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[Open Assets] foxBot! ExAI-based Multiplayer Coop Bots
1.7
General Changes:
Support for 2.2.11 - fix deprecation warnings and other issues
Improve character swapping - increase allowed range, prevent swapping with active players
Allow inspecting bots with Alt Fire key, in addition to Weapon Select keys
Allow players to assume ownership of other players that disconnected as a bot
(meaning, if someone is following you and disconnects, you can now command them as if they're your bot)
(this ownership is reverted if the other player reconnects)
Allow bots to return to their owner if removed while following another player
Improve teleporting behavior to be more reliable
Improve ai_reserveslot to consider per-player bot count when kicking bots to make room for joining players
(first consider which players own the most bots, then consider which of those bots are most recent)
Improve bot removal messages
Add shield swap when swapping characters
Fix rare issue where added SP / MP bots could balloon ring counts on dedicated servers
Other minor fixes and improvements
General Changes:
Support for 2.2.10
Add "addbot" / "removebot" commands to add / remove bots
Add "alterbot" command to alter a bot's skin and color
Add "ai_maxbots" setting to limit number of added bots per player
Add "ai_reserveslot" convar to reserve a player slot for new clients
(ensures players are still able to join a game with many bots active)
Improve status messages shown with "listbots" command
Add support for swapping characters with bots
(press Fire while inspecting bot with Weapon Select / Next / Prev keys)
Add splitscreen commands (e.g. "addbot2", "setbot2", etc.)
Fix SP bots losing their ability AI override on death
AI Behavior Changes:
Fix a few issues on 2.2.10, like always facing north
Improve "ai_catchup" behavior (which also now works in singleplayer)
Fix attempting to target things too far down in goop
Fix forgetting how to use shield abilities while holding a Fire Flower
Improve use of Armageddon Shield nuke to also consider target health and fret status
Fix v1.5 regression causing accidental super transformations while bored / idle
General Changes:
Allow bots to always respawn in special stages, even when player-controlled (e.g. teleported over death pit)
Rewrite special stage respawning to be considerably more sane, instead of a hack
Fix occasional Lua error from BotRespawn hook in singleplayer
Avoid teleporting bots to disconnecting or spectating leaders (unless AI-controlled)
Holding Toss Flag while stationary now orders bots to use abilities (like pushing against something)
Clean up "bothelp" command to be context-sensitive (with a parameter to show all commands)
Add new "overrideaiability" command for overriding jump / spin ability AI
(advanced, intended for experimentation w/ custom characters - use "bothelp 1" for more info)
Fix rare issue where SP bot could reset your rings to 0 when exiting a level
Fix issue where SP bot could grant a perfect bonus with only half a level's rings collected (oops)
Fix potential network desync when evaluating a leader's following bots
Rework multi-bot following to always arrange bots into a line when following a single leader
Allow leader to cycle their following bots with Weapon Next / Prev keys (default Mouse Wheel)
Allow leader to inspect their following bots with Weapon Select keys (default 1-7)
Truncate player names to 10 characters on bot HUD
Fix rare issue where bots occasionally can't pick up rings while their leader is dead
Many minor fixes and code cleanups, eradicating most magic numbers
AI Behavior Changes:
Fix not targeting minecarts, and sometimes getting confused when jumping on rollout rocks
Fix occasionally trying to jump for things we can't actually reach
Avoid picking up leader any time we're fly-attacking a target
Fix trying to grab gravity box when leader isn't under reverse gravity
Allow grabbing Tokens and Emeralds in multiplayer
Fix not always not jumping for targets correctly when being carried
Allow communicating targets with other AI, increasing efficiency in large groups
Add support for all vanilla custom abilities (such as Homing Attack, Telekinesis, and Air Drill)
Rewrite existing abilities to be much more responsive when following or in combat
Improve understanding of being flown around by other players or bots
Add a small reaction time interval to spinning with leader or thokking
Improve out-of-sight waypoint navigation, particularly through teleporters
Improve Knuckles' glide and climb AI when following
Improve Tails' chain-carry behavior at high speeds
Add new idle behaviors
Fix performance issue where AI could run target selection every frame at certain ranges
Fix AI sometimes not busting a bustable wall their leader is pushing against
Improve understanding of chain-bopping enemies, particularly when making epic jumps from far above
Fix derpy targeting behavior in special stages with enemies present
Fix a few remaining movement oddities when scaled (e.g. shrunk)
Fix a few v1.3 regressions with Fang's combat AI (and generally improve it a bit)
Other miscellaneous tweaks and fixes
General Changes:
Fix disconnecting bots being unable to teleport
Fix position resetting when using "setbot" command as a spectator
AI Behavior Changes:
Fix Tails again attempting to fly-attack underwater or grounded targets
Fix Tails constantly trying to grab rings with flight (unless already flying)
Fix Tails being unable to fly-attack targets with an attraction shield
Fix disconnecting bots getting stuck trying to grab rings etc.
Clean up movement, particularly when close or in combat (allows more short hops)
Allow using elemental shield to quickly stop, if close enough to ground
Fix a few cases of accidentally jump-cancelling a spindash
Account for momentum when determining attack range for custom SF_NOJUMPDAMAGE characters
Fix nonsense attraction shield target range check
Don't extend target distance for rings etc. in special stages
Fix targeting invisible things
Allow Tails to fly-attack targets a bit further away, and fly around in goop smarter
Fix various longstanding issues with relative height checks in reverse gravity or at scale
Try switching targets if we've failed to hit our current target after 3 jumps
Attempt to join matches when spectating by pressing fire
Support for CBW's Chaos Mode mod - prioritize objectives, ready up by jumping into emblems
Other miscellaneous tweaks and fixes
General Changes:
Fix potential softlock from bots respawning in special stages
AI Behavior Changes:
Improve Tails' fly and fly-attack AI behaviors
Fix sometimes repeatedly jumping for rings etc. when we shouldn't
Fix sometimes aborting jump logic against certain targets too early
Fix jittery movement when tracking slow-moving targets
General Changes:
Fix shields sometimes getting popped when they shouldn't (should only happen when leader gets hit)
Allow nukes etc. to be set off when shield gets popped
Spread out bots more when assigned to a random leader (ai_defaultleader 32)
Fix SP bot sometimes resetting rings on respawn
AI Behavior Changes:
Fix v1.2 regression causing AI to no longer understand custom SF_NOJUMPDAMAGE characters
Fix a few cases where AI might not charge a spindash properly
Rewrite Fang's combat AI with cleaner logic that should derp out less
Reduce time Amy waits to shield-buff friendlies again after previously failing
Limit range AI will attempt to engage targets while being carried
Fix Tails forgetting how to chain-carry a tired flying leader w/ super form available
Tails AI now toggles between super / normal thinkfly (up arrow) every second if available
General Changes:
Allow bots to respawn in special stages when AI-controlled
Allow SP bot to inherit player's powerups (thus allowing shield behaviors to be seen in SP)
Invulnerable bots' shields are now popped when their leader takes a hit without a shield
Fix issue where SP bot could sometimes carry player without actually flying
Allow players to remember their "real" ring / life counts as a bot
Allow teleporting to leader even if they're spectating
Wait a second before teleporting to leader on respawn
Fix various life-sync issues with 0 lives
Raise minimum ai_seekdist to a more reasonable 64 fracunits
Fix a few issues with vertical aiming reset when taking back control of a bot
Fix issue where "AI Control In..." would still display when ai_sys was off
Fix issue where thinkfly overlay (up arrow) was spawned and destroyed every frame
Assorted code cleanup and other minor fixes
AI Behavior Changes:
Add support for CoopOrDie enemy tagging / target priority mechanics
Hop out of spin if going too slow, also try to steer an active spin into targets more
Improve Tails' flight logic to descend a bit more aggressively and land near leader quicker
Mirror leader's OLDC votes
Improve movement prediction, particularly underwater and against fast-moving targets
Prefer spindashing targets on slopes (and rev it longer if needed)
Allow Sonic to thok-attack targets
Allow Knuckles to glide/slide-attack targets
Always use ability when jumping out of special stage water
Wiggle free from Pterabytes!
Fix Tails attempting to fly-attack underwater or grounded targets
Improve Sonic thok usage, avoiding it when it would actually slow us down
Improve Metal Sonic / Super Sonic float usage, with better height checks
Allow whirlwind shield ability to be used against passive targets (e.g. collecting rings)
Fix longstanding issue where AI only searched for targets half as often as intended
Allow Fire Flower to be used against monitors (and targets above or below)
Fix AI sometimes getting stuck spindashing against an obstacle
Fix not attacking DSZ3 boss (due to being unable to "see" it)
Make sure we're actually on target before attempting to spin-attack a target
Tweak Amy's hammer attack logic to account for LHRT range a bit more
Fix vertical spectator movement in reverse gravity
Fix Fang sometimes getting stuck below targets we're trying to shoot
Fix AI sometimes flipping out when recalled to leader during combat
Fix up out-of-sight waypoint placement (can better follow leader through teleporters etc.)
Check vertical distance to waypoint when determining if we've reached it or not
Fix v1.1 regression causing flame shield ability to not be considered at long ranges
Allow bubble shield to be used as a double-jump when close enough to ground
Fix sometimes getting stuck in zoom tubes (e.g. ERZ1 2D tube section)
Other miscellaneous behavior fixes and improvements