Non-Steam Counter-Strike 1.6 V24 BOTS CPY
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The POD bots have three different aggression modes: normal, aggressive, and defensive. Their aggression status appears before their names. [POD] (Normal), [P*D] (Aggressive) and [P0D] (Defensive, just a zero instead of \"O\"). The number in parentheses behind the name of the bot determinate the bot's skill. The higher the more better aim they have, ranging from 0 (worst aim) to 100 (perfect aim).
Normal and aggressive bots are usually armed with assault rifles while defensive bots are usually armed with sniper rifles. Their preferred weapons for normal bots are the M4A1. For aggressive bots, their preferred weapon is the AK-47 while the preferred weapon for defensive bots is the SG550. Aggressive bots will usually take the shortest route to reach their goal. Normal bots will either choose shortest or longer route depending on where they were killed the last time. While defensive bots will take routes that's safest for them (usually open spaced area or areas that's not frequently traveled by).
Unlike Condition Zero bots, POD bots have the ability to interact with switches, able to use zoom-in functions for the Bullpup and Krieg 552, use the flashlight and nightvision goggles (even though they can see everything clearly without need of NVG), and can use sprays (which are from Half-Life such as \"Die Freeman!\" or the Lambda Logo).
POD bots do not have any attack delay. Instead, their difficulty is based on how they aim. On easy difficulty, they tend to aim for the legs or torso while on the hardest setting, they always aim for the head regardless. As such, POD bots are very deadly if armed with the high damage weapons like AK-47 as they can quickly react and gun a player down at any range with a single headshot even if they are firing while moving (and they seem to react sightly faster than Condition Zero bots). Unlike other bots, POD Bots have ability to shoot through walls if the enemy decides to retreat behind a cover. It should be noted that firing weapon on a POD Bot teammate will result them returning fire, either a few shots or simply kill the friendly attacker, so use caution when firing weapon near teammate.
They are however less accurate compared to Condition Zero bots. And uses different attack strategy as they will tend to take cover more often, and fires weapon while strafing, and can use Grenades in combat or flushing out suspected enemies (usually from Footsteps noises). And will perform melee attacks if the enemy gets too close, is approached from behind or if the enemy has to reload their weapon (especially during pistol rounds). In addition if they encounter an enemy with a Tactical Shield, they will aggressively shoot the shield('s legs) in attempt to kill their enemy or throwing a HE Grenade at the shield. And should they run out ammo for both secondary and primary weapon during combat, the bots will make any efforts to pick up any available weapon laying on the floor in attempt to fight back with firearms unless the enemy is at very close range in which case the bot will perform melee attacks (Unlike the Condition Zero bots who will rush aggressively toward their enemy with a knife instead of picking up a weapon). They do not however switch to sidearm when they have to reload their primary weapon and instead they prefer to retreat or take cover.
Their sniper range is shorter which varies on which weaponry they carry before they decides to switch to sidearm for close range combat (Scout wielding bot will switch to sidearm sooner than a bot wielding the G3SG1). Unlike Condition Zero bots, POD Bot strafe with the rifle while cocking the bolt action sniper rifles and fires the sniper rifle on fastest as possible (excluding for the AWP), which they fires the Scout even before the game zooms in and in case of semi-auto sniper; they fire the weapon constantly without firing in burst. Typically if a sniper wielding POD bot is being engaged at close range, that bot will either retreat until at \"comfortable ranges\" where the bot will switch back to sniper rifles and continue engage enemies with it or running in circles while shooting the pistol.
Shotgun wielding bots are far more aggressive will actively strafe and try to get close as possible while firing, and has ability to fire while reloading. Unlike Condition Zero bots who will stand still in front of enemy and fire the shotgun only if fully reloaded.
After Ritual's own version was dropped, the production was passed to Turtle Rock Studios. They worked on the AI for the single player part of the multiplayer piece, when they started to code NPCs for servers wanting more players on low servers. It is likely that the main programmer Mike Booth took a cue from Gearbox and Klinge in the development of the NAV system. As a result, they finalized the bots and navigation maps along with NPC terrorists for the Tour of Duty campaigns. Skill levels (Easy, Normal, Hard, Expert) have been applied to the AI to accustom with server options and make it easier or challenging for players.
In Counter-Strike: Condition Zero, the navigation of the bots have improved, notably the hostages as they have more interactions with players and can even escape on their own. If a counter-terrorist or a terrorist bot is nearby, that bot will say \"Okay sir, let's go\" to a human player and will follow him. The quote changes to \"Okay Commander, let's go\" if the player is in the Tour of Duty Campaign.
Once again, Turtle Rock Studios had coded the AI for Counter Strike: Source, updating the bots to the standards of the new Source engine. This AI also evolved into Left 4 Dead, which they developed through to their acquisition by Valve and Turtle Rock Studios.
In Counter-Strike: Source, bots will now alert team members of any sniper that is within their sight. These quotes were reused from cut quotes in the older games. Sniper bots are now more aware of their surroundings and will usually occupy long pathways/open areas in a defence stance. Due to this, bots' awareness of snipers have also increased and they will often strafe and work together with allied players to eliminate enemies. Bots that see an enemy sniper will also look for cover first by positioning themselves next to a wall, rather than standing still and fight in older games. In some cases, bots may rush at close ranges while strafing or take a detour to flank the sniper. However, even if the player is not a sniper, they may still attempt this with any weapon except sniper weaponry.
Enemy bots will react to your firing, and will often form a small to large group in attempt to kill the player, unlike in previous games, which player will normally face one by one. This is probably a way to force the player to work closely with friendly bots. Working alone is more difficult even on the lowest skill set. Also, when a player kills a bot, they are reprogrammed to focus on human players first before targeting other bots, unless they are in close proximity.
Unlike previous games where (easy) bots are armed with the M249, they will always spray bullets at long range. Now, bots in easy difficulty will now fire their weapons in short bursts at mid-to-long range, including M249 users. However, their accuracy is still not good enough to take enemies down at long range, excluding bots armed with sniper rifles. On lower difficulties the sniper bots may have trouble getting first round hit also, giving the opponents time to react.
Moreover, the infiltration skills of bots have improved as well, namely, for bombsites. A.I. players will usually use different entrances to breach through enemy occupied territory and they are more effective as well. In Source version, the bots are less prone to stuck or commit suicide by falling due to improved map design.
Unlike older Counter-Strike games, bots will often form a group instead of traversing through the map by themselves if they won the previous round. However, bots that lost the previous round will either camp and/or split up.
The bot system has been greatly improved, notably the navigation system. Moreover, the behavior for the bots has been adapted to the Arsenal, Deathmatch, and the updated hostage rescue modes respectively.
A new difficulty added is the harmless setting, in which the bots will not fire at enemies (Occasionally, harmless bots will fire at windows and doors to break them down and let them go through). However, this disables all achievements.
On easier difficulties, the accuracy of bots armed with the assault rifles has been improved as well. Even at long range, they are now able to kill enemies effectively if they are armed with rifles. However, this is compensated by having a longer aiming time before bots will open fire.
Meanwhile, bots on higher difficulties have been downgraded. The AI is unable to aim perfectly at enemies, even if their skill is set to expert, as bots will now aim comparably slower than in earlier games. Sometimes, their aim also tends to oscillate unpredictably; this is due to a number of new variables that are accessible in the bot profile database (botprofile.db). Furthermore, bots will always aim for the lower torso even if the enemy is behind cover, unlike in previous games where they will aim at exposed areas like the head. Bots armed with SMGs are quite ineffective as well because they always fire in bursts and never spray bullets.
Unlike in previous games where bots will often crouch against enemies, bots will now often refrain from crouching in most cases. Instead, bots on higher difficulties will now use \"pop 'n hide\" tactics against any enemies at some ranges unless they are against enemies that are armed with weak weapons like shotguns at long ranges.
A new feature implemented is that dead human players can take control of bots on their respective team, as long as the bot is not already being controlled by another player. However, stats, money, and obtained weapons will only be awarded to the bot and not the player controlling the bot. The player cannot return to spectating after starting to control a bot. 153554b96e