Author Topic: AI-ing (.py files, coding, nose-orienting R+D, and help)  (Read 159585 times)

Online apanx

Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1200 on: June 20, 2016, 10:30:43 AM »
FBS is my old creation modded by Naryar to spin in the same direction no matter inverted status.
https://gametechmods.com/forums/index.php?topic=2191.msg54748#msg54748

FBS_1 and FBS_2 are made by Madiaba, not as good as FBS ;)

FBSFlame is FBS but with a Analog input named Flame pegged at 100.
FBSPlus is a FBS and can include a spinning weapon attached to an Switch control. It also uses a larger tickInterval to reduce CPU usage (and accuracy).
FBSInvertDir is FBSPlus but it spins in opposite direction when inverted.
FBSAnalog is a FBSInvertDir but using an Analog control instead of a Switch for the spinning weapon.





Offline Badger

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1201 on: June 20, 2016, 10:31:58 AM »
Thanks apanx!
also lol at most toxic guy around calling others out on this sh**
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Offline Conraaa

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1202 on: June 25, 2016, 03:42:45 PM »
How would I AI a servo piston lifter? I am trying Other.py but it is just moving the pistons to their max extension straight away and this is causing it to havok.

Online apanx

Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1203 on: June 26, 2016, 05:21:25 AM »
Depends on what you want it to do.
Extend pistons to maximum when a bot is inside a smartzone or something else?

Offline Conraaa

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1204 on: June 26, 2016, 07:49:11 AM »
I would like the pistons to stay at their starting point initially and extend to maximum when a robot is inside the smartzone. And then return to starting point when nothing is in the smart zone.

Offline Hi5er

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1205 on: July 01, 2016, 09:06:34 AM »
Hi guys, I need some advice on weapon bindings...

I'm trying to AI my drum bot from my showcase. I basically copy and pasted Neglected Waterbugs AI from Starcore v4, but I don't understand why NWB has code like "weapons":(1,2,3,4,5,6,7, etc), because he has two spinners, nothing more.

My drum bot works with this code, I just don't understand why it has to be like that, why not Weapons 1,2 (for the 2 ZTek motors powering the drum?). I read the ai pack thing from the tutorial index, but it talks about weapon ID's, how do I know the ID's of the weapons i'm using?  I can't see that we can actually assign anything a number to then quote from the bindings text file anyway?

Sorry for the questions, but I'm actually (I would say) an intermediate level coder in actionscript 2.0 and C++, so I just need everything to make sense for me to understand it haha...
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Offline Squirrel_Monkey

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1206 on: July 01, 2016, 09:39:07 AM »
The weapon numbers correspond to all the components you want the AI to consider as weapons. Once all of those are knocked off the AI will switch tactics, usually to shove but some AIs might use secondary weapons (sweapons) etc...
Commonly people use the weapon id 0 which corresponds to the chassis so the AI will never switch tactics, which is normally fine.

To find weapon IDs you can count down components in the bot file or use the bot exporter.
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Offline Hi5er

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1207 on: July 01, 2016, 10:16:34 AM »
The weapon numbers correspond to all the components you want the AI to consider as weapons. Once all of those are knocked off the AI will switch tactics, usually to shove but some AIs might use secondary weapons (sweapons) etc...
Commonly people use the weapon id 0 which corresponds to the chassis so the AI will never switch tactics, which is normally fine.

To find weapon IDs you can count down components in the bot file or use the bot exporter.

Thanks for the reply.

So for example, if I had a base plate extender, 20cm black extender, 1x Razor on the end. I could essentially assign the AI weapons 1,2,3 so it would consider all 3 a weapon?

Could you clarify what the Bot Exporter is? Is it simply when you export a bot from the bot lab and open the corresponding file in something like notepad? Then just count the components down from there?
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Offline Squirrel_Monkey

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1209 on: July 01, 2016, 01:05:56 PM »
See link above for bot exporter. It gives all the components numbers in a nice format.

Then in the AI line you specify which components must fall off before the AI considers the weapon system destroyed and will change tactic. As I said it's not always necessary to bother.
Better than GK since 2009.
I think SM is a pretty cool guy, eh builds unicycle-bots and doesn't afraid of anything

Offline Hi5er

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1210 on: July 01, 2016, 01:23:17 PM »
The bot exporter is this old thing
https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=97

Thanks for this, I also feel privileged getting a reply from 1 of only 38 of your messages ever in 10 years.

I have downloaded and extracted the application and saved it to the main Robot Arena file on my desktop, but I get the following error when I try and run it:




I'm running on Windows 10.

See link above for bot exporter. It gives all the components numbers in a nice format.

Then in the AI line you specify which components must fall off before the AI considers the weapon system destroyed and will change tactic. As I said it's not always necessary to bother.

So if I AI'd my bot to say an, "Omni" with "weapons": (0) or whatever syntax it requires, that's basically saying. "You are an Omni until component 0 falls off", a.k.a The Chassis? Which won't happen haha...

Which I suppose I'll have to do if I can't get the app to run.
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Online apanx

Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1211 on: July 01, 2016, 01:49:06 PM »
You need the VB6 runtime to use the exporter
https://support.microsoft.com/en-us/kb/957924

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1212 on: July 01, 2016, 01:57:36 PM »
You need the VB6 runtime to use the exporter
https://support.microsoft.com/en-us/kb/957924

Thanks support!  :smile:
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Offline R01

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1213 on: July 16, 2016, 04:29:58 PM »
So I've been trying to AI my first bot, using Spinner.py from the AI Pack for a drum bot.

I customized it a bit calling it Modspinner(replaced all "Spinner" in the py file as well, no crashes) but even with that I'm having trouble to getting my bot to spin, it doesn't spin at all(same happens with the default Spinner.py from Stock) the spinner motors do have a button control called Spin yet it doesn't work for some odd reason.
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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1214 on: July 16, 2016, 04:35:23 PM »
You sure it's a capital S on the control? Try using omni.py. Ifyou still can't get it to worm PM it to me and I'll take a look.
also lol at most toxic guy around calling others out on this sh**
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Offline R01

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1215 on: July 16, 2016, 04:41:24 PM »
You sure it's a capital S on the control? Try using omni.py. Ifyou still can't get it to worm PM it to me and I'll take a look.
Yes it's a capital S, didn't work with omni, here's the line in Bindings.py:
list.append( ("Mega Gator", "Omni", { }) )
Think I'm missing some values here?
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Offline Squirrel_Monkey

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1216 on: July 16, 2016, 04:46:33 PM »
It might not spin up as you haven't given it a weapons parameter. Go look at another AI line and compare.
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Offline R01

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1217 on: July 16, 2016, 04:53:53 PM »
It might not spin up as you haven't given it a weapons parameter. Go look at another AI line and compare.
Thought the weapons parameter was only required for it to stop attacking once a certain part ID breaks, how would I make it keep attacking even if every weapon breaks?
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Offline 09090901

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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1218 on: July 16, 2016, 04:57:14 PM »
It might not spin up as you haven't given it a weapons parameter. Go look at another AI line and compare.
Thought the weapons parameter was only required for it to stop attacking once a certain part ID breaks, how would I make it keep attacking even if every weapon breaks?
set it to 0, the chassis
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Re: AI-ing (.py files, coding, nose-orienting R+D, and help)
« Reply #1219 on: July 16, 2016, 05:08:38 PM »
It might not spin up as you haven't given it a weapons parameter. Go look at another AI line and compare.
Thought the weapons parameter was only required for it to stop attacking once a certain part ID breaks, how would I make it keep attacking even if every weapon breaks?
set it to 0, the chassis
Works now(had that before but didn't notice it during testing)but only if I get really close to it(after that it keeps on spinning)
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