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Thread: January 31 Bot Update

  1. #31
    Basic Member
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    Dec 2016
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    731
    Quote Originally Posted by arz_on4dt View Post
    Dang it! I spent 2 hours try to find what's wrong with my script. I made some changes here and there but that error still persist. It run perfectly before the update. So, do I have to full-override all the bots or will it be fixed?
    They have to fix this. I have full over-wrote of all bots and it still happens.

  2. #32
    Basic Member
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    May 2014
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    270
    Quote Originally Posted by nostrademous View Post
    They have to fix this. I have full over-wrote of all bots and it still happens.
    Owh, Ok. I thought it won't happen if you do full over-write on the bots.

  3. #33
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    Quote Originally Posted by arz_on4dt View Post
    Owh, Ok. I thought it won't happen if you do full over-write on the bots.
    Well, let me be more specific. My handles still break... tables suddenly become numbers. This throws all kinds of traceback errors. This is somewhat different from the silent crash that kills the game client when playing with default bots.

  4. #34
    Basic Member
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    Dec 2016
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    123
    AI match is breaked.

  5. #35
    Valve Developer
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    Sep 2011
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    1,704
    Yeah, something's broken with handles, we're looking into it.

    edit: Found the issue, will be fixed today.
    Last edited by ChrisC; 02-01-2017 at 10:58 AM.

  6. #36
    anyone know how the queueing works with attack

    if I do an AttackUnit then queue a move command. does the move occur after the unit dies or after one attack?
    https://github.com/ThePianoDentist/t...dentistdotabot Lina bot which pulls small camp when 'laning' (Aim to work on pulling and stacking bots initially)
    https://github.com/ThePianoDentist/dotabots-ml-tools Parsing data from bot games

  7. #37
    Basic Member
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    Dec 2016
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    Quote Originally Posted by TheP1anoDentist View Post
    anyone know how the queueing works with attack

    if I do an AttackUnit then queue a move command. does the move occur after the unit dies or after one attack?
    Action_AttackUnit( hTarget, bAttackOnce ) <-- second arg answers your question

    The real question to ask is: Does it know to cancel the backswing animation or not...

  8. #38
    oh sick. makes stacking and pulling so much simpler!
    https://github.com/ThePianoDentist/t...dentistdotabot Lina bot which pulls small camp when 'laning' (Aim to work on pulling and stacking bots initially)
    https://github.com/ThePianoDentist/dotabots-ml-tools Parsing data from bot games

  9. #39
    Basic Member
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    Dec 2016
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    123
    How to use GetUnitPotentialValue( handle, vector, float ) , if we can't get handle of an unseen hero? This function is only used when you can't see an enemy hero, so I guess it should use a playerID instead of hero handle.

  10. #40
    Valve Developer
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    Sep 2011
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    1,704
    Quote Originally Posted by lunarbreez View Post
    How to use GetUnitPotentialValue( handle, vector, float ) , if we can't get handle of an unseen hero? This function is only used when you can't see an enemy hero, so I guess it should use a playerID instead of hero handle.
    Yep, reworking it to take a PlayerID is on the TODO list.

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