Programming Custom Bots?

Just wondering how this is done, I only got as far as making it spawn on my team. But didn’t know how to make it behave like the “Add AI” bots in the game.

You create your own AI Behaviour within the workshop editor, you need to manage their Navigation on the maps like let them motion on the shortest path possible, to find their targets, objectives and health packs without falling unreasonable from the edges of the maps and prefered battle behaviour. To alter their motion you apply Start Throttle in Direction, Start Transforming Throttle and Start Facing, for the Battle behaviour you can use Press Button and Start Holding Button, and each method with a Start in their name have a counterpart that Stops the behaviour. To spawn a Bot or Dummy Bot into a Map/Level you use Create Dummy Bot and to get rid of them you apply Destroy All Dummy Bots or for a specific Bot Destroy Dummy Bot. You can reference to a created bot with Last Created Entity Value assign that value to a single Variable or Container like an Array when multiple Entities are created and use that variable/s for later scenarios and referencing like mentioed destruction of them. I would recommend to check out introducted projects about AI bots here which are developed to gain an insight of how you can approach it.

Basically, there’s no way to create a dummy bot that actually uses the AI provided by the “Add AI” function, but some people have managed to brute force the system and program the AI themselves.

Well we got what we can get by plug in together with what we can plug with. My concern is an event-driven scripting system is not good or not enough to create your own AI, a finite state machine system would be quite better maybe in future we get proper tools for AI scripting.

Well, I think workshop is turing complete, so programming a finite state machine should be easy. But I get what you mean :slight_smile:

Even though this might be to advanced for you, here is a useful resource for bot navigation (made by me):
https://us.forums.blizzard.com/en/overwatch/t/resource-graph-based-pathfinding-algorithm-for-dummy-bots

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Definately :D. And of course if we look at some projects like your navigation system with since the ability to manipulate the Dummy Bots we already have the possibility to create amazing stuff. :slight_smile: And sure Blizzard give us more or imrpoved power to design game modes with AI or other things more easier and efficient.^^

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