This mod allow you to plat against bots.
Sabota8 Sabota8, Quake 4 Downloads, Quake 4 Multiplayer
= Using the Mod =
IMPORTANT: Make sure your Quake 4 installation has been updated to version 1.0.4.
1. Installation: Create a folder inside the Quake 4 folder called "sabot" and unzip the files into it.
2. Loading the mod:
Run the batch file "Load Sabot" in the sabot folder.
Or load quake 4 and choose sabot from the mods menu.
NOTE: You'll be able to tell if the mod has loaded successfully by typing:
gamename
At the console, is should say gamename is "SABot a8".
3. Adding a bot
Start a new multiplayer server
To add a bot bring down the console (via the CTRL-ALT-TILDE (~) keys) and type:
addbot bot_sabot
Note: addbot command works like the spawn command, eg accepts key/value pairs.
Tip: Typing addbot bot_<TAB> will give you a list of bot defs.
4. Removing a bot
Use the console command:
removebot n
Where n is the id of the bot.
= Bot difficulty =
Bots aim accuracy or "drunkenness factor" can be set when bot is added with the key/value "aim_accuracy", higher value = less accurate.
Range [0-4]
You can slow down bots aim a bit with key/value "aim_rate" default is 0.5 with less being slower. Range [0.1-1]
Example:
addbot bot_sabot aim_accuracy 3 aim_rate 0.4
= Teams =
The team of the bot can be specified with the team key/value. 0 = Marine, 1 = strogg Note: autobalance may override this.
You can force bot's to change team via the normal admin menu.
= Customising =
Bots can be customised as they are added (as seen above) or via def file.
The bots read all ui_* key/value like a player.
These include:
ui_name - For the name of the bot
ui_clan
ui_model
ui_hitscanTint
Examples:
addbot bot_sabot ui_name "Fluffy Bunny" ui_model "model_player_marine_tech"
Some of the above setting are in their own character def files, the can be added with:
addbot bot_sabot_tinman
addbot bot_sabot_blackstar
addbot bot_sabot_fluffy
Have a look at the file sabot/def/bot_sabot_characters.def for the examples.
= Playing custom maps =
Compiling AAS Files: The AI navigation system in Quake 4 relies on its own map of the level you are playing on. Chances are most multiplayer maps weren't created with this in mind but you can force the engine to compile them. They'll be rough, but will work for the most part.
You'll only have to do this once for each map that doesn't have them.
The console command is:
runaas mapname
Where mapname is the name of the custom map.
The quality of the aas file (i.e. incomplete areas for bot) will depend on how the map author has handled patches and models. See below.
= Making your own map bot ready =
The aas compiler takes into account brush geometry but not patches or models (func_statics etc). You must block these out with a brush textured with common/monsterclip.
See the quake4 single player maps for examples.
Things will be a lot better if you follow the standard quake 3 "playerclip everything you can" approach.
Also make sure the file aas.def in the sabot pak000.pk4 is loaded with your editor, this means either putting the file in base/def (which will cause problems for single player maps) or loading the editor with the sabot folder set as fs_game, i.e. quake4 +editor +set fs_game sabot
When running bsp/dmap runaas will automatically be run. You'll notice the only aas compiled is the aas32, the rest will be 630bytes empty and you can delete them.
I copied the tutorial from
here