Dota 2 Script

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Reuquen Boyett

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Aug 4, 2024, 4:43:23 PM8/4/24
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Dota2 7.00 (The New Journey) introduced Bots API, which is quite good news for people like me. I am a fan of the game but I never manage to have enough skills or APM to compete with online players. So being able to write my own bots must be a lot of fun. However the official document is very bare bone and unfriendly for people who are new to Dota 2 modding. So here is a simple quick start for people who want to start writing Dota 2 bots.

For bot vs. bot match to work, the example script need to be modified. Open hero_selection.lua and you can see the script tries to select 0-4 for radiant and 5-9 for dire. However, this is only true if you are in the game. For bot vs. bot match, 0-1 is reserved (maybe for coaches?) so radiant is 2-6 and dire is 7-11.


Show console: after you have added -console launch options, you can toggle console with a hotkey (default is \). You can find all the debug info in console, including your print() statement in Lua script, which is very useful.


Speed up game: if you are testing your bot strategies, you might want to speed up the game. Use host_timescale 4.0 to make the game run at 4x speed. You can change the 4 to anything you prefer. You have to enable cheats to achieve this (use sv_cheats 1).


If anybody wants to read more about this, here are the Dota values and here are the CS:GO values. There are many example scripts on github and other sites, you can just combine them with the Yeelight API.


The user wants to know the details for the tool for gamers that control the yeeligths with CS GO and Dota 2 in-game events logitech h111 mic not working that state integration to test the better works which is something new to manage the particular part.


- optimized query_sql execution from 4 times to just twice in every single way

- fix a bug sit-killing can cause value into negative

- remove OnWhisperGlobal ... I don't really see any use case for it


thanks to this unknown member but AHHHHH HE REALLY BOTHER ME A LOT IN DISCORD for telling me that

IT'S YOUR PROBLEM that YOUR SERVER HAS CUSTOM COSTUME ITEM OK ??

this script HAS to show offline players' data, that's why can't show if the player is actually wearing 3rd job or 4th job costume


mes "The ^00AAAAOwnage^000000 added every time any guild members killed another player that doesn't belong to his/her guild. It will reset when any of the guild member was killed by ANY player, including his/her guild member.";


Is this really a problem @gidzdlcrz ?

I mean, the statue is meant to show just what the player looks like and his personal stats.

I don't think "slowed down" animation is a real problem for me. This is just my opinion ?




@AnnieRuru I noticed a problem in the dota_pvp_ladder at the owning level. Finally I suppose that is one, he considers that the guild that has been killed the most is the owner of the PvP room. Do you have this problem?






In addition, I took a character who will be killed all the time in order to test the ranking. this one has a guild.

I took a double account which also had a guild but different from the first character and I killed the latter over and over.

The result is that the character being killed in a loop is also the owner of the pvp room.


After this command, you will enter a game with your addon rules. If you want to restart the game to reload the scripts, simply repeat the launch command (by pressing the up arrow in Console), or by typing restart in console.


In every single gamemode, a file named addon_game_mode.lua must be present. While it is possible to add the game logic to this file (and in fact, valve did so in their holdout example), it is recommended that you reserve this file only for these 2 functions:


In here the game starts by initializing all sorts of rules and functions, which are registered over the GameRules and GameMode entities. For this, many variables are defined in settings.lua file to help organizing options like gold settings, kills, custom levels, etc.


The console will notify whenever a Lua scripting error happens, either when the game is being loaded (a syntax-compilation error) or at runtime. In this error, I wrote GameRules.SetHeroRespawnEnabled with . instead of :


The next line defines a local variable. In Lua local variables have their scope limited to the block where they are declared. It is good programming style to use local variables whenever possible. Local variables help you avoid cluttering the global environment with unnecessary names. Moreover, access to local variables is faster than to global ones.


This is basically reading the information that is provided by the event, and storing it into a local variable within that function call. In this example all the Listener and their functions have already been processed, but for reference you can always check the Built-In_Engine_Events wiki page to know exactly what parameters are carried by each event.


The next line is a conditional, first it checks if the npc is a real hero (this excludes illusions) and it also checks if the .bFirstSpawned index (a self-defined variable) has not been assigned yet. If both conditions are true, changes the boolean value to true and calls the OnHeroInGame function.


Here we make use of the Timers library for a simple 1.0 second delay, there are many different timer functions included and explained in timers.lua. The bool on ForceKill is to enable the death animation.


Tables are the most important structure we will have to use. As mentioned before, all the info on entities can be seen as a table (even though it's technically a pointer to a C++ object), and you Get and Set the values through the various Game API functions.


Let say you want to find all the units near the spawned kobold unit and kill them. The function FindUnitsInRadius can be used for this purpose, and takes a lot of parameters with different types which is worth explaining:


For the teamNumber, finding out which team an entity is in can be done with GetTeamNumber() on the npc handle. As for the other Filter parameters, instead of real integers, we use a bunch of Constants that represent different number values. The complete list of Constants is found on this wiki page.


The key and unit are the chosen names to refer to the position and value inside the units table, which will be read in pairs. Using _ as the name of the key is a good convention when you want to make it clear that the first parameter won't be used. The 2nd parameter, unit, is used to iterate handles of the units found.


There is one more thing to consider: the "wait one frame" issue. Because all units are actually spawned at the (0,0,0) coordinates and then moved to the desired position, many times you'll need to create a 0 second timer (executes next frame) for some scripts to work, and this is one of those cases.


There are plenty of examples spread all across GitHub and with the contents of this guide you should now be able to understand the scripting flow of game logic and scripted abilities.The best GitHub repo to look for Dota 2 spells is Elfansoer's dota 2 abilities library.


That's all for the Scripting basics. I expect you to have more questions than when you started reading, feel free to drop all your doubts at the community's Discord channel, you'll find help there 24/7.


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Aimbotting (also known as auto-aim) combined with auto trigger bots makes for an almost unbeatable combination. Players using these hacks are able to automatically snap weapon reticules to their targets and fire in a matter of milliseconds with flawless precision.


Wall-hacking is another commonly used cheat in CS:GO and allows a player to see other players through walls that should be opaque. Cheaters use this to gain a head start in encounters and even to snipe opponent through thin walls. Wall-hacking is usually very difficult to detect, but there can be telltale signs such as a player consistently and accurately shooting through walls or anticipating enemy movements with uncanny precision.


Map-zooming helps cheaters gain an edge by providing visibility over more of the map than the developers intended. This gives a significant tactical advantage over non- cheating players. These exploits are especially useful because they are almost completely undetectable by other players.


Auto-casting allows cheaters to automatically cast abilities just as the cheater is about to be attacked or when opponents enter their offensive range, casting the most effective abilities with perfect timing.


Auto-pickup scripts allow hackers to pick up items and snatch reward runes with unbelievable speed. It is all but impossible for players to snatch runes from scripters, and this can cause dramatically unfair rates of progression for the cheaters.


Similar to CS:GO, Dota 2 is plagued by the use of ESP, which in this case allows cheaters to view information such as enemy mana (used for casting abilities) levels and ability cool down timers, and makes it easy to judge the best time to go on the offensive.


Because eSports events are controlled environments with stringently enforced rules, tool-assisted cheating is unusual to find on a high competitive level, but it is a pervasive and ongoing problem in public gaming communities. For example, third-party anti-cheat tool, Gosu.ai, reports that 12% of all Dota 2 matches have at least one cheater. As such, and with the integrity of their communities at stake, developers and publishers have applied significant resources to the problem.


Valve Anti-Cheat (VAC) is used in conjunction with several platforms including CS:GO and Dota 2, to automatically detect and ban players that have modified their game files using hacks. Although VAC cannot catch every cheater, VAC banned over 95,000 cheaters in July 2018 alone.

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