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NxLabs / Insurgency: Sandstorm

PVP Modes For Coop (GameMode)

By TayLord

Opens up players vs bots in PVP modes and enables all PVP modes

PVP Modes For Coop (GameMode)

Description

STILL SOME BUGS PRESENT IN DOMINATION MODE DUE TO 1.14.  

After trying PVP modes with players and bots I found a number of frustrating aspects that I made solutions to in this mod. By default the game forces teams to be balanced in PVP modes. This is great for PVP, but when playing with players and bots, this is very easy as players will be 1:1 with bots. This mod overrides settings and adds additional config so that all PVP modes can be played with players vs bots and have bot quantities be independent of one another and have higher 1:10 player to bot ratios. By default PVP modes can be played with bots, but must always be played with equal numbers (i.e. 10v10 or 20v20).

This supports the following modes in order of how well they play with AI:

  • Frontline
  • Ambush -> Note that Ambush must be played as the Security team since the game doesn't allow AI to be the VIP. Ambush must also be played without custom loadouts like ISMC, as the game requires the VIP loadout to be defined within the theater, which most custom loadouts do not.
  • Team Death Match
  • Push Security
  • Free For All
  • Push Insurgents
  • Defusal -> Note that Defusal must be played as the attacking team as the AI does not perform well when attacking. 
  • Skirmish
  • Firefight
  • Dominion

This is additionally compatible with the custom game mode: 

  • Incursion

With high bot counts, FRONTLINE will feel like Outpost where players have to defend the objective until the enemy has low enough respawns to enable players to move forward in a Checkpoint fashion. DOMINION, SKIRMISH, and FIREFIGHT feel like different flavors of Conquer. PUSH feels like Checkpoint with Survival bot spawns or Outpost depending on the side played. TEAM DEATH MATCH will feel like a standard team death match, but balanced to give bots more points per kill. AMBUSH is an entirely new feel with one life Survival. Note that for Ambush, players must be on VIP side and custom loadouts are not compatible with Ambush as the squad must have a VIP loadout defined in order for a VIP to be selected. INCURSION is a custom game mode made by hermanofer that feels like Survival where all objectives are active at the same time and must be captured within a certain time.


PVE (NEW)

This removes all friendlies and simplifies the configuration a great deal. Modifier mutators can be added to force faction and set friendly counts.

MUTATOR=PVE

The following modifiers can be used for setting faction:

Mutator=Sec OR Mutator=Ins

The following modifiers can be used for setting the friendly bot count. By default friendly count is set to 0 at MaxPlayersToScale. The mutators below set the number of friendlies at minimum player count. So 1F sets MinimumFriendlies=1 and MaximumFriendlies=0. 8F sets MinimumFriendlies=8 and MaximumFriendlies=0. You can also define the MinimumFriendlies and MaximumFriendlies under the PVE headers if desired.

Mutator=0F,1F, 2F, 3F, 4F, 5F, 6F, 7F, 8F, 9F, 10F, 11F, 12F

Setting Description

MinimumEnemies This sets bot count at minimum player count

MaximumEnemies This sets bot count at maximum player count

MaxPlayersToScale This sets the number of players at which to use MaximumEnemies.

bDisableVehicles If set to true, then vehicles will not be put in play. We all know that AI sucks at driving

bOverrideEliminationRules

AND

bUseEliminationRules

If override is set to True, then the PVP gamemode end condition will be overridden with bUseEliminationRules. If false, then the default round end condition will be used. Default is false, which uses the normal round end condition for the mode and bUseEliminationRules is ignored.

If bUseEliminationRules is True, then the round will end if a team has been eliminated. If bUseEliminationRules is False, then the round will not end if a team has been eliminated. The objectives must first be captured. I.E. In frontline the team must blow the other teams cache in order to win, which may enable the enemy to respawn even with 0 waves if the timer allows.

bForceGameEnd

AND

WinLimit

If set to bForceGameEnd is True, then this forces a game end once the player teams gets a victory regardless of WinLimit. This allows more controls since the bot team technically requires WinLimit for game end as well.

WinLimit sets the number of wins the player team or bots would need to win the game. Note that bForceGameEnd overrides this for the player team. Default is True and 3, which makes game end after 1 victory or 3 losses. There are additionally WinLimitTDM (75), WinLimitDom (200), and WinLimitDefusal (3), whcich can be configured. Setting WinLimit under the appropriate gamemode header as well as the WinLimit's above will make the UI align.

EnemyPointsPerKillTDM

This is a point multiplier for every player kill the bot team gets. This balances play a bit and by default gives bots 8 points per kill vs the human team getting 1 point per bot kill. 

bEnableTDMAdjust AND TDMThreshold AND TDMBotAdjustMultiplier

If bEnableTDMAdjust is True, which is default, then the bot adjusting will be used for Team Death Match. The adjustment by defaults adds one bot for every EnemyPointsPerKillTDM that they are behind. The algorithm does the following: when player kill lead >= EnemyPointsPerKillTDM*TDMThreshold, then increase bot count by player kill lead/EnemyPointsPerKillTDM*TDMBotAdjustMultiplier

Defaults are bEnableTDMAdjust=True TDMThreshold=1 TDMBotAdjustMultiplier=1

So essentially with EnemyPointsPerKillTDM at 8, then when the player team has a 16 point lead on the bots, 2 additional bots will spawn and an additional bot for every 8 point lead on top of that.

[/PVPForCoop/Mutators/PVE.PVE_C] MinimumEnemies=12 MaximumEnemies=20 MaxPlayersToScale=8 bEnableEarlyDefeat=True bDisableVehicles=True bOverrideEliminationRules=False bUseEliminationRules=True bForceGameEnd=True WinLimit=3 EnemyPointsPerKillTDM=8

[/PVPForCoop/Mutators/PVE0.PVE0_C] MinimumEn

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