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Spy
Sentries
Who is closet and in their line of sight
Who is using their weapon/tool and not in their line of sight.
I read that sniper bots will target the player who's inflicted the most damage, but it always seemed to me like it's the first person they can see. Maybe it's the person in their FoV with the highest damage?
I feel like it would be a lot harder to carry bad teams if that were true.
It can't be the first person they see as they will target me inside the spawn. I can see the blue lasers following me and I'll get shot the moment I am out. Most damage within their fov sounds sorta right. It's usually the demo or sniper they target. Engineer too if he does a lot of damage. unless those 3 classes are his priority.
it's either a legacy or unused command because there's no possible way AI could change its actions around a trivial text number. especially how score goes out of sync just about every 5 minute.
Closets: well known for their gaming skills.
This is the cvar I was talking about a while back:
"No possible way" is a bit over-the-top. Random crit chance changes based on damage done in the last 20 seconds, and that's server-side. It would be entirely feasible to have the AI use a similar metric of recent damage done (i.e. DPS, in a loose sense) as one of its priorities it uses to pick a target. Whether it actually does is another matter, but it's not as if this is completely impossible.
I've definitely experienced this too. Their blue laser sights will track you inside of Bigrock spawn through the window and even the opaque walls.
this made me believe so because if you slap a maximum range vision on bots (like little fans or big deflectors) they instantly turn around if you're hiding nearby their spawn dropdown while any other normal bot won't.
Bots will only target things that they are aware of, which means things that they can see in their field of view. Of the things inside their FOV, they will prioritize them based on a couple of different levels of importance, and then within that, there are some additional criteria to select between same-priority targets based on which one is closest, and there's a special case for medics that works in a particular way, etc. But for the most part, robots only target what they can see.
In addition to all of that, bots are also able to remember targets that were visible in their FOV previously but which have stopped being visible to them, for a short period of time. (If you go around a corner, they will remember the last location where they saw you for a while, even though they can't currently see you.)
Also, bots are able to become aware of players that are outside of their field of view. Usually this comes down to "hearing" weapons being fired within a certain radius, which informs them of the location where the attacking player is, and they may turn around in attempt to get you in their vision so they can target and attack you.
Bots are also able to detect unseen players and know where they are if they are physically in contact with (if a player is touching them from behind, for example) or if the player is shooting and hurting the bot.
Then there are some special cases such as spyblocking for >4 seconds where the AI system rather forcefully informs all robots of your location even if none of them were looking at you and you didn't fire a weapon at all. There's actually a separate system just for remembering spies.
That's kind of a basic high-level overview. Again, I have a really big video that I need to edit together that demonstrates a lot of cool stuff about how robots prioritize the different targets that they know about.
As far as pathfinding is concerned, I believe there are certain cases where they will mysteriously know that you're there even though they can't see you, and the game makes them path toward you, but they don't know you're there, so they just sort of mob you.
As far as actual vision/targetting/aggro is concerned, the robot has to become aware of where you are in some manner. So either they previously saw you, then you went behind a wall, but they remember where you were; or, they don't have a target and they just look around, and they randomly happen to look where you are, at which point they see you and lock onto you; or, they hear you fire a weapon when they can't see you and remember to check the spot for a few seconds.
Check out this video.
https://youtu.be/P5rRiM1GIHI
In the first clip, the pyro doesn't fire his weapon, and the robot does not notice him at all. He's "looking toward enemy invasion areas", which means he kind of turns his head randomly in hopes of seeing an enemy, and in some cases, he may happen to look toward the corner where the pyro is, and at that point he'd obviously notice him and lock on.
In the second clip, the pyro is firing his weapon. The robot can't see him, but he does become aware of the pyro's presence due to "hearing" the weapon being fired. You can see that he switches to "Looking toward potentially visible area near known but hidden threat", and his vision vector traces out a bunch of yellow crosses toward the general direction of the pyro. When the robot is finally able to see that location, he locks onto the pyro ("Aiming at a visible threat").
If there were other obviously visible enemies for the robot to lock on to around that time, he might not have bothered to check for players in the spot where he heard the pyro's weapon firing.