MJOLNIR Code Mods changelog
MJOLNIR Code Modsv0.40.0

Bots on red and blue

In team games bots play for red and blue and leave their own side alone. Bots no longer stand still for minutes, and the post-game vote shows each option as a tile.

Added

  • Bots play for red and blue in team games (MJOLNIRHud 0.14.2, MJOLNIRLobby 0.19.0). Each bot joins the side with fewer players. It leaves players of its own side alone and fights the other side's bots and players. Kills between bots reach the kill feed, the scoreboard and the team score, and a player who kills a bot of their own side is counted a betrayal.
  • Bots come in where their side is (MJOLNIRHud 0.14.2), away from enemies and never on top of anyone, as the game's own respawns bring players in. This needs a map released after this one (it ships the map's bots.json); on an older map each bot keeps its fixed start.
  • The post-game vote as tiles (MJOLNIRLobby 0.19.0): each option shows its map's screenshot, the game type's icon, its votes and its share of them, with a countdown in the header. The winner is ringed in gold as NEXT GAME. The tiles need the next CE runtime pack; with the current one the vote looks as before.

Fixed

  • Bots that stood still for minutes (MJOLNIRHud 0.14.2). A bot's body could stay asleep while its AI wanted to move, so it stood and took fire without turning. Every order now wakes it. A bot that is still stuck after a minute is placed again.
  • Bots hunted the wrong player (MJOLNIRHud 0.14.2) when the seats in use had gaps.
  • Bots in a team game no longer shoot players of their own side (MJOLNIRLobby 0.19.0).

Known issues

  • Elites can jam their heads under the lintels of Blood Gulch's side doors.
  • Bots leaving Blood Gulch's flag rooms, bots on Night Lockout, and bots spreading over the whole map need the maps rebaked with this release's tools and released again.