WAZAAAAA
Well-Known Member
Some Korean guy was spotted&recorded using my bot online ayyy lmao. I've met another guy ingame too.
https://steamcommunity.com/app/311730/discussions/0/490121928361700133/
lol at his nickname: [주의:BOT] 보보스 tech. Online translation says "[Note: BOT] boboseu tech"
Possible future version changes:
1. make it break neutral throws
2. add more guaranteed environmental combos (breakables in THE ENDS OF THE WORLD that I forgot)
Question to everyone. Unfortunately, in most of the cases, 4T 5T and 6T throws are too fast to react to online as seen from the video above. Right now, the bot will walk away with 7 when far, when close it will stand still if the opponent is not attacking. These are the alternatives I thought so far:
A. When far = 7, when close = random attacks (only tracking ones maybe?)
B. When far = 7, when close = quickly alternate between crouching & standing positions, pretty much like Rapid Stepping at lower speed
C. When full screen = 7, when medium range = crouch dash forward until close, when close = random attacks
Can anyone think of a better approach to take for a better online performance?
VS 11+ startup standing throws: 3H+K
VS 11- startup standing throws: 2H+K
VS crouching throws: 3H+K
|
VS standing holds: 41236T
VS crouching holds: 33T
|
VS strikes: expert holds if applicable
|
VS sidesteps: 6T
You're free to change these manually by yourself from the files A.ahk and B.ahk (combos.ahk too eventually). Another approach that can be taken is to let the bot decide randomly. You can re-use the code found in the cliffhanger section (B.ahk) which randomly decides what to do.
https://steamcommunity.com/app/311730/discussions/0/490121928361700133/
Possible future version changes:
1. make it break neutral throws
2. add more guaranteed environmental combos (breakables in THE ENDS OF THE WORLD that I forgot)
Question to everyone. Unfortunately, in most of the cases, 4T 5T and 6T throws are too fast to react to online as seen from the video above. Right now, the bot will walk away with 7 when far, when close it will stand still if the opponent is not attacking. These are the alternatives I thought so far:
A. When far = 7, when close = random attacks (only tracking ones maybe?)
B. When far = 7, when close = quickly alternate between crouching & standing positions, pretty much like Rapid Stepping at lower speed
C. When full screen = 7, when medium range = crouch dash forward until close, when close = random attacks
Can anyone think of a better approach to take for a better online performance?
I haven't coded the bot to take any initiative by itself, he just reacts to what he sees coming, it's pretty basic. If you would like to change how he currently reacts, which basically means:@WAZAAAAA : A possible improvment would be a bot with a configurable subset of moves. The bot would play only these moves. With different config files, we could imagine to fight against different hayabusas. It would be like SCV with different opponent.
But it would be even better because configurable moveset would allow us to "simulate" a real friend . ("call him Bob for the example")
- For example i want to learn the kasumi MU, but also i want to react against a kasumi played by someone we play sometimes.
- No problem, i just put all the moveset my friend plays the most, and then i can practice against the bot "Bob".
VS 11+ startup standing throws: 3H+K
VS 11- startup standing throws: 2H+K
VS crouching throws: 3H+K
|
VS standing holds: 41236T
VS crouching holds: 33T
|
VS strikes: expert holds if applicable
|
VS sidesteps: 6T
You're free to change these manually by yourself from the files A.ahk and B.ahk (combos.ahk too eventually). Another approach that can be taken is to let the bot decide randomly. You can re-use the code found in the cliffhanger section (B.ahk) which randomly decides what to do.