Improves the AI behaviour of special infected
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Video | 影片展示
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Image| 圖示
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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
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Require | 必要安裝
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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"
- cfg\sourcemod\AI_HardSI.cfg
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Command | 命令
None
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Improve Infected
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AI Tank
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Stop throwing the underhand rock
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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
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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"
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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
- Modify Official ConVar in
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AI Boomer
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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
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Plugin ConVar
// Flag to enable bhop facsimile on AI boomers ai_boomer_bhop "1"
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AI Hunter
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Won't leap away (Coop/Realism)
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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
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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"
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AI Spitter
- Plugin ConVar
// Flag to enable bhop facsimile on AI spitters ai_spitter_bhop "1"
- Plugin ConVar
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AI Jockey
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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
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Plugin ConVar
// How close a jockey will approach before it starts hopping ai_hop_activation_proximity 500
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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
- Plugin ConVar
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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
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Apply to | 適用於
L4D2
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Related Plugin | 相關插件
- 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
- 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
- l4dinfectedbots: Spawns multi infected bots in any mode + allows playable special infected in coop/survival + unlock infected slots (10 VS 10 available)
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Changelog | 版本日誌
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v2.0 (2024-9-9)
- Add cfg to execute AI aggressive cvars
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v1.9 (2024-9-4)
- Fixed AI Smoker not moving after tongue breaks
- Require Actions
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v1.8 (2024-4-4)
- Improve hunter, boomer and charger behavior
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v1.7 (2024-1-28)
- Update Cvars
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v1.6 (2023-6-4)
- Enable or Disable Each special infected behaviour
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v1.5 (2023-5-4)
- Use server console to execute command "nb_assault"
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v1.4
- Remake code
- Replace left4downtown with left4dhooks
- Compatibility support for SourceMod 1.11. Fixed various warnings.
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強化每個AI 特感的行為與提高智商,積極攻擊倖存者
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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
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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
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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"
- cfg\sourcemod\AI_HardSI.cfg
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各特感強化內容
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AI Tank
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取消"低手投擲"的丟石頭動作,因為瞄準率0%
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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
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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"
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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
- 更動的官方指令,請查看
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AI Boomer
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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
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插件自帶的指令
// 為1時,AI Boomer會連跳 ai_boomer_bhop "1"
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AI Hunter
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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)
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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
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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"
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AI Spitter
- 插件自帶的指令
// 為1時,AI Spitter會連跳 ai_spitter_bhop "1"
- 插件自帶的指令
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AI Jockey
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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
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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
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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
- 插件自帶的指令
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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
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