PATCH NOTES --- legendary custom Bots V11

I’m working on a custom zombie type game mode. My plan is to have 10 players defend against 12 or 13 AI. I know you are working on a big update for December, and I will probably come back and update then. Right now I want to try and modify your V11 code to use dummy bots and ignore player limits.

So far it’s working LOL. Server load is pinned to 255 and I can’t use more than one hero but I can get a 12v10 battle.

Do you know if I can remove certain heroes/maps from the code to lower the server load? I only plan on using 3-4 different heroes (probably ones with lower server loads) and 1 (maybe 2) maps. No idea if any of that can be removed without breaking the AI.

I have a lot of other stuff I need to add for my custom game mode to work. Sadly I think your AI may just be too advanced for my use, but if you know of any other way to decrease server load please let me know!

Either way thanks for the amazing AI!

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Great bots, really enjoying playing them

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Yeah, tested and they still work.

Only overload in scripts on occasion, but works otherwise (mainly on the highest difficulty).

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Out of curiosity,
How do I set specific heroes for a team? Since I toggled it to custom bot heroes on the teams and I was on team 2 in the first slot, so I ignored slot 0 and tried to set my team up, but it wasn’t close at all to them.

I tried calculating it alphabetically and also in the hero select order, but still nothing.

In short: I mainly want to know what number each hero is e.g. the number go from 0-33.

You can recieve the heroe’s number by using the value function Index Of(All Heroes, “the Hero you want the index number from”). There exist 32 heroes so its a range from 0-31.

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Does anyone have a working code for TDM bots?

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Hi, would you know how to make the bots work with competitive game rules? The bots don’t select in the hero selection screen once the game has switched sides.

We are doing a project to make a bot AI that can beat a bronze team and I am using this as a base, if you want Dalgon you can join to help us understand your code (and potentially give us part of what you already reworked) :slight_smile:

https://discord.gg/DqNUg2H6

3 Likes
Discontinued.

DEA12 → Escort & Hybrid

TQSTY → More responsive and less server killing Pathing variation.


Known Issues

  • All Bots

    • Don’t understand AMP Matrix; Photon Barrier; Ice Wall; B.O.B; Self-destruct; and other turrets.
    • Know regardless of if they’ve “seen or heard” which health packs have been hacked by the enemy teams Sombra.
    • Will attempt to deal damage when their ability effectiveness has been set to 0.
    • Path towards the Payload position of where it was as they started pathing instead of to where it currently is
    • Don’t properly aim at targets which are Asleep or Knocked Down.
    • Treat health packs like they’re unhacked if they’ve been hacked by the time the Bot reaches them
    • Don’t detect Sombra
      • While she’s hacking
      • When revealed through a Sonic Arrow
  • Hero AI

    • Echo
      • Doesn’t properly utilise the abilities of her current Duplication target
    • Symmetra
      • Doesn’t use her Turrets or Teleporter
    • Winston
      • Doesn’t use his Secondary Fire
  • Sojourn, Ramattra, and Lifeweaver aren’t supported.

  • Kiriko & D.Va can fall off the map attempting to Peel for allies.

  • Other

    • Several Bots are unable to use their Ultimate if the Victim leaves their “range”.
    • Hybrid maps: Overtime exceeding 60 seconds on the first Objective will cause Bots to path towards unintended locations
    • Echo Duplicating Heroes doesn’t trigger the respectives Heroes ‘things’.
      • Sombra Healthpack Hack timers.
      • Sombra Invisibility
      • Reinhardt Pinee Camera fix
      • etc.


You're 'lucky' you found the third.
8JBZK Hybrid Version of the two above.
  • Basically the pathing system it should’ve been from the beginning.
    • ‘Fast’ pathing without sacrificing accuracy
    • While also supporting the entire map
      • excluding spaces that can only be reached through abilities
        • partially introduced though
  • More AI changes to make Defensive ability usage smarter
  • More stuff tracking not fully introduced
  • Made Wrecking Ball invalid as AI playable, exchanged with Ramattra.
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Is there a way for them to not be called ‘bot’ or their default names?
Since I wanted to change the names, since I usually do that to make it more fun and human-like. :+1:

Also, sometimes the bots keep shooting even though they’ve killed a team lol.

I had it on difficulty 5 btw.
Only happens on occasion with them shooting through walls at targets (was tested with hard bots on the opposite team).

With the name change, I should’ve really mentioned I knew how to do it and attempted it, but it wasn’t working (probably because of a different rule naming them bot, then their hero, so you can’t peak at the hero’s name, like you can with the default bots in-game).

Also, how do you do it with Blizzard bots? I tried it but it didn’t work (possibly because they’re not dummy bots, so another way?)

Yeah, sorted it. Thanks for the mention. :slightly_smiling_face: :+1:

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Hello. First of all, thank you for remaking the mod of the original creator ‘DalgonAI’. I was nervous about when it would come out by the end of January this year.
I’m writing this to give you some feedback on your mod. For now, I’ve put together just a few things that might be helpful.

  • The point is that ‘2-2-2’ does not work and the hero is randomly selected. Bots that are spawned before start are often randomly generated even if the player doesn’t pick a hero late. There is no problem with custom and random mode, but this ‘2-2-2’ mode sometimes doesn’t work. Thank you for checking it out.
  • I was able to tell you this directly through the opinions of other testers as well as myself. There are often people who want to have a lot of fun with AI. (They are regular customers.) These people are not satisfied with step 5 and want to make it more difficult, so sometimes I hand over the authority and leave it as they please. But there is a problem here. Let’s take an example. Once the attack team’s seat is set to 0 in the waiting room so that only the attacking team has AI, and then the team’s health is set from 100% to 125%, it would normally be normal for only that team to increase their health by 25%. However, the opposing team (defense team) will also gain stamina. For this reason, some people thought it would be good to present their opinions, so I gathered the opinions of more than 10 people and represented them in this way. I’m not saying you need to fix it. You have your own thoughts, so if you can afford it, I would like you to think about it.
  • When the Symmetra turret has been built, the AI ​​will not hit it. If the turret is flying to set up, the AI ​​will catch it and attack it. However, if the turret’s construction is unconditionally completed, the AI ​​will not attack the turret. Even though the AI ​​is good at attacking Torbjorn’s turrets. Some people would like to be able to install Symmetra’s turrets as well.
  • Mercy AI switches weapons depending on the situation, you have done an amazing job! Thanks to that, I sometimes lose one-on-one with Mercy XD. Now, let’s get to the point, in the case of Ana, Brigitte, and Batiste among the healer AIs, sometimes they don’t heal even though their teammates’ health is showing low. The AI ​​has become a troller who does nothing in the most desperate situations in teamfights. This creates a situation where they can easily reverse their error. Of course, players have to keep moving to make sure they are a team member and give them a heal, but this was a little uncomfortable for me and other people as well. I’d really appreciate it if you could fix it! Your continued remake, I will cheer for you!
  • The AI ​​sometimes goes to the corner of the spawn point and does weird things like throwing a punch or shooting a gun. I can’t say for sure which map it is, but it’s almost like 1 out of 3 maps. Because of this, their gatherings also become entangled. Sometimes all 6 AIs are equally crazy, so be careful.

escort

  • Offensive Team: Respawn point after capturing Point A in Rialto. There are still some AIs that can’t get out of the place where the parasol is.
  • Defensive team: Rialto’s point A. This means that falls often occur where there are bridges.
  • Defensive Team: There is a case where the AIs at the respawn bar do not leave at all after respawning after the Junkertown point A is pushed.
    Dorado: When Sombra tries to hack the heel pack on the way to point A, an error occurs in the path.

Hybrid

  • Not yet found.

Other

  • Reinhardt’s charge ability doesn’t work well. ‘Charge’, this skill contributes greatly to defeating a hero as well as suppressing a hero. However, after playing with the opponent a few times, I realized that when he charges, he only uses it when there is very little blood. Personally, I think it’s right to make the charge fit into a teamfight contribution, or use the charge ability in situations where it’s a little more stamina.

We will continue to play this mod and hope that more users will enjoy it, and there will be constant remakes to make it the best mod in the end. Thanks again to “Teawy” for the remake of this piece, and our team will continue to rewrite this article as soon as we find any errors. thank you.

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A: We will collect and answer multiple pathfinding errors at once, including Rialto, Junkertown, and Watch Station Gibraltar. First of all, this issue came about in the course of several months of playing with my teammates. The workshop process was unknown to us, so we tried to find a path that we could do and figure out the problems with this dummy bot.
Solution: Dummy bots aren’t the typical combat training bots we’re used to seeing. They are only used as a means to an end, and as far as I know, dummy bots require a script to respond. In other words, cognitive abilities are lacking. They don’t know what to do if they run into an obstacle along the way. The same goes for Rialto, for example. After coming out, the AI ​​must have to cross the bridge, but the destination is already set, so they fall or get blocked without knowing whether there is a river or obstacles ahead or below. Then you have no choice but to create more branches. You need to set more points to cross the bridge safely. This seems to be the case for other maps as well. Junkertown’s Bar will have to show more details and more points so that they can come out after they are resurrected so that they can understand it and come out, right?

A: The map where AIs go to the corners is Numbani besides Eichenwalde. I checked all the other areas, but everything was fine. Only these two areas seem to have a bit of a problem.

A: Good. Then I will fight behind the healer! XD It makes me feel at ease after hearing the answer. Thanks, Teawy!

A: Oh, it was. Thanks for the reply about the turret.

A: Yes, you are right. They are players, not pro gamers. I will explain properly to them so they can understand. I don’t have to hear any more “difficulty” complaints.

A: To be certain, “the problem is not solved.” When team members sit in the spectator seat and wait for the AI-only team to select a hero, a random hero is created even though the ‘2-2-2’ mode is sometimes applied. I don’t know why.

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A1: So, is it possible to change the original path without adding a path?
A2: The issue of shooting in the air has been fixed. However, there is a new problem. Starting with Numbani, King’s Path, AIs can’t easily get out of the starting point of almost all maps, and there is even an unprecedented path departure problem. First of all, what I found is that when starting as an attacking team in Blizzard World, the Wrecking Ball crashes into the wall due to the hook movement and falls down, and then 7 times out of 10 it doesn’t come out. If this problem continues to occur in the future, we will pinpoint the location and report it.

Q1: The system in which AI is put in to replace players who have left seems to have been applied well. However, if there is a problem, after the AI is put in, the hero is continuously changed, and there are cases where it is impossible to come out of the resurrection position at all. This also applies to all maps, not just one specific map. They probably pick heroes to balance the 2-2-2, but they don’t even pick tanks and healers other than the dealer. Therefore, it seems like an error that occurs because the AI cannot choose a hero according to 2-2-2.

Q2(personal opinion): Confirmed that Reinhardt now engages from a distance with his teammates. After a certain distance, it automatically retreats. If there is a downside that I saw here rather than a problem, Reinhardt in the previous patch was quite aggressive, and after defeating his opponent, it was pretty good to continue the team fight again. In addition, it was like a difficult opponent from the player’s point of view because he would continue to add basic attacks if he was at a distance.

Now I don’t know where that aggressive look went. Even though they were far enough away from the team, they didn’t continue to use their basic attacks as before, and they only use shields and fire strikes, making them worse than regular bots that can’t do anything if the shield is broken. It’s a personal opinion, but I think an aggressive look like Reinhardt in the previous patch is better. Turning the tables in teamfights also depends on how many more AIs have killed their opponents.

The same goes for Reaper. This patch seems to have changed the AI excessively defensively, considering that there are plays that can be played, such as a play that aims at the opponent’s back and kills a healer or a dealer, or a play that appears from behind and suppresses a group using ultimate skills. As you know, the role of team play is important, but it is also important to play according to what kind of hero the AI is. If you’re a hero good at assassination and stick with the team, that’s not the right role.
Another way is to “continue to surprise the opponent’s back and prevent them from attacking at all”. Even if the tank takes the lead, it is useless without the dealer and healer. The key to teamfight is “how many more enemies did I defeat and who did I defeat?”

Q3: Occasionally I see a play where the AI completely ignores one of the enemy teams. This also doesn’t happen on any particular map, it happens on almost all maps. I don’t know exactly why, but when the AI starts not picking a target at all, it pretends to be unaware of being hit by that player until the game is over or restarted.

Q4: If you’ve even found this, it doesn’t matter if it’s a nerf patch, not a patch. I’m sorry, but it’s gotten worse, not better.
First of all, the targeting of AI is very strange. Not only is it impossible to subdue enemy teammates by continuously taking turns attacking multiple opponents (players), but a few players are just playing with it.
If this was intentionally patched, the previous version would be much better.
I know it’s not easy to patch, you made this because you’re bored, but I think it’s better to revert to the previous version than to do a bad patch like this.

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It’s been a month, (Teawy). How were you? As soon as I got back, I played your code again and wrote down several things. There are some improvements, but I think it would be better to identify the shortcomings or problems first.

Common problems (including all maps)

  • First of all, I think we should address this issue first. It is good to move the position to prevent the AIs from getting blocked by obstacles. However, if the AI ​​stays still for even 1 second, it keeps moving randomly. For example, Mei’s Shift skill, ‘Cryo-Freeze’, stands in place while becoming invincible, which causes Mei’s sudden change of position, which is embarrassing.
    It works the same in cargo battles (escorts, hybrids). The unnecessary operation of suddenly moving an AI that is standing next to a cargo to somewhere is also a problem. It would be embarrassing and absurd if the players moved, especially when they were targeting. After playing with multiple players, it became clear that “this is a bit of a serious problem” and “this needs to be fixed.”
    If there is a workaround, it would be a good idea to only move when the AI ​​is hesitant or not moving in “a specific area”. However, to do this, you have to play the map and find out where the AIs deviate from their path. It will take some time, but with your permission, we’ll find out.
  • This will be a problem as well. This is the so-called ‘aggregation error’, which refers to a phenomenon in which AIs gather in one place. Of course, I came up with the name. This is a phenomenon that works in all maps. When the attacking team occupying the cargo is passing through Zone A or B, the AI ​​spawn area does not leave the entrance if the cargo passed through. It only moves left and right, and the cargo has the same reaction when it reaches the final C area. I’m not sure if it’s a path issue or something else.
    The same was true if the AI ​​was replaced by the player. If even one player fills a spot on behalf of the AI, it will not pause or leave the spawn point, as if there is a problem with the regroup.
    One more thing, the ability to fill in the gaps left by previous players with AI doesn’t work. Please note.

Problems with AI (by hero)

  • Sombra: As Sombra moves randomly while hacking a healing pack, it tends to go to an unhacked heal pack. And there are times when the location is moved while trying to hack, and this operation is repeated indefinitely, failing to contribute to the teamfight.
    Even if the heal pack is hacked, it will remain still for 2-3 seconds, and it will be too exposed to enemies and die easily.
    Dorado: Before the heroes reach Area A (gate), go through the place where they have to turn right (high ground) and enter the house next door, there is a huge healing pack. But without going into the door and hacking, she stays hesitant outside.
    Watchpoint Gibraltar: After trying to hack inside a building, sometimes you can’t get out. Not many, but sometimes.
    Junkertown: Same as for Gibraltar above. However, I haven’t investigated this area in detail, so I’ll do a little more research and then revise the contents.

Reinhardt: The movement to approach the enemies is very nicely restored, but only approaches and no attacks. Reinhardt uses Fire Strike well, but if he adds a melee attack when he’s close to enemies, he’ll be a strong tank with a role that’s very intimidating and can damage enemies. When you see Reinhardt walking with only a Fire Strike and a shield, it looks like he doesn’t even play a single role.
Pharah: Does not use ultimate when gauge reaches 100%. Please note.
Reaper: The Reaper is not using the Wraith Form properly. Rather, it’s written too short, so it’s natural for enemies to die easily. If you make full use of the Reaper’s invincible skill, it will not only buy time for extra time, but will also become a means of sabotaging enemies sufficiently.
Genji: When Genji uses his ultimate skill, he does not swing his sword in close proximity to enemies and swings his sword out of reach. It is a pity that the utility of the ultimate skill has been rendered useless. However, when Genji uses his ultimate skill as before, if he can strike enemies close to him, he will be the best AI.
Not taking full advantage of Swift Strike. If the enemy’s HP is low, this skill is by far the best. As you can see, Genji taking down enemies with a swift strike and flying quickly towards the next one is really agile and can confuse enemies.
This is hopeful, but I would like to see Genji aiming for dealers and healers from behind like before. At that time, Genji was very fond of players. Oh, of course, this is hopeful. You don’t even have to think about it.
That Genji doesn’t fully utilize his Deflect skill. Like Reaper, this will also be used to pass the time or escape from enemies if Genji uses it to the fullest, so it will be able to contribute to a considerable team.

Problems with routes (maps)

Eichenwalde: The path of the AIs coming out of area B (the gate that guards the castle) is very dangerous and there is no countermeasure. It’s not very good, especially when cargo is passing under the bridge, as most of the heroes fall off. If you can’t fix the path, you can skip it.

Blizzard World: There is a place with a huge healing pack right behind the place where the heroes control in front of the cargo, but if the AI went to eat the healing pack, there was a problem that could not come out at all. Occurs even if the attacking team does not occupy the cargo. It just moves left and right the same way, no other movements at all.

Havana: AIs won’t leave the defensive team’s spawn area (in front of point B) when cargo gets a little closer to area B.
Before entering Area A, an AI that ate a healing pack in a small room with a small healing pack could not come out.
AIs won’t come out when cargo reaches Sector A from the starting spawn point (attacking team).
At the second spawn point (attacking team), if the cargo moves any further away, it will not exit the area.

Numbani: Attack team AI no longer advances on left turns after the attack team has taken the cargo.
AIs do not exit in the first area (start spawn point, attacking team).

King’s row: Attacking team bots do not move at the starting spawn point. Occurs once after death.
AIs won’t come out if the cargo passes area B at the second spawn point (defense team, area B).

Hollywood: Similarly, the second spawn point doesn’t try to exit when the cargo passes.

Watchpoint Gibraltar: When cargo passes under the bridge, the AI doesn’t try to block it, it just stands still in the corner of Area A.

Route 66: AIs at the starting spawn point (attacking team) won’t leave once killed. The same applies to the defensive team.
Heroes that can fly, like D.va, won’t come out as if they’re trapped when they go into the container.
AIs can’t come out from advertising signs and rocks next to Area A.
If a cargo passes over the defense team’s B area spawn point, it will not come out.

Common to all maps: Occasionally, if a player fills the bot’s place, the enemy AI does not recognize the player (enemy) and does not attack. This happens occasionally (20%).

Conclusion: There are problems with the AIs that occurred due to the path change, and the code was not found properly, but only to a certain extent restored, so it is acknowledged that the version is not as advanced as before. The biggest problem is the problem with the path, but to solve this problem, moving the AI location only in the blocked area seems to be an important point at first.
I was honestly amazed at how hard you worked to restore it. I thought it must have been a big shock to lose the working code of the AI. I was looking for it too, but gave up halfway through. I deeply apologize for this.
I hope we can help each other make the best AI games.

[Code verified: DEA12]

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Shortly after starting the test again, I found another problem. I don’t know if it was caused by a new patch or if it was an original problem in the code ‘DEA12’.
If you refer to the code ‘TQSTY’ and improve the personality of the bots, it would be good in its own way. Anyway, that’s my opinion.

  • Problems with AI

All: Enemies (player or AI) will already start using guns and skills when they are out of sight. Because there is a wall, the AI starts attacking as if it already knows where the enemies are, even if they can’t see it, but if it doesn’t hit them, it’s of no use. As before, you need to make the enemies attack when they are fully in sight. It has been reported that a player using Sombra has been attacked by an AI recognizing an enemy despite using Stealth.
There are times when AIs are created that don’t fit the numbers. In particular, it occurs best when a player has at least 1 player on the defensive team, and even if the workshop is set by default, sometimes more than 6 AIs are placed on a team.
AI doesn’t fill the player’s place. Even if it is filled in, it seems to have no meaning if the AI does not match the roles properly and changes them over and over again like last time. Even the AI couldn’t figure out the path.

Hanzo: Hanzo isn’t using his ultimate as well as he used to. Perhaps Hanzo misunderstood the enemy, and he throws his ultimate at places where the enemy is not. Sometimes it even blows up in the air (the sky). As before, I think that if Hanzo and Zarya work together to use their ultimate, or if they just blow it towards the cargo, it will be a deterrent to some extent. I’ve also thought about making the ultimate attack on one enemy, but I think it’s an attack with a very low probability of gambling.

Reinhardt: I’ve confirmed that melee attacks work really well. Thanks to this, it will provide a strong tanking ability and a solid shield. However, another problem arose here. When Reinhardt is close, it will melee attack, but it will stop suddenly after getting too far away from the enemy or moving a certain amount of path.

Widowmaker: (Guess) Not sure about sniper support. Rather, she charges like Soldier 76 and fires her gun, which is not appropriate for her role. I’ve played a few rounds, but I’ve never seen Widowmaker have a brilliant record. Even if she tries to zoom in on her, it takes less than three seconds. She thinks it should be made so that it can deal certain and lethal damage. She likes making her hit enemies with a full charge (100%) like she did before, and makes sure she can hit enemies even if it’s not fully charged. What she does for now is that if she gets too close to her cargo, she becomes a venom mine planter and a scavenger and fires at her haphazardly. And she doesn’t really do any damage when she attacks in sniper mode.

Mei: After using Cryo-Freeze, it doesn’t move in place. Perhaps it is a problem that existed in the code ‘DEA12’ from the beginning. Similar to Reinhardt AI, the phenomenon of not moving after performing an action is the same in both cases.

Winston: The barrier generator is not being utilized properly. The barrier generator has two main roles. One is used to benefit your own engagement, and the other is used to protect your allies. Previously, Winston made good use of the Barrier Generator to defend both roles. After he leaps through the jump pack, he places a barrier generator to block enemy attacks, leading the engagement to an advantage. Also, when his allies and enemies got close, he used a barrier generator to reduce their damage. It would be good to keep this in mind.
It moves while attacking and when the enemy dies, it stops suddenly and sometimes stops for no reason. It happens randomly on all maps, and in extreme cases, it keeps moving only to the drop zone.

Brigitte: The Shield Bash doesn’t work well. Referring to the previous code ‘TQSTY’, Brigitte makes them collide or stun first to prevent the enemies’ powerful crowd control. Because of this, it was one of the AI that gave players quite a headache, but now it is not doing its job properly. Brigitte is a hero with two Crowd Controls. As long as she makes good use of her, she can keep enemies from even stalking nearby. When an enemy is nearby, even using a Shield bash will be able to easily dispel the enemy’s attack.

  • Problems on the Map

Watchpoint Gibraltar: If the AI is the attacking team, it won’t move and won’t leave the spawn point B area. It seems to be an unspecified problem for the attacking team.

Numbani: AI won’t come out of the Control area with cargo when the AI goes to eat the small healing packs in the nearby small and large rooms.
Before capturing the last point C, if the AI enters a room with a small healing pack, it cannot exit.

In the case of the attacking team, AIs cannot come out of the A area spawn point that is opened after capturing the cargo. It was the same as not being able to come out even after time passed.

King’s Row: If the AI is the attacking team, it will abruptly stop moving just in front of the hotel (near the main entrance) and not in the room eating the small healing pack.

After capturing the cargo, the AI will get stuck in the wall at the spawn point in Area A that is open. (No trees or cars.)

Rialto: When it comes to attacking teams, sometimes they stop in the middle of the bridge instead of crossing the bridge. Fortunately, it never fell into the river.

Blizzard World: AI cannot exit if it goes through a giant door and enters a nearby room with a giant heal pack.

Eichenwalde: In the case of the attacking team, the AI does not appear when almost all of the cargo arrives at the last base, Area C.

Junkertown: AI cannot exit when entering a room with a giant heal pack near Area A.
AI gets stuck in a wall on the 2nd floor with a small healing pack and can’t move (on the battlefield in zone B beyond point A)

Hollywood: If the AI is the attacking team, stand in front of Area B (gate) and do not move. The same goes for moving cargo.

[Code verified: DEA12]

  • Resolved and unresolved issues

You seem to have fixed the path problem very well. Bots can no longer get lost. It’s great to have made the enemy a path to hit from behind. At first, I was negligent, and then I got caught up in them. Thanks to this solution, I think there will be no more path problems. It’s not definitive at all.

The problem that has been hindering the path problem so far is the problem caused by the aggregation and rubbing of the AIs. As they rub against each other, the AI gets stuck in a wall, bumps into an obstacle, or even seriously deviates from the path. It can be said that their behavior interferes with the path problem by almost 50%.

Still no replacement system applied. When the player leaves, the bot has to take his place, but nothing happens. Are you still editing? If that’s the case, then it’s a very difficult problem. This is because the bot has to replace a position that is not in the position. However, if it is too difficult to modify, you can replace it with a randomly selected hero.

As a result of looking at the Rialto and Hollywood maps, there were cases where the bots stopped when they entered the path even if they were not engaged with the enemies. This point has been slowly resolved.

  • Problems with AI and maps (still exploring)

Winston: After using the barrier generator and jump pack at the same time, it stops. It only moves when the enemy shows up, but there is also a problem with tracking. I will tell you this including other AIs.

Winston, Reinhardt, and Reaper: These three have a common problem. If they kill the enemy or disappear suddenly, their actions will stop completely. You corrected Reinhardt’s path finding, but Reinhardt also sometimes has this problem. If they continue to not see the enemy, they can find their way on their own. However, when the above problem occurs, the movement itself stops. It seems that the tracking function is included, but it would be better to add something additionally or leave it out.

Widowmaker: If it’s still attached to cargo, it’s ‘Widowmaker 76’. And there is one more problem. The amount of damage that is not a threat to enemies and the use of hooks only when near cargo. Without using the sniper carefully, if she only goes near the cargo, she becomes ‘Widowmaker 76’. She possesses the power of her mighty bullets. Even if she’s exposed to enemies, you know that she can boost the power of her bullets to 100% in sniper mode. 100% of the power can pierce even heroes with 200 HP. The more she saves the power of her bullets, the less likely her enemies will come. I hope you make good use of this. She’s not doing her job right now, but if this is corrected, her role as a single sniper will be like a piece of cake. If you are not sure how to set up Widowmaker’s attack, it would be good to refer to the AI in the code ‘TQSTY’.

Reaper: We noticed a strange behavior of trying to face the enemy head-on, instead of aiming at enemies from behind as before. Reapers are not tanks. The tank is not alone in the front. Dealers and healers are also stationed there, but aiming at them from the front is not like a Reaper. Of course, people who are good at Reapers may have different judgments, but AI has no choice but to behave the same. And aiming at the front is just a troller that can’t even do its job. I think it’s right to target the healers and dealer camps behind the Reaper’s ‘Shadow Step’. It is not bad to refer to the code ‘TQSTY’ if it is difficult to set it.

Brigitte: I looked at this AI again in response. Yes, crowd control has a blocking reaction. However, I am not sure. In other words, ‘pushing’ and ‘suppressing’ an enemy are completely different. If at least one enemy is alive, the front line cannot be easily maintained. Just because she uses her whip shot first doesn’t mean she’ll get crowd control. As you may know, it is not an exaggeration to say that she has the most crowd control in the healer camp. The whip shot knocks enemies back, and the other is ‘Shield Bash’. This is what I think is most important, in the code ‘TQSTY’ she uses a Shield bash when enemies come close. At this time, either the enemy or only the enemy will be stunned, and the allies nearby will catch it and quickly subdue the enemy. Literally her whip shot is her “second weapon.” As such, Brigitte’s Shield Bash is a powerful weapon and the fastest crowd control. The scene where they are stunned like Reinhardt and Doomfist is more colorful and fun than anything else. I think Brigitte AI in code ‘TQSTY’ is better.

Numbani: There is an issue where the attack team hit a wall at the spawn point of Area A and could not get near the cargo.

King’s Row: At the spawn point of Area A, the bookcase next to the door blocks the AI from going near the cargo.

  • P.S.
    If there are more problems, I will write more. I wish you the best of luck with your workshop work, and I wish you the ‘best game’ as you say. If this mod gets closer to perfection, people will give it a lot of praise. I hope you have a little more patience.

Introduction

First of all, I would like to apologize for the spam behavior in the past. Obviously, I sent a message, but I didn’t see the message, so I sent it over and over again. As a result, it unintentionally caused inconvenience. I’m really sorry.

These are the problems I found while checking thoroughly to the end. Now it seems that there are very few problems beyond this.

As for the route, I really liked the addition of the so-called ‘Pathfinder’ function so that the AI could find even the cargo through the route. This ensures that the bots rarely have problems with the path.

My personal opinion, but the path needs very little tweaking. The reason is that AIs come in the path they have already passed and then return to the vicinity of the cargo. At this time, the defense will not be able to give up the zones one by one. I’d love to hear from you (Teawy) on this.

Last found issues (maps and AI)

  • Havana: The defensive team is not coming to block Point B. If you look at the path, the AI appears to be waiting only in front of the iron gate blocking Point B.

  • Watchpoint Gibraltar: At the attack team’s B area spawn point, there is an iron gate next to the rocket missile, which gets stuck in front of it, preventing it from properly exiting.

  • Eichenwalde: There is a wooden barrel next to the door to the attacking team’s B spawn point. There are heroes who can’t go out sometimes because of that barrel, but most of them are heroes (tanks) with a large body.

  • Hollywood: Attacking team’s Area C (final point) spawn point (opposing team) with the wrecking ball moving briefly from side to side in front of the entrance, not trying to return near the cargo. This is an occasional problem, but it’s not a big problem, but I’ll tell you just in case.

  • Mei: After using Cryo-Freeze, it doesn’t move in place. Only normal attacks.

  • Baptiste: It’s one of the weird AI behaviors I’ve always been looking for. While using Exo Boots, after going up to the 2nd floor or after a fight, it suddenly moves only briefly left and right. I don’t know the cause either, and I checked it to see if it was an error in the server load, but this symptom continued to appear. I wanted to see if it appeared in a specific path, so I checked it too. But sometimes it happens suddenly, and I couldn’t pinpoint it because these symptoms occur at any time, not just in one area.

Answers to questions

I’ve been thinking though to make Tracer & Genji follow their enemy, thoughts ?

It doesn’t seem like a bad way. Because these heroes were mainly for surprise attack. It will be one of the best ways to divide the enemy faction. If there is an AI aiming at the rear, enemies cannot easily penetrate the front. Plus, players don’t know when the AI is going to come after them, so they’ll have to keep an eye on them.

Widowmaker should be less likely to attempt using her rifle in auto fire, though I doubt that that she’ll actually care about that.
Will simply remove her capability to use her auto fire until she’s actually a proper sniper.
Her positioning is something I can’t make her do better currently. The only thing that she could use to even find such a position would only make her reach it temporarily and then return to the objective, in addition to not having any desginated “sniper” positions on the path map.
Brigitte is something I’ll still very unlikely am going to fix, as she’ll also lose her stun with Ow2 kind of making it worthless to put in the effort now to make her use her Shield Bash properly when it will need to change with Ow2 again.

If so, that’s unfortunate. Personally, I liked Brigitte and Widowmaker in the code ‘TQSTY’. Just in case I ask, is it impossible to import the AI script in the code? Because I’m not familiar with the workshop function. If not, you don’t have to worry about these two AIs anymore.

To put it simply, Widowmaker fires a bullet every time it has 100% power. Brigitte can make her use the shield bash first instead of the whip shot when enemies come nearby. However, when heroes such as Reinhardt or Doomfist use the “Charge Skill”, Brigitte must also stun the enemy with a shield bash. Or, Brigitte must be stunned along with the enemy through a shield bash.

And after digging into the Widowmaker AI, it seems it’s okay to use an assault rifle (normal attack, not sniper mode) when enemies are nearby. Either way, if her enemies come close, she’ll have to fight back.

New (recently) discovered problems / unresolved issues

Reaper: AI doesn’t properly use his ultimate and doesn’t control distance. Reaper casts from a distance that doesn’t even reach the ultimate distance, or gives enemies a distance that doesn’t hit, then uses his ultimate. As you can see, the Reaper’s ultimate deals more damage the closer it gets to enemies.

If the path is twisted because of the health pack, it is a last resort, but it would be better to remove the health pack that interferes with the path. It is used when there is really no way, but if there is no solution, this is the only way.

As I said, there is no AI script to discard in the code ‘TQSTY’. If you think AI setup is too difficult, try putting AI scripts in the code. The settings are already there, so simply move the contents inside.

Pharah: Like the Reaper’s ultimate, it doesn’t have much effect. This means that Pharah uses her ultimate, but she doesn’t do much damage to her enemies. Pharah’s ultimate skill, ‘Barrage’, deals more damage as it gets closer to the enemy, but doesn’t do that much damage when it’s farther away. It can be seen as similar to Reaper. As far as I know, when using her ultimate from close range, it has a tremendous amount of damage that can penetrate Reinhardt’s shield in an instant. She wants her to adjust so she can deal heavy blows to her enemies. If it is difficult, refer to ‘Code’. It’s not about attacking from behind like a Reaper. It means to use her ultimate when she’s a little closer to enemies.

Havana: The AI is not coming to block Point B as before. It’s too bad that the AI couldn’t block it because of that one iron gate.

Watchpoint Gibraltar: The attacking team is still unable to exit the B area spawn point. Iron gates next to missiles, and AI is sometimes blocked by walls.

I don’t know if it was intentional, but there are too many messages about filling out the ultimate gauge. Players will now display ultimate messages just like the AI, and it was much louder and more numerous than before. This mod patch has been criticized by a lot of people, and I think it’s right to fix it.

Blizzard World: After capturing the cargo, the AI cannot exit due to the wall with the elevator and the wall outside the door at the spawn point in Area A that is opened.

Brigitte: After patching the path in King’s Row, Brigitte AI has a problem. It doesn’t seem like it’s caused by the enemy, but when Brigitte heals or heals an ally, it abruptly stops on the path and only briefly moves left and right. I don’t know the exact reason.

Questions

I wonder if Assault, Control mods are currently in the plans? Escort, Hybrid mode is almost done now, isn’t it? I wonder if only the mod you are making will be updated.

Result: This didn’t have anything to do with the health packs, just me having done a bad job at trying to reduce script size.
But it is finally fixed~~

I’m glad you got it resolved. In the meantime, you must have had a lot of things to look at. You’ve been through a lot.