Left 4 Dead 2

Left 4 Dead 2

Competitive-Bots+
 This topic has been pinned, so it's probably important
Omixsat  [developer] 31 Mar, 2016 @ 10:48pm
Share your experiences
Anything you'd like to share to anyone who has this mod? Have you survived better with this? Your experiences? Difficulties? Feel free to share any experience you have with the Competitive-Bots+ in this thread.

My best experience is when all 3 bots gave distance when fighting the tank alongside with me in expert. There were no casualties after the battle.

My worst experience is when the bots and I were sandwiched by 4 tanks in the "Nightmare" mutation. In other words... Survival chaos

My most epic experience is when I got death charged by a bot in Dead Center.
Last edited by Omixsat; 20 Apr, 2016 @ 7:27pm
< >
Showing 1-15 of 31 comments
Eririri 16 Apr, 2016 @ 12:57am 
im a ping pong ball to the tanks because im smol
kushiji 23 Apr, 2016 @ 6:54am 
Thank you Omixsat for making this mod. I only stick to COOP mode but still those survivor bots are now better than at least 80% of players who are joining the expert difficulty games. Certainly the best tweak is tank's aim (in open space) and his tendency to chase survivors in narrow space rather than stopping and throwing concrete blocks at them. I used to laugh at chargers who couldn't manage to perform any successful charge, getting stuck in doorway etc. Now, they are able to insta-kill survivors and feel dangerous in general. The only thing which bothers me is hunter's double-claw-attack when he's getting close to any survivor. It's like he lands two successful hits without any delay between them (not sure if it's in-game bug or is it a result of this mod). Keep up the good work!
Omixsat  [developer] 23 Apr, 2016 @ 7:45am 
Originally posted by kushiji:
Thank you Omixsat for making this mod. I only stick to COOP mode but still those survivor bots are now better than at least 80% of players who are joining the expert difficulty games. Certainly the best tweak is tank's aim (in open space) and his tendency to chase survivors in narrow space rather than stopping and throwing concrete blocks at them. I used to laugh at chargers who couldn't manage to perform any successful charge, getting stuck in doorway etc. Now, they are able to insta-kill survivors and feel dangerous in general. The only thing which bothers me is hunter's double-claw-attack when he's getting close to any survivor. It's like he lands two successful hits without any delay between them (not sure if it's in-game bug or is it a result of this mod). Keep up the good work!

That is an animation bug not an actual bug in the game itself if you're talking about the no attack(scratch) delay... I didn't change the scratch interval of any S.I. with this mod. Basically if you spectate in versus, the hunter bots scratch just like how any other player spams right click when they're a hunter though it does look delayed in third person just like the chargers scratch animation but in first person its completely fine. That's how valve tried to animate the scratching.

As for the double hand scratch. That's completely aesthetic not a game mechanic of doing double dmg or two consecutive hits


Edit: Well as it turns out the hunter's scratch is probably a bug which is also present ever since L4D1. Though the hunter does not deal 2 consecutive hits in one go. I find it weird that if you shove a hunter in L4D1 the hunter is still able to scratch you in an instant when the survivor is in close proximity. The player however cannot do instant scratches. I'm not sure if it is a feature for the hunter bots.

Last edited by Omixsat; 13 Jun, 2016 @ 12:25am
There's a problem. This flashlight mod http://steamproxy.com/sharedfiles/filedetails/?id=609662907 is having a conflict with your competitive bot script.
Omixsat  [developer] 29 May, 2016 @ 4:43am 
Originally posted by ┗ Hero:
There's a problem. This flashlight mod http://steamproxy.com/sharedfiles/filedetails/?id=609662907 is having a conflict with your competitive bot script.

That's not supposed to conflict but I can't check that at the moment. I'd suggest to use another flashlight mod such as the Tactical Flashlight or LED flashlight or any other flashlight mod in the workshop.


Edit: I've only tested those two flashlight mods, when I had a chance to test for conflicts. I know there are a lot more but if those other flashlight mods conflict then I'd suggest using another flashlight mod
Last edited by Omixsat; 29 May, 2016 @ 5:08am
viske_ 5 Jun, 2016 @ 7:48am 
Hello! The mod is great,i am really happy to play on single player expert again. The AI both of the survivors and SI is improved so great its like you playing typical versus game. However i've noticed two most common issues - first is sometimes the survivors team AI can't see infected near or behind them, even in front of them - just ignoring and shooting someone else, and nearby bots ignores infected near other bots as well. Second - when bot is low on HP and have both meds and pills - they will prefer to use meds. That's not supposed to be, right?
Last edited by viske_; 5 Jun, 2016 @ 8:48am
Omixsat  [developer] 8 Jun, 2016 @ 10:04pm 
Originally posted by toscana_14.95:
Hello! The mod is great,i am really happy to play on single player expert again. The AI both of the survivors and SI is improved so great its like you playing typical versus game. However i've noticed two most common issues - first is sometimes the survivors team AI can't see infected near or behind them, even in front of them - just ignoring and shooting someone else, and nearby bots ignores infected near other bots as well. Second - when bot is low on HP and have both meds and pills - they will prefer to use meds. That's not supposed to be, right?


Version 2.2 should be able to remedy the first issue. The survivor bots should react/behave accordingly towards the situation at hand though they may still have "space outs" but it should be significantly less prevalent than before. As for the second issue I've roll backed the changes so the pills usage should be fine but the medkit usage... I still have to figure that out.
Timmy 17 Aug, 2016 @ 7:24am 
Hello! Awesome addon I love to use it. And I like challenges. Through there's kinda a issue with Bots handling Jockeys. I've noticed if there's some other common infected or if Bots are using melee. They barely able to get jockey off the others. Even if they're in melee shove range. If you can may you try to fix that? Thanks.
Omixsat  [developer] 17 Aug, 2016 @ 9:12pm 
Originally posted by ★TimDragon★:
Hello! Awesome addon I love to use it. And I like challenges. Through there's kinda a issue with Bots handling Jockeys. I've noticed if there's some other common infected or if Bots are using melee. They barely able to get jockey off the others. Even if they're in melee shove range. If you can may you try to fix that? Thanks.

An experimental update will arrive soon(earliest would be this saturday). It should make the bots shove on contact.


Edit(as of 8/19/2016): I'm too excited so I had to post the update :(
Last edited by Omixsat; 18 Aug, 2016 @ 8:53pm
MeTaL.HeaD 23 Aug, 2016 @ 9:40pm 
sometimes the bots are hurt by zombies and do not kill the zombie who are hurting them only the others, I think you should do something for the bots change to kill the target that hurting them instantly.
sorry for the bad English
Last edited by MeTaL.HeaD; 23 Aug, 2016 @ 9:42pm
Sturm Krahe 3 Sep, 2016 @ 6:39am 
I've had a number of great experiences with this mod.

Probably my favorite was fighting a tank in the underground section of No Mercy, despite the many obstacles in the environment the bots maneuvered around and kept at a distance, and killed the tank without taking a single hit, on advanced difficulty no less.

On the other side, the AI can still be frustratingly idiotic, especially during the events where you have to run to the safe room or shut off an alarm. I've lost track of the number of times I've gotten to the objective, only to look back and see most of the bots standing around at the very beginning of the area, refusing to take one more step until every zombie they see has been killed.

Or the number of times that when on their own, with a clear shot to the safe room to end the level, they'll just spend a good twenty seconds at a time standing stock still doing nothing, or only taking tentative, halting steps in the right direction before stopping and waiting for zombies to spawn in. And even with the improvements to their situational awareness they will still oftentimes not notice a zombie is even there until it's hitting them. I once saw Zoey get killed by two common infected. She started with 75 health and then just stood there as they beat her down over the course of a minute, seeming to never notice they were there.

Overall, this mod feels like it puts me in a weird place. I really do love it, but it makes the AI too good for normal difficulty to be any fun, but they don't feel good enough to make advanced reliably enjoyable, at least on maps with a 'run to the objective while infinite zombies spawn' sections like Parish or Dark Carnival, I hardly even bother with those anymore.

I want to be clear that I do really like this mod, and it's a lot of fun to play with one friend and two bots, just somehow extra frustrating when the overall better AI still has brain-fart moments that lead to stupid deaths.
Last edited by Sturm Krahe; 3 Sep, 2016 @ 6:43am
MeTaL.HeaD 3 Sep, 2016 @ 9:41pm 
bots are horrible when the player dies I do not see any reason for the function to let the bots continue after the player dies. I think that good mod but still needs many improvements, should remove the function bots continue playing after the player dies because it is just waste of time and get angry seeing bots die like idiots would be much better to reset the map.
and again I say you need to improve the reaction of bots against common infected.

!sorry for the bad english
Omixsat  [developer] 4 Sep, 2016 @ 7:23pm 
@Sturm Krahe: If you have followed this guide and installed/ran the Recording Helpers plugin by ProdigySim. You can just type/enter into the console:
sb_allow_leading 1
while in-game since it isn't a cheat but classified as a launcher command, you can toggle this if you have died so that the bots will rush to the saferoom. Make sure to do the opposite when you're alive or else they might leave you.
Soleil 17 Jan, 2017 @ 8:02am 
Bots will often refuse to shoot smokers and instead try to shove, even if they can't reach that person
Omixsat  [developer] 17 Jan, 2017 @ 10:18pm 
@Atlas: They won't refuse to shoot as long as they see the smoker within their line of sight. Also, there's an optional plugin that would make the survivor bots look n' shoot at the S.I. that pinned their teammate.
< >
Showing 1-15 of 31 comments
Per page: 1530 50