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 Post subject: Veanko's Bot Mods
 Post Posted: Tue May 27, 2014 4:01 pm 
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Joined: Mon May 26, 2014 10:25 pm
Posts: 209
i will post the AI mods i make here.

Thanks to dragbone for helping me out with Ayla.

Thanks to hurlybird for the facetank fix.

Thanks to TheMesp for DotChecker.

Updates

V.3.2.1

General:

-Fixed bug where they would try to attack allied voltars that are healing them
-Fixed bug where they couldn't decide to ether go back to base or get a healthpack. causing them to get stuck
-Fixed bug where they would have problems defending their base
-Ranged bots don't hug the enemy base anymore
-They will now exit out of state 10 if they have more than 60% health and are not at their base

V.3.1.2

General:

-Touched up the "Attack the base" logic so they act less buggy around the enemy base
-Fixed bug where they would try to get behind the enemy base while the force field was still up
-Fixed bug where "FN_CheckToSwitchLane" was calling the wrong files
-Fixed bug where they would go back into the droppod area on certain maps
-Removed the handicaps they got on lower difficulty settings
-They now use their skills less effectively on lower difficulty levels
-They no longer buy utility items on difficulty levels 0 and 1
-increased the time level 1 bots are allowed to buy items to 3 minutes(from 2 minutes)

Ayla:

-Will now buy Biter Mask, Blue Three-Wheeler and Baby Kuri Mammoth in certain situations

Gnaw:

-Will now place his weedlings in hidden areas if he can

-Skree:

-Will now max out his sawblade much earlier
-No longer buys Pills For The Mind before Device Of The Heavens

-Leon:

-Will now backdoor the enemy base(sometimes)

-Lonestar:

-Will now buy regen over piggy bank if there is a gnaw on the enemy team or if he starts the match with over 600 solar

V.3.0

General:

-Toned down their ability to detect stealthed nauts
-They now play significantly worse on lower difficulty settings
-They no longer sucide into towers on lower difficulty settings
-They will now try to avoid killing their teammates with the worm
-They will now enter the fire pit on AI Station 205. but only if the fire isn't up
-They no longer consider themselves outnumbered by their base
-They should no longer hang around in lanes with low health
-They will now run away from Exploding Clunks, Raging Aylas and Sniping Raelynns
-They are now more careful around Sieged Derpls
-They will now focus on Swiggins Anchor
-They will no longer fire projectiles at a RBAYing frog
-They will now retreat if vinnie and spike are nearby and they can be one shotted by Spike Dive

Ayla:

-Will now use Rage on the lowest difficulty setting
-Will stop raging after 2 seconds on difficulty 0 and after 4 seconds on difficulty 1

Skree:

-Changed build
-Uses hover much more
-Will now try to block Sniping Raelynns with Totem

Leon:

-Will now use stealth on the lowest difficulty setting
-Will try to avoid pulling in Exploding Clunks and Raging Aylas
-Will now try to interrupt Sniping Raelynns

Lonestar:

-Will now push away Exploding Clunks and Raging Aylas with Bull
-Will now push Sniping Raelynns with Bull if they are close enough

V.2.9.1

General:

-Made the required changes to FN_Initialization
-They no longer call for HeroCode and StatusEffects twice
-Tweaked the Handle Movement block on all bots so they should be slightly better at moving around the map
-Added some logic that allows them to get to the top lane in AI Station 205 much faster
-Added some logic that prevents bots from getting stuck at their base(should be most noticeable on AI Station 205 and Aguillon)
-They will now try to grab the Invisibility Orb on Aguillon
-They will now try to avoid going into the fire pit on AI Station 205
-If they do find themselves in the fire pit. they will now try to exit it as fast as possible
-They are now much more ganky while in stealth
-They can now detect nearby stealthed enemy nauts
-Fixed bug that caused them to try to attack people in unreachable areas
-Changed some values to prevent rounding errors

Leon:

-Nothing has actuality changed about him. but: "They are now much more ganky while in stealth"

V.2.1.2

General:

-Added Lonestar bot
-Changed how they scale on difficulty
-They now consider pushing to be more important than ganking
-Will now prioritize enemy turrets over enemy nauts(unless they are really close to them)
-Should now prioritize enemy droids attacking their turret over enemy nauts. most of the time at least.
-Improved the "follow ally droids to turret" logic
-Will no longer go to the jungle in state 2
-Fixed bug where they would not defend their turret in state 11 if they were behind it

Ayla:

-Is now better at using rage while retreating
-Will no longer enter rage if her health is below 25%(from 15%)

V.2.0.1

General:

-Added a new state: Defend Towers (11)
-While in this state, they will run to the nearest tower and try to defend it
-If they cant find a tower, they will enter state 1
-The bots will enter this state when they believe they are outnumbered
-They will exit state 11 when they are no longer outnumbered
-They are now better at chasing fleeing targets
-They are now better at jumping after targets
-They now prefer attacking low health targets over healthy ones
-They will now all try to focus on the same target
-They will now occasionally try to gank as a group
-They will now tower dive low health targets
-They are now better at avoiding projectiles and mines
-They can now detect enemy nauts in hiding places
-They no longer consider themselves safe by a tower if there is a coco nearby
-Increased their "aggro" range
-Increased the "Danger Zone" radius of towers
-Fixed bug where they would randomly start teleporting home if the target chasing them went into a hiding place
-Fixed bug where they would go to the jungle when they really shouldn't
-Fixed bug where they would attack the nvisible orb
-Fixed bug where they would AFK in the middle of the lane
-Fixed bug which caused them to get confused if a naut was attacking their base from behind
-Many other various tweaks to the GeneralAI

Ayla:

-Will no longer randomly cancel rage if her target goes into a hiding place
-Will now activate rage if her target is flying above her

Gnaw:

-Now buys Split Spit instead of Aggressive Acid
-Changed build order

Skree:

-Changed build slightly
-Will no longer randomly drop Totem of Power when in state 6

Clunk:

-Now buys Medical Pump a bit eariler
-Changed build slightly

Leon:

-Changed build
-Removed special ganking logic as it was causing bugs


V.1.3.1

General:

-Improved retreat logic: they should now have a better idea of when to retreat
-They will now go to the jungle more often
-fixed a few minor bugs
-reduced the amount of extra solar they get at the start of the game

Ayla:

-Reduced range at which she will use Evil Eye
-Cancels rage a bit more intelligently
-Her chasing ability with rage has been toned down on lower difficulty levels
-Now buys Fiery Jawbreakers over Neon Jumping Rope
-Found a much more reliable way to detect if she is using Rage: any bugs regarding canceling it should be fixed
-now buys both stages of angry drawings before anything else
-changed build order slightly

Gnaw:

-Will now place weedlings in the jungle regardless if there are no creeps nearby
-changed build for weedlings
-changed build order for bite
-is now a bit more aggressive with weedlings

Clunk:

-changed build

Leon:

-Will now use tongue in stealth


V.1.2

General:

-Fixed bug that caused the bots to get stuck in walls
-slightly improved auto attack behavior on all bots
-will no longer attack while running on lower difficulty levels
-improved teleport logic

Ayla:

-improved aiming with Evil Eye
-changed build order slightly

Leon:

-no longer uses stealth on the lowest difficulty level

Skree:

-improved use of sawblade
-changed build order slightly

Gnaw:

-changed build slightly


V.1.1

General:

-Gnaw, Skree and Clunk bots released
-Melee bots now push slightly better
-Fixed bug where sometimes they would face away from the turret. causing them to not push it
-Fixed bug where they would refuse to attack the base
-Should no longer get stuck trying to free the creeps on AI Station
-Tweaked the "dive turrets that are low on health" logic so that it actually works
-They should now make a bit more of an effort to pick up gold solar
-They now behave a bit better around Totem of power
-other minor GeneralAI improvements

Ayla:

-Fixed bug where she would get confused if she was cocooned while in rage

Leon:

-Reduced ganking effectiveness on lower difficulty levels


V.1.0

General:

-Will now only attack turrets if there are droids nearby
-Should now back off from a turret if they are taking damage or there are no droids nearby(unless it is almost destroyed)
-Should attempt to dive turrets that are below 25 health
-No longer treats the enemy base as a turret
-Should now prioritize the enemy base over droids
-When targeting neutral creeps. they will now target the closest one rather than a random one in the general area
-Will now attack players that are chasing them
-Some other general improvements

Ayla:

-Will now use Evil Eye on players that are chasing her
-Improved usage of Rage

Leon:

-Improved ganking ability slightly

New Bots


Ayla

Download

here is the build im using for her at the moment:



Gnaw

Download

here is the build hes using:



Skree

Download

here is the build hes using:



Improved Old Bots


Clunk


this makes Clunk bot even tougher than he was before. he uses Vacuum bite more effectively. will use the snare-explode combo, shouldn't kill himself with explode(at least not as much as before). and can actually aim upwards and downwards now. something that the old clunk bot couldn't do for some reason.

Download

here is the build hes using:



Leon


this makes Leon bot a bit smarter. he uses a different build, uses stealth more effectively and is much better at ganking.

Download

here is the build im using for him at the moment:



Lonestar

Download

here is the build im using for him at the moment:


Last edited by Veanko on Thu Sep 04, 2014 6:28 pm, edited 61 times in total.

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 Post subject: Re: Ayla AI
 Post Posted: Tue May 27, 2014 4:11 pm 
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Joined: Thu May 15, 2014 10:41 am
Posts: 401
Location: SomeN Kerbal space center.
Veanko wrote:
- sometimes the code for deactivating rage mode doesn't trigger. causing her to kill herself


I've noted some humans playing her suffer the same bug.

Awesome, can't wait to test her out.

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Bum wrote:
RIP AI Station 404, you will be missed in soloqueue. The only map in which you can reliably defend by yourself.


Laziest botter on this side of the galaxy!


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 Post subject: Re: Ayla AI
 Post Posted: Tue May 27, 2014 4:12 pm 
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Joined: Sat Nov 17, 2012 6:20 pm
Posts: 11309
Location: Poland
Quick builds tips off the start: give her damage/pictures/range on Eye, damage/shield/size (so basically what you have now) on rage and whatever on AA. Also don't give her Regen, switch that out for Bank. (bots need the dosh to catch up)

I'll check her out later, this is just a quick observation from glancing at your build.

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 Post subject: Re: Ayla AI
 Post Posted: Tue May 27, 2014 4:18 pm 
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Seems good so far!

If your bot isn't one of the standard four, you can make it less suicidal around turrets by adding its class into FN_CheckIfEnemyInCombatRange and FN_CheckIfEnemyTooClose. This will stop it from hugging turrets. Keep in mind you'll need custom files beginning with Mod_ for this to work. You can check out my latest Swiggins AI for an idea how to set it up.


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 Post subject: Re: Ayla AI
 Post Posted: Tue May 27, 2014 7:30 pm 
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Posts: 209
hurleybird wrote:
Seems good so far!

If your bot isn't one of the standard four, you can make it less suicidal around turrets by adding its class into FN_CheckIfEnemyInCombatRange and FN_CheckIfEnemyTooClose. This will stop it from hugging turrets. Keep in mind you'll need custom files beginning with Mod_ for this to work. You can check out my latest Swiggins AI for an idea how to set it up.


Thanks! shes alot less suicidal around towers now. i have updated the link with the new files.

DarkDXZ wrote:
Quick builds tips off the start: give her damage/pictures/range on Eye, damage/shield/size (so basically what you have now) on rage and whatever on AA. Also don't give her Regen, switch that out for Bank. (bots need the dosh to catch up)

I'll check her out later, this is just a quick observation from glancing at your build.


im not sure if she really needs piggy bank considering bots get extra solar(i think?) anyway.

i thought regen was good on ayla? since it counteracts the self damage from rage.

i will change the build for Evil eye next update


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 Post subject: Re: Ayla AI
 Post Posted: Tue May 27, 2014 7:40 pm 
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Posts: 42
1. Med-I-Can is deactivated during rage which makes it a lot weaker.
2. YOU MISSED A JOKE! CALL IT "Aila" !

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 Post subject: Re: Ayla AI
 Post Posted: Tue May 27, 2014 7:47 pm 
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Posts: 209
1. Ah ok. i didn't know that. thanks
2. really


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 Post subject: Re: Ayla AI
 Post Posted: Tue May 27, 2014 8:33 pm 
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Joined: Thu May 15, 2014 10:41 am
Posts: 401
Location: SomeN Kerbal space center.
So, this is embarissing. I was making a gnabot with ayla and Rae installed, and I lost. I thought "Well, I'm playing as genji, it's not that surprising." Then I switch to Penny. I still lost. Now I'm blaming it on the other team having an Ayla. Then I realised it. Your Ayla bot might be better than me........ :oops:

*cries in corner*

League 4 btw (used to be league 2 but then I stopped playing for a while)

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Bum wrote:
RIP AI Station 404, you will be missed in soloqueue. The only map in which you can reliably defend by yourself.


Laziest botter on this side of the galaxy!


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 Post subject: Re: Ayla AI
 Post Posted: Tue May 27, 2014 8:35 pm 
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Joined: Sat Nov 17, 2012 6:20 pm
Posts: 11309
Location: Poland
Aylabot confirmed for 2.5. :lolstar:

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 Post subject: Re: Ayla AI
 Post Posted: Tue May 27, 2014 10:57 pm 
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Veanko wrote:
im not sure if she really needs piggy bank considering bots get extra solar(i think?) anyway.


Bots by default start with 235 solar, because they don't collect solar as they are going down in a drop pod like a player does. With luck, Ronimo will eventually change this so they start with 270. In the meantime You can use adjustCharacterValue to add the extra 35 solar bots should start with. Swiggins bot does this, but only adds extra solar when the starting solar is less than 270, and is careful only to do this once.


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