CoD4 PezBots waypointing, leveling up etc in 2024!

 

(The map mp_4t4dawnville with PezBots I waypointed.)

Yeah... Well... Hm hm... I'm making a CoD4 PezBots tutorial in 2024. "Why?" you might ask. The game is like 17 years old and nobody didn't even problably played PezBots for the last 15 years. But hey, I did. Yeah, I'm fucking strange. But I love CoD4 and said why not play multiplayer? Only problems are, I'm a loser who is very scared to communicate and CoD4 servers are pretty much D E A D. So PezBots were an amazing option. But how to play with them? Or how to Waypoint them? Yeah, this contains heavily detailed waypoints tutorial as well.

(You can find all maps names shown in the pictures at the end of the text.)

STEP 1: PEZBOTS BASICS

Download the PezBots content (how surprising, right?).

Extract the downloaded files and place them in the "mods" folder within your CoD4 directory. If the "mods" folder doesn't exist, just create it, bud.

Launch CoD4 and head to the "mods" menu. 

(Select this)

Select PezBots, and you're good to go! Very simple, eh? For commands, check the readme file of the mod. I can't share them here, eh.

STEP 2: WAYPOINTING 101... OR 141.

Edit: Base game maps are all already waypointed, so if you just look for maps to play, either you can try them or use PezBots Warsound:

https://www.moddb.com/mods/pezbot-warsound-012-jak

These guys waypointed 400+ maps and combined all of them in one .cfg file. Just by 4 megabyte download, you get all of the waypoints (Maps must be downloaded seperatedly) At the time I'm reading this, they are still active. Setup tutorial is at the bottom of this text, right before the errors. I still do recommend to read this if you don't know anything about PezBot waypointing because Warsound needs that. So if you just want to play with PezBots, go try that but if you specifally waypoint for whatever reason;

Ready to create custom paths for your lazy ass, loser bots? Here's how you do it, champ!:

A) Developer Mode:

Right-click on your CoD4 shortcut and select "Properties."

In the "Target" field, look for the ending quotation mark. Add the following text after ending, leaving a space: 

+set fs_game "mods/PeZBOT" +exec pezbot_dev.cfg +set developer_script 1

So, your target should look like this after editing:

C:\Games\cod4\iw3mp.exe +set fs_game "mods/PeZBOT" +exec pezbot_dev.cfg +set developer_script 1

(Target field. I'm sorry that my computer is in Turkish language.)

 (Important: Remember to remove this part later if you want to play normally again. If it's taking to much time, simply create a new shortcut without this target so you can basically switch versions.).

Click "Apply" and launch CoD4 using the developer shortcut.

B) Setting Up the Match:

Start a Team Deathmatch (TDM) game.

Set the match time to unlimited to avoid time constraints while waypointing. Or you'll have to rush like your arse is burning. It happened to me, experience talks here.

Use the devmap mp_mapname command (replace "mp_mapname" with the actual map name, of course dumbass) to access your chosen map. Don't worry about the strange visuals you'll see; we'll get to them later.

(Here I am, starting a match on the map named summit.)

D) Waypoint Fundamentals and C is dead:

Stand on a spawn point (identified by floating text like "TDM," "DM," etc.)

(Here I am, looking towards the sDS spawn point. You need to stand on them. Map: Summit.)

Left-click and You'll see "Waypoint added" in the bottom left corner. 


(Just like this)

This is gud. Step back and you'll see you pooped a red line there. This guy is a waypoint.

(He seems happy to meet you.)

Now walk a short distance and left-click again to create another waypoint. You have another red line child. Disturbing.

(Like this.)

Press the "use" key (default: "F") on one of the red lines. You should see "Waypoint link started" if positioned correctly. 

(Ye, I'll show you every notification like this.)

If you see "Waypoint cancelled", step RIGHT on the red line and try it again. You'll see it filckering if you stand right.

(I can't add flickering but you'll see it easily. Just step right on it and give a look.)

E) Connecting Waypoints:

Move to your old red waypoint and press "use" again to connect it to the previous waypoint. You'll see "Waypoint 1 linked  to Waypoint 2" if successful. 


(Don't worry about numbers. They can be anything, doesn't need to be specifally lined up well.)

If not, you'll get the old bloody notification text which won't send nukes to your home but it's still annoying.

(Fuck!)

A mysterious blue line will appear between them, indicating the bots' path. The red lines will turn purple, signifying they're part of the waypoint chain. If you think, this reminds you of pride flag and gays, we just began.

(Waypoint colors changed and bot path appeared.)

F) Building Your Path:

Continue adding red lines and connect them to create a path for the bots. You can connect multiple waypoints to a single line, but keep it reasonable to avoid confusing them. Aim for 2-5 waypoints per line for optimal results. More is confusing the dumbass bots.

(Me trying to build most simple waypoints possible. Don't mind the red lines, yet.)

Include waypoints for all spawn points to ensure bots can reach your path after respawning. Don't stress about pinpoint accuracy; bots will follow the closest line.

(Me waypointing to a spawn point while it's not on my path)

You'll see some red waypoints you didn't put there as well. Don't worry, they won't bite. 

(I meet with a stranger waypoint. That's what I call them.)

Just connect them like any other waypoint. If you mistakenly delete them (which you can do it by a right click, ye.) no problem. Just add new ones where they used to be.

(He seems like a chill dude.)

G) Handling Obstacles:

Hills & Stairs: Instead of a single waypoint at the top of a hill, add one at the bottom and another at the top, then connect them for a smoother path.

(Just like this, or else pezbots might glitch.)

 Use the same approach for stairs as well. I know this is annoying but this way it becomes perfect without glitching.

(Here's a perfect example of stair waypointing.)

Ladders and gaps: Get close to the ladder, place a waypoint while facing it, and throw a shitty flash grenade (secondary grenade button). This changes the waypoint type to "climb." which you'll see by the notificatiom. Repeat this at the top of the ladder with another smoke grenade. Connect these waypoints for climbing access. Climbing waypoints will become yellow

(Summit have no latters, so I showed it on my favorite map. Map: Kh1.)

This trick can also be used for small gaps as well! Just do the same thing but it would be better if the "climb up" option appears on the gap.

(Here's a climbing example. If it looks confusing, that's because it is.)

(It's a lot better if you see this option.)

H) Keep it Simple:

Don't get bogged down in excessive details. Bots can find their way around basic lines. Avoid open areas and overly complex paths that might confuse them. Remember, the hardest maps to waypoint are large, open spaces.

(First Waypointing.)
(Level 99 PRO Waypointing!!! You got a rifle nowwww!)

(These are just examples.)

I) Use your melee to save your waypoints. You'll get a huge notification on-screen. Remember to save multiple times, minimum of 5 times! This step is very important or else it might not be save- HELL NAH! DO- UH!

Listen up, champ!

Saving multiple times is mentioned seriously in original waypoints tutorial so I thought it was necessary and important. But looks like this can create the Script Compile Error Bad Syntax error! Looks like meleeing once is enough, so don't do it anymore! For the fix of the error, scroll to the bottom. Solution is given there.


(Me, who meleed multiple times getting multiple save notifications.)

Important: You can find what colors mean and key bindings in the "Readme" folder of the mod. It's in Waypointing.txt.

Important 2: I'm a fucking idiot so I didn't even knew Auto-Waypointing existed. I don't have the game right now so I cannot type about it but there is a very clear explanation in the readme file:

Auto-Waypointing will simply allow you to cover large hallways and such in a shorter period of time than normal. When you initiate auto-waypointing, waypoints will automatically be placed behind you and linked together. 

To start auto-waypointing, press the HOME button on your keyboard. Simply start walking and you will see that waypoints will be placed behind you and linked together. Once you have finished auto-waypointing, simply press HOME again to stop. 

After getting the game again, I will write about it as well. There is another thing called as Killpoints but I didn't found them useful so I didn't mentioned it. But I'll keep updating this text when I get the game back so when you are checking this, it will already be written. Now let's get to the using waypoints.

Update after getting the game:

(Here I am, trying the auto waypointing on Vacant. This shit is amazing dudeeee!!! You have to try it!!!)

STEP 3: BORING SHIT (ye this part looks strange because I'm gay-)

Locate the fucking Console_mp file:

Navigate to your mod's folder and look for the pezbots subfolder.

Inside pezbots, you'll find the console_mp file. This is where our waypoints are kept in so take care of that kid well.

(Fuck Microsoft. Photo editor is giving an error and they don't bother answers. Thanks paint.net)

Identify Your Map Name:

Open the console_mp file with notepad.

Look for these lines:


// File Name = 'mp_mapname_waypoints.gsc'

// Map Name  = 'mp_mapname'

(Here.)

 These lines will indicate the current map name associated with the waypoints. Copy the top one.

(My one is Summit but Summit will be replaced by your map's name.)

Remove assholes:

Remove these two texts provided. One will be at the top, having date etc. Delete it. Both lines!

(Your map and file date, day etc. will be in here.)

Second one is at the far bottom. Be careful, DO NOT REMOVE ANY SPACES BEHIND THE TEXT OR YOUR ENTIRE WAYPOINTS WILL CRASH. JUST DELETE THE TEXT, NOT ANY SPACES BEFORE THAT. EXACTLY LIKE THIS:

(These are very important steps.)

Create a New Waypoint File:

Use the "Save As" option in your text editor to create a copy of console_mp.

(I'm sorry for Turkish again.)

Name the new file following the fucking format you copied earlier: mp_mapname_waypoints.gsc 

(Here I am, saving the file as "mp_summit_waypoints.gsc")

Modify the New Waypoint File:

Close and open the newly created waypoint file (mp_mapname_waypoints.gsc).

(This file we created :))


You'll see a section of fat text resembling:


else if(mapname == 'mp_mapname')

{

    thread Waypoints/mp_mapname_waypoints::load_waypoints();

}

Copy this entire code block. ALL OF IT!

(Exactly like this!)

Update the pezbot iwd File:

Go back to the pezbots folder and open the pezbot iwd file.

(It looks like a zip, lol. It gave me so much headache to find this one because of that.)

Inside pezbot iwd, after closing the Winrar sıpport pop up, navigate to the waypoints folder.

(This one!)

Here, you'll find folders corresponding to various base game maps.

(Hmmm...)

Move the Copied Code:

Move the mp_mapname_waypoints.gsc file you created into this shithole. Ye, that much simple.

(Here, I moved my mp_summit_waypoints.gsc file in the waypoints folder.)

Edit, Update etc.: While editing, updating and adding images, I faced up with an issue. If you can't move your file into the waypoints folder, remember to close the game first. If it's open in the background, you can't move it inside.

Modify the select_map.gsc File:

Locate the select_map.gsc file within your mod's folder, it's either at the top or the bottom. This file controls which maps are loaded.

(Here's my select_map.gsc file at the bottom.)

Insert the Loading Script:

Open select_map.gsc with your text editor.

Look for the section labeled "// New Maps After This". This indicates where new map entries are added.

(Here it is!)

Scroll down and find the entry for the map "cargoship". Under that, there is "// New Maps Before This" text. As you can see, you'll have to paste the copied fat text after the "cargoship" entry but before the ""// New Maps Before This" text

(New maps before this and cargoship data is there. Cargoship is the file name of the map Wet Work.)

If you can't remember it, you'll have to paste your else if(mapname == 'mp_mapname') text.


Adjust File Syntax: (This is ultimately, very important!!!)

Change single quotes (') around the map name to double quotes (").

Replace forward slashes (/) with backslashes (\) as seen in other map entries within select_map.gsc.

Before:

else if(mapname == 'mp_mapname')

{

    thread Waypoints/mp_mapname_waypoints::load_waypoints();

}

(Warning! Here, I changed my map to "mp_longroom" from "mp_Sumnmit" so, don't get confused.)

After:


else if(mapname == "mp_mapname")

{

    thread Waypoints\mp_mapname_waypoints::load_waypoints();

}


(Don't mind the fact it doesn't fit like other texts.)

...

Ok?

Save Changes and Confirm:

Save your changes to select_map.gsc. A pop-up might appear asking for confirmation. Click "Yes" to finalize the changes. Do not forget waiting for that pop-up because I kept forgetting that bullshit and I had to redo all the work. UGH!

(Sorry for language conflict once more.)

Launching Your Mod:

With these modifications, your custom waypoints should be functional. Launch the game and run your mod to test the waypoints. They are problably awesome because you made it. :)

(Map: mp_kh1)

Consider creating a separate backup folder for your original or I'll send an assasin to kill you (in game). Same for saving multiple times, it's important! Especially waiting for the bloody pop up is the most important one!

STEP 4: LEVEL UP!

Open the console. Type "svr_pezbots_XPCheat 1" and perfect. Now play until the end of the level up. Every second, your ears will get fucked by the music but if you leave the match before all pop ups end, your leves will not be saved.

Important: Looks like this worked for many people but with me, when match ends I was still level 1. I found a solution to that but cannot remember. I'll type back when I get the game again.

Solution update: Patch game to 1.7 For that, you need to patch it 1.6 first. You can find both of the files from Moddb page.

Despite creator said it's possible to level up by killing bots instead of using the cheat but I never saw anybody doing it. Didn't worked with me as well.

There was already a tutorial about this in the mods folder but it's confusing as fuck and have some missing elements. Most of the help resources online are at least 10 years old.

I'm aware of many errors you get when you try to launch the game and know how to fix them. I just can't remember those confusing error pop ups one by one but I'll write them down when I get the game as well. If you reach me, I can tell you how to fix your specific error as well.

SOME UPDATES HAS BEEN DONE AT THE BOTTOM

While you are reading this, I'll possibly still be in CoD4 community. It's pretty much dead but we get some maps / mods sometimes. Waiting your waypoints on gamebanana page! (If the page and me are still alive while you are reading this, of course.)

Enjoy because you are a chad for wanting to play CoD4 PezBots. 

WARSOUND SETUP:

For this, you need the base PezBOTS. Go download the warsound.gsc file (https://www.moddb.com/games/call-of-duty-4-modern-warfare/addons/unlimited-pezbot-waypoint-autoload-pack) .

Open your mod directory, reaching to PezBOTS folder. Inside, you will find Pezbot.iwd. Open it.

Now go to your downloaded zip and openit. Enter to waypoints.iwd. There, drag and drop the waypoints folder inside the Pezbot.iwd. That's it. All the waypoints are now yours. All you have to do is add them to selectmap.gsc like provided in the tutorial above.

ERRORS:

Script Compile Error Bad Syntax (See console for details):
You problably forgot to delete dvar set file or date from the gsc file you created. Go check it, there is a problem with your text inside. But then,

After some time, I noticed something. This can be caused by a strange issue as well. Remember "Dvar set logfile 0" ? The text you removed from your gsc file. The one at the bottom. So, after deleting it ths might create an issue. Here's a screenshot of what happened to me:

(The situation is so hard to explain so solution is given in the picture with explanation.)

Later edit, I noticed this issue happens because of saving multiple times. 

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