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 Post subject: Re: [IN-GAME] Raelynn - Aimbot
 Post Posted: Wed Mar 11, 2015 2:18 pm 
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You are right, the difficulty setting does not update with league. We do dynamically add or remove botlevel upgrades depending on the leagues of who are in the match. So if a bunch of L1 players join an L9 match, the average league of that match becomes higher and the bots get extra botlevel cheats in the middle of the match.


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 Post subject: Re: [IN-GAME] Raelynn - Aimbot
 Post Posted: Tue May 05, 2015 12:31 am 
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I found a bug in VeankoCommunication. I'm pretty sure the lane = 2 check should be an else condition.

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 Post subject: Re: [IN-GAME] Raelynn - Aimbot
 Post Posted: Sun Jun 14, 2015 5:54 pm 
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From the tech support forum:

Sujis wrote:
https://youtu.be/6PVkKK8UJsc

they can move. but get out there side

Ignotis wrote:
I recommend you send Veanko a bug report for this. It's an old and rare bug which apparently decided to rear its ugly head again. Basically, those bots can't decide whether to go to the upper lane or to the shop, and keep switching back and forth.


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 Post subject: Re: [IN-GAME] Raelynn - Aimbot
 Post Posted: Tue Dec 22, 2015 4:24 pm 
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Updated as of 22/12/2015

General:

Fixed movement problems on lower difficulty settings
Updated stealth detection logic to use the new features by Ronimo
Will no longer detect invisible nauts if they have no collision
Changed solar gain amount on death to be a bit more fair
Increased incentive to clear droids (thanks to hurleybird, and Ignotis for this)
Will now try to attack anchor if chained
Will no longer try to attack while retreating if the enemy has significantly more health
Now more likely to retreat if blinded (not to base)
Hates enemy bases a little more
Occasionally tries to teleport back to base instead of running if base is under attack
Other stuff i forgot

Raelynn:

Updated build so she buys the right amount of upgrades


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 Post subject: Re: [IN-GAME] Raelynn - Aimbot
 Post Posted: Tue Jan 12, 2016 2:42 pm 
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can i use AI vs real people? If yes, how?
Veanko wrote:
Updated as of 22/12/2015

General:

Fixed movement problems on lower difficulty settings
Updated stealth detection logic to use the new features by Ronimo
Will no longer detect invisible nauts if they have no collision
Changed solar gain amount on death to be a bit more fair
Increased incentive to clear droids (thanks to hurleybird, and Ignotis for this)
Will now try to attack anchor if chained
Will no longer try to attack while retreating if the enemy has significantly more health
Now more likely to retreat if blinded (not to base)
Hates enemy bases a little more
Occasionally tries to teleport back to base instead of running if base is under attack
Other stuff i forgot

Raelynn:

Updated build so she buys the right amount of upgrades


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 Post subject: Re: [IN-GAME] Raelynn - Aimbot
 Post Posted: Tue Jan 12, 2016 6:52 pm 
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SenpaiXepher wrote:
can i use AI vs real people? If yes, how?


Here is a guide


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 Post subject: Re: [IN-GAME] Raelynn - Aimbot
 Post Posted: Mon Feb 08, 2016 5:16 pm 
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I've downloaded this bot update. It will go live in the next beta (probably later this week but not sure yet).

I wonder whether that guy SenpaiXepher didn't think this was really an aimbot that he could use online to cheat... :lolstar:


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 Post subject: Re: [IN-GAME] Raelynn - Aimbot
 Post Posted: Sun Apr 30, 2017 6:39 pm 
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Posts: 209
Updated as of 30/04/2017

General:
-Will now go to defend turrets if they are under attack in most situations (prioritises back turrets)
-Much better at defending their own base (except on starstorm map. Ronimo didn't include the named areas that allow the bot to detect if its base is being attacked on that map)
-If the enemy base is exposed, bots will now try to attack it in groups of three. If the bot isn't in a group, they will push the other lane
-If a lane has no friendly turrets, bots will now prioritise defending that lane
-When defending a turret, will now stand behind it instead of in front of it
-Bots in state 11 (that is, those in a disadvantaged situation) will now call for help to other bots
-Will now respond to help commands from players (unfortunately, this isn't perfect as the AI editor doesn't let you get much information about the player in question)
-Will now try to start in the same lanes
-Increased range at which they can detect enemies
-Improved chasing ability
-Fixed oversight that caused the bot to switch lanes more frequently than intended
-When deciding if the bot should retreat from a turret, the bot will now take into consideration if there are droids behind it
-Improved turret retreat logic in general
-Now prioritises players over droids in the late game
-No longer gets Wraith Stone for free
-Now stays in the heal area for a while on their first time there.
-Now occasionally goes back to base to buy items if the bot has more than 400 solar
-Changed retreat logic a little
-Increased aggro range for attacking neutrals
-Likes getting neutrals over other objectives if low on health more
-Won't retreat back to base if a neutral is targeted (unless unsafe)
-Won't teleport back to base if a health pack is near
-Won't teleport back to base if the bot just got a health pack (unless they are still low on health somehow)
-Won't try to teleport if the bot has a DOT effect
-If the bot is in or was in a named area called "CORNER_STUCK" in the past 1.5 seconds, jumping will be disabled (well, mostly. It really only disables jumps caused from waypoint navigation)
-Fixed issue that caused bots to jump when they wanted to go down
-Fixed bug where bots would get stuck trying to push the top back lanes on Startom Station and AI Station
-Fixed bug where bots would get confused about whether to push turrets or go to frontline
-Will no longer try to kill Solar Boss (at least, they shouldn't)
-Added the requirement that the bool "NoBash" returns false for some checks (should only affect skolldir bots)
-Will no longer return to base to buy items if the bool "HasBoughtAllItems" is true
-Fixed bug where bots in state 11 wouldn't jump down platforms, causing them to get stuck in some places
-If the next waypoint is directly above, the bot will stop moving so they can jump to it (they would keep moving forward before, causing them to have trouble platforming)
-Removed solar gain on respawn
-Removed "fix" that caused bots to get stuck above their base
-Removed some superfluous logic
-Updated all file names

Raelynn:
-No longer uses the Snipe ranged upgrade to detect long distanced enemies


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 Post subject: Re: [IN-GAME] Raelynn - Aimbot
 Post Posted: Sat May 27, 2017 11:00 pm 
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I had a match with the Raelynn bot and she got stuck in loops very frequently on AI Station 205.
Match ID: 5RZN8TO
Come to think of it, a lot of bots are having trouble on that map.

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 Post subject: Re: [IN-GAME] Raelynn - Aimbot
 Post Posted: Tue Jul 18, 2017 7:11 am 
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Hi, is this the current Rae bot? I assume it extends to skree as well (and others dependent on w/e library) but won't bother finding that.

MatchID: BZGQJX0

at ~17:40 both get stuck in the same spot on aiguillon. Afterwards they appear to get stuck in some kind of defense AI hole. They do not move past a point around the core (or get stuck in base) and do almost absolutely nothing unless a structure is getting attacked or an enemy gets in range. Actually they even ignore droids attacking my base a few steps behind them (eventually).


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