Workshop.codes
Login
Create
ConanNewone

TDM&FFA vs AI BOTs

+ 2 sources

This code is over 6 months old. The code may have expired and might no longer function.

11 Comments

Log in or Sign up to leave a comment.
Spiderman31807 over 2 years ago *

Good AI, much better than mine. Weirdly jumps all the time.

Can't target Sombra while invisible, though I understand if you don’t want to support that, given the current difficulty for detecting it.

ConanNewone creator over 2 years ago

Haha, I did add a jump to every loop for almost every hero. And yes, detecting sombra invisibility is pretty hard.
Actually many abilities can't be detected properly, including some that could be detected in previous versions like cd of baptiste's ability2. Sometimes these kinds of glitches are really discouraging.

Spiderman31807 over 2 years ago *

Yeah, my AI Bap looks at the ground for 0.3ish seconds every time he’s hit, really makes him easy to kill.

I do have a detection script for Sombra in mine but they’re not perfect (maybe 1s incorrect sometimes) but it requires an array for the location of every healthkit. (Though now that I think about it you could avoid that by just disabling them)

If you want it, it’s not a code but you can find it very easily labelled near the bottom scripts of most of my universal AI. VX9S6 is the assault/original one.

ConanNewone creator over 2 years ago

Thanks for your information. I have another problem about object detecting. Now it is working properly for most of the time, but not always. You can find them at the last rules in this code: H97FS. I also add additional raycasthitposition to distinguish between shields/barriers and turrets. But my major problem is, some of the objects seems to stay detectable even after being destroyed, like torb's turret and junkrat's trap. I don't know if it is possible to handle this, since it can cause the bot to shot at that position for more than 5 seconds after that object is destroyed. I tested the raycasthitposition in train range, but it seems the object is immediately undetectable after destroyed, so I don't know why. Here's the code if you want to try, for you convenience: BM779, simply change the hero of the bot to like torb, and see the data.

Spiderman31807 over 2 years ago *

Ray cast is definitely part of the issue. I just checked the inspector on the “Dummy Bot Target Turrets” code.

My Torb turret was destroyed at 25.39 (total time elapsed), but the “ObjectDetectTrue” remains the exact same value up until 30 (total time elapsed, rounded).

I have no clue what’s the cause, but it’s definitely the casting/variable setting.

(Added 3 scripts while testing: Log Turret Deploy/Destroy, Permanent Can’t Be Aimed for Myself, and Permanent Rooted for the AI)

Tbh I think its likely to just be one of those things, that we cant fix and Blizzard has to. Given the fact that its fine on some but not others. (But I've had very little faith in workshop bug fix's and additions, since ow2 release)

ConanNewone creator over 2 years ago

Huge thanks for your help. The most confusing part is that if I use hud to show the raycasthitpos from facing direction, it is totally normal when those object are destroyed. So now we only with blizzard will come back to fix all those bugs one day

Spiderman31807 over 2 years ago *

most likely a server/client inconsistency, the payload position only acts like a number using the x component in huds and effects but functions like "start forcing position" works. (also happens to variables set to payload position)

I found this out while making my "Auto Objective" Code, a few weeks ago.

server side its getting collisions but client side is isn't, or at least thats my best guess.

ConanNewone creator over 2 years ago

That sounds reasonable. Thanks for your explanation, I confused me a lot

Ender almost 3 years ago

I lost 2 hours of work like 10 mins ago. I'm favoriting this to play it later. Good luck in your endeavors <3

ConanNewone creator almost 3 years ago

Thanks for your support. I think this is more like a templete for more better ideas of new modes. But 32768 limit is a problem, because the pathfinding part is taking too much space.
And, remember to save backups regularly. I've lost my modifications many times too, that's truly frustrating.

Ender almost 3 years ago

Dang man. Coding on Xbox with the crashing and bugs tho is so bad.

Workshop.codes