I recently learn how to do AI, and I've been making and tweaking them like there's no tomorrow, however, I have a problem: One of the robots I made into an AI, is a flipper robot, doesn't flip at all, it self rights when it's flipped itself, but when it's got it's flipper under another robot, it doesn't do anything. I reckon it might have something to do with the weapon constructor in the bindings.py, if it means what weapons that AI has.you need a smartzone, there should be some in the power section in normal dsl.What is the Weapons constructor exactly? What does each value represent? They must mean something. If i remember rightly, they are used to determine when a robot switches tactics (say it has ran out of weapons on one side, it will switch to the other side), this is from my limited knowledge of ai though so i might be wrong. nobody really uses those values anyway so i wouldn't worry unless you decide to become joeblo or trovaner :PIs it possible to have Frenzy robots use weapons? I want one of my robots to have either style, but when I choose either, the weapons don't operate. Which .py are you using? there should be a frenzy.py in there, if you arent already using that
is this bot don't lost all razors in a fight before do a damage thought
I also have a few questions about custom AIs:Is it possible to have a invertible robot with a srimech as in if the srimech fails or breaks, just operate inverted? Does putting "Invertible: 'True' in the bindings and having a srimech not work? If not, I'm fairly sure I've seen a .py that does that somewhere. Might be in Madiabas thread in the mod and designs section, if not, somewhere. :L
I also have a similar problem with a "pusher" robot, it has a srimech, but when flipped, it doesn't self right.I checked, the smart zone for the first bot is named "weapon", and the controls are named "Fire" and "Srimech" respectively.So what do I do?
I also have a few questions about custom AIs:What is the Weapons constructor exactly? What does each value represent? They must mean something.Is it possible to use make the "watch" camera follow an AI? I've seen a video of someone doing what looks like that.
For your flipper issue (using flipper.py i assume), try renaming the flipper smartzone to 'flip' and control to Flip, as you may have the older version of Flipper.py as I do.
I don't know the answers to all of those but here are some that haven't been addressedQuote from: Cobra! on October 09, 2012, 04:42:35 PMI also have a similar problem with a "pusher" robot, it has a srimech, but when flipped, it doesn't self right.I checked, the smart zone for the first bot is named "weapon", and the controls are named "Fire" and "Srimech" respectively.So what do I do?"Srimech" will do nothing on the stock AI bindings (like "Pusher" or "Chopper"). It works if you use "OmniRam" or any variant of "Omni." I assume you've downloaded the Starcore AI or some other AI pack?
Quote from: Cobra! on October 09, 2012, 04:42:35 PMI also have a few questions about custom AIs:What is the Weapons constructor exactly? What does each value represent? They must mean something.Is it possible to use make the "watch" camera follow an AI? I've seen a video of someone doing what looks like that.1)Each number represents a component in your bot, and when all of said components are gone, that tells your bot that its weapon is gone. Get Apanx's bot exporter and open your bot file in it. This will let you see the "number" associated with each component on your bot, and then you just put the appropriate numbers in the "Weapons" constructor
2) Was it me? If so, I'm fighting two AI'd bots against each other and using the F10 camera to follow them.
Quote from: Cobra! on October 09, 2012, 04:42:35 PMI also have a few questions about custom AIs:Is it possible to have a invertible robot with a srimech as in if the srimech fails or breaks, just operate inverted? Does putting "Invertible: 'True' in the bindings and having a srimech not work? If not, I'm fairly sure I've seen a .py that does that somewhere. Might be in Madiabas thread in the mod and designs section, if not, somewhere. :LFor everything else, what Craaig and Ty said. For .pys like Spinner.py, I think putting all the weapon identifiers in will be more beneficial.
Quote from: Sonny_Resetti on October 09, 2012, 05:26:52 PM2) Was it me? If so, I'm fighting two AI'd bots against each other and using the F10 camera to follow them.All F10 does is change to a "Watch" camera that you can rotate with the mouse, it doesn't actually follow them.
Quote from: Cobra! on October 10, 2012, 06:47:26 AMQuote from: Sonny_Resetti on October 09, 2012, 05:26:52 PM2) Was it me? If so, I'm fighting two AI'd bots against each other and using the F10 camera to follow them.All F10 does is change to a "Watch" camera that you can rotate with the mouse, it doesn't actually follow them.You have to move the camera. The F10 cam lets you move it any where you want to for better viewing.
I recently learn how to do AI, and I've been making and tweaking them like there's no tomorrow, however, I have a problem: One of the robots I made into an AI, is a flipper robot, doesn't flip at all, it self rights when it's flipped itself, but when it's got it's flipper under another robot, it doesn't do anything. I reckon it might have something to do with the weapon constructor in the bindings.py, if it means what weapons that AI has.As previously mentioned, you need a smartzone that is named correctly for the bot to know when to fire the burst motor.I also have a similar problem with a "pusher" robot, it has a srimech, but when flipped, it doesn't self right.I checked, the smart zone for the first bot is named "weapon", and the controls are named "Fire" and "Srimech" respectively.So what do I do? The original AI.py files do not have a Srimech control. Omni has a Srimech control and if you don't want to use the Engage tactic, you could give it no IDs for the weapon list (the replacement tactics are the same as the tactic used by Pusher.py).I also have a few questions about custom AIs:What is the Weapons constructor exactly? What does each value represent? They must mean something.In the Bindings.py, the values in the weapons key define the component IDs that would need to break off before the bot switches tactics (usually Shove and Charge). If you don't want to switch tactics, the best bet is to include 0 (the component ID of the chassis). Otherwise, Apanx made an exporter that allows you to view the component IDs (from there, most people find all the comp IDs for their weapons). Is it possible to use make the "watch" camera follow an AI? I've seen a video of someone doing what looks like that.Are you referring to this? It currently hasn't been released yet but thats merely because I wanted to fix a compatibility issue with the Online Arena first. There are some other possible ways of making a camera that follows an AI but I'm guessing that if it isn't the action cam or F10 cam then it is the F2 cam when there aren't any human players (however, this is also being controlled by the mouse). Is it possible to have a invertible robot with a srimech as in if the srimech fails or breaks, just operate inverted? AFAIK, the only AI.py that supports this is InvertOmni.py.Is it possible to have Frenzy robots use weapons? I want one of my robots to have either style, but when I choose either, the weapons don't operate.DSL comes with a Frenzy.py but I can't tell if thats what you are looking for (please elaborate). Frenzy.py is used for hammer bots that swing in two directions.When a robot with a srimech goes to it's side, or anything but on it's back completely touching the floor, the srimech doesn't operate, how do I make them?The only AI.py that is currently capable of doing this is Snow.py (used for intelligent popups).
Quote from: Cobra! on October 09, 2012, 04:42:35 PMI also have a similar problem with a "pusher" robot, it has a srimech, but when flipped, it doesn't self right.I checked, the smart zone for the first bot is named "weapon", and the controls are named "Fire" and "Srimech" respectively.So what do I do? The original AI.py files do not have a Srimech control. Omni has a Srimech control and if you don't want to use the Engage tactic, you could give it no IDs for the weapon list (the replacement tactics are the same as the tactic used by Pusher.py).
Quote from: Cobra! on October 09, 2012, 04:42:35 PMIs it possible to use make the "watch" camera follow an AI? I've seen a video of someone doing what looks like that.Are you referring to this? It currently hasn't been released yet but thats merely because I wanted to fix a compatibility issue with the Online Arena first. There are some other possible ways of making a camera that follows an AI but I'm guessing that if it isn't the action cam or F10 cam then it is the F2 cam when there aren't any human players (however, this is also being controlled by the mouse).
Is it possible to use make the "watch" camera follow an AI? I've seen a video of someone doing what looks like that.
Quote from: Cobra! on October 09, 2012, 04:42:35 PMIs it possible to have a invertible robot with a srimech as in if the srimech fails or breaks, just operate inverted? AFAIK, the only AI.py that supports this is InvertOmni.py.
Is it possible to have a invertible robot with a srimech as in if the srimech fails or breaks, just operate inverted?
Quote from: Cobra! on October 09, 2012, 04:42:35 PMIs it possible to have Frenzy robots use weapons? I want one of my robots to have it, but when I choose it, the weapons don't operate.DSL comes with a Frenzy.py but I can't tell if thats what you are looking for (please elaborate). Frenzy.py is used for hammer bots that swing in two directions.
Is it possible to have Frenzy robots use weapons? I want one of my robots to have it, but when I choose it, the weapons don't operate.
Quote from: Cobra! on October 09, 2012, 04:42:35 PMWhen a robot with a srimech goes to it's side, or anything but on it's back completely touching the floor, the srimech doesn't operate, how do I make them?The only AI.py that is currently capable of doing this is Snow.py (used for intelligent popups).
When a robot with a srimech goes to it's side, or anything but on it's back completely touching the floor, the srimech doesn't operate, how do I make them?
Quote from: MassimoV on October 10, 2012, 04:48:49 PMQuote from: Cobra! on October 10, 2012, 06:47:26 AMQuote from: Sonny_Resetti on October 09, 2012, 05:26:52 PM2) Was it me? If so, I'm fighting two AI'd bots against each other and using the F10 camera to follow them.All F10 does is change to a "Watch" camera that you can rotate with the mouse, it doesn't actually follow them.You have to move the camera. The F10 cam lets you move it any where you want to for better viewing.I wanted to know how you can make the camera follow an AI, similar to how the watch camera follows a player. I've seen a video by someone I knew on Youtube and seen what looked like that.
Quote from: Cobra! on October 10, 2012, 04:59:52 PMQuote from: MassimoV on October 10, 2012, 04:48:49 PMQuote from: Cobra! on October 10, 2012, 06:47:26 AMQuote from: Sonny_Resetti on October 09, 2012, 05:26:52 PM2) Was it me? If so, I'm fighting two AI'd bots against each other and using the F10 camera to follow them.All F10 does is change to a "Watch" camera that you can rotate with the mouse, it doesn't actually follow them.You have to move the camera. The F10 cam lets you move it any where you want to for better viewing.I wanted to know how you can make the camera follow an AI, similar to how the watch camera follows a player. I've seen a video by someone I knew on Youtube and seen what looked like that.You can't, it was someone just dragging the camera. Show me the video.