫實模式,預設: 1000)
        // 0=關閉逃跑跳走能力, >0: 回復逃跑跳走能力並且等待玩家過來
        z_pounce_damage_interrupt 150
      • 插件自帶的指令

        // 強迫AI Hunter在1000公尺範圍內蹲下準備撲人
        ai_fast_pounce_proximity 1000
        
        // 強迫AI Hunter跳躍的最大傾角 (避免飛過頭或飛太高)
        ai_pounce_vertical_angle 7
        
        // 強制左右飛撲靠近目標,不要垂直飛向目標
        ai_pounce_angle_mean 10
        ai_pounce_angle_std 20
        
        // 離目標200公尺範圍內考慮直接垂直飛向目標
        ai_straight_pounce_proximity 200
        
        // 目標倖存者的準心如果在瞄自身AI Hunter的身體低於30度視野範圍內則強制飛撲
        ai_aim_offset_sensitivity_hunter 30
        
        // 前面有牆壁的範圍內則飛撲的角度會變高,嘗試越過障礙物 (-1: 無限範圍)
        ai_wall_detection_distance -1
        
        // 為1時,Hunter邊飛撲邊嘗試做出抓傷動作
        ai_pounce_dancing_enable "1"
    • AI Spitter
      • 插件自帶的指令
        // 為1時,AI Spitter會連跳
        ai_spitter_bhop "1"
    • AI Jockey
      • 更動的官方指令,請查看cfg\AI_HardSI\aggressive_ai.cfg

        // 1000公尺範圍內才會跳躍攻擊倖存者 (預設: 200)
        z_jockey_leap_range 1000
      • 插件自帶的指令

        // 強迫AI Jockey在500公尺範圍內開始連跳
        ai_hop_activation_proximity 500
    • AI Charger
      • 插件自帶的指令
        // 為1時,AI Charger會連跳
        ai_charger_bhop "1"
        
        // 強迫AI Charger在300公尺範圍內開始衝刺
        ai_charge_proximity 300
        
        // 目標倖存者的準心如果在瞄自身AI Charger的身體低於20度視野範圍內則強制衝刺
        ai_aim_offset_sensitivity_charger 22.5
        
        // 當Charger低於300血量時,強迫AI Charger開始衝刺
        ai_health_threshold_charger 300
    • 甚麼是 nb_assault ?
      • 強迫所有特感Bots主動往前攻擊倖存者而非像智障一樣待在原地等倖存者過來
      • 這是官方的指令
      • 不影響AI Smoker的行為