DSL-IRL is the libtard’s meta. Go drink more soylent, retard! #BLUELIVESMATTER
if it's still not spinning up instantly then it might be because you don't have a range parameter. try a line like this: list.append(("Mega Gator","Omni",{'invertible':True,'range':99,'topspeed':99,'turnspeed':3,'throttle':130,'range':99,'weapons':(0,)}))also use a button instead of a switch. with a button the ai will just keep turning it on and off.
Quote from: Geice on July 16, 2016, 05:19:00 PMif it's still not spinning up instantly then it might be because you don't have a range parameter. try a line like this: list.append(("Mega Gator","Omni",{'invertible':True,'range':99,'topspeed':99,'turnspeed':3,'throttle':130,'range':99,'weapons':(0,)}))also use a button instead of a switch. with a button the ai will just keep turning it on and off.Works now, thanks guys, thought that this parameter might be missing but didn't want to mess around more with it(already had the game crash like 10 times because of multiple errors), it is a button and not a switch(are there even switch controls for AI? think only buttons exist) full line is this:list.append( ("Mega Gator", "ModSpinner", { 'range':99, 'weapons': (0,) }) )The other parameters are optional so I didn't add them.(also you have range twice?) Do top/turn speed and throttle go past the values that the bot would normally be able to get or do they keep those limits/only work for slowing the bot down and making it more controlable?
Would it be possible to create a bot that only starts using it's second weapon once the enemy hp reaches 0 or the first weapon(set via ID) breaks down?
also lol at most toxic guy around calling others out on this sh**
VB6 outputs programs as a simple .exe, which should work on all Windows systems, right? Assuming you have the correct C++ redistributable but you almost certainly already do.
Quote from: R01 on July 18, 2016, 01:26:22 PMWould it be possible to create a bot that only starts using it's second weapon once the enemy hp reaches 0 or the first weapon(set via ID) breaks down?Yes. It is possible.
By exploiting functions of the plus-class for fun and profit and code a custom Python AI.Bind a button for secondary weapon. Use plus.GetHealth(BotID,0) to find HP and insert custom tactic to switch to when Enemy HP is 0 or all primary weapons are lost.Use plus.getHeading(botID, useOffset) to get the Heading of the enemies, compare with your own to find their heading in comparison with yours.Don't think there is a nice way to find time left, but maybe plus.getTimeElapsed could be used to change tactics based on time. A better way would be to maybe compare enemy points with your own and cower when in lead.Use plus.AI.GetMotorAngle(MotorComponentID) to find the current servomotor angle. The first page in this thread explains usage.There are a lot of good stuff buried in this thread, but it is worth reading through if you want to create custom AIs.
Add a StuckHandler and InvertHandler and put in your own code there. Standard is to move forward and backward when stuck or inverted. Some bot have InvertHandler code to fire SRMs or do other stuff. Facing the enemy when moving backwards leads to driving of the edge, a hazard, sticking into the wall.Anyways, it would be easier to see whats wrong if you post the python file for the AI.
Sounds like your bot is turning too fast and is having to continuously correct itself. Try reducing the turn value in the bindings.
The bot drives well manually? What AI does it use? Does that AI use the Engage tactic (like 90% of all AIs)What might be happening is that the AI overshoots its intended heading as the bot turns too quick for the standard tickInterval. Either cap turnspeed, maximum Turn input, or increase tickInterval.