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https://github.com/ineedbots/iw4_bot_warfare.git
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Merge branch 'master' of https://github.com/ineedbots/mw2_bot_warfare into master
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commit
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14
README.md
14
README.md
@ -158,6 +158,20 @@ You can find the ModDB release post [here](https://www.moddb.com/mods/bot-warfar
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- bots_main_debug - a boolean value (0 or 1), enables or disables the waypoint editor
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## Changelog
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- v2.0.1 (to be released)
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- Reduced bots crouching
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- Increased bots sprinting
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- Improved bots mantling, crouching and knifing glass when needed
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- Fixed possible script runtime errors
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- Fixed demolition spawn killing
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- Improved domination
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- Bots use explosives more if they have it
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- Fixed bots moving their player when using remote
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- Bots aim slower when ads'ing
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- Fixed bots holding breath
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- Bots more smart when waiting for carepackages
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- Improved and fixed various waypoints for maps
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- v2.0.0
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- Initial reboot release
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@ -13,6 +13,9 @@
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- scr_emp_doesFriendlyFire <bool>
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true - (default) whether or not if an emp destroies all killstreaks reguardless of friendly fire
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- scr_emp_checkHeliQueue <bool>
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false - (default) whether or not if an emp destroies helicopters in the queue
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Thanks: H3X1C, Emosewaj
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*/
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@ -37,9 +40,11 @@ init()
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setDvarIfUninitialized( "scr_emp_duration", 60 );
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setDvarIfUninitialized( "scr_emp_doesFriendlyFire", true );
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setDvarIfUninitialized( "scr_emp_checkHeliQueue", false );
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level.empduration = getDvarInt( "scr_emp_duration" );
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level.empDoesFriendlyFire = getDvarInt( "scr_emp_doesFriendlyFire" );
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level.empCheckHeliQueue = getDvarInt( "scr_emp_checkHeliQueue" );
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level thread onPlayerConnect();
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}
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@ -289,6 +294,27 @@ destroyActiveVehicles( attacker, friendlyFireCheck, teamName )
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if (!isDefined(friendlyFireCheck))
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friendlyFireCheck = false;
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if (level.empCheckHeliQueue && isDefined(level.queues) && isDefined(level.queues["helicopter"]))
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{
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newQueue = [];
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foreach ( element in level.queues[ "helicopter" ] )
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{
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if ( !isDefined( element ) )
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continue;
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if (!friendlyFireCheck || !isDefined(element.player) || !isDefined(element.player.team) || (level.teamBased && (!isDefined(teamName) || element.player.team == teamName)) || (!level.teamBased && (!isDefined(attacker) || element.player != attacker)))
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{
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element delete();
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continue;
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}
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newQueue[newQueue.size] = element;
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}
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level.queues[ "helicopter" ] = newQueue;
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}
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if ( isDefined( attacker ) )
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{
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foreach ( heli in level.helis )
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