Author Topic: Fixing This Arena A Bit...  (Read 2863 times)

Offline Badnik96

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Re: Fixing This Arena A Bit...
« Reply #20 on: February 20, 2011, 09:09:42 AM »
Yeah, this would be a nice addition to the arena compilation (That I dunno if GK even remembers)

Offline G.K.

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Re: Fixing This Arena A Bit...
« Reply #21 on: February 20, 2011, 09:12:08 AM »
Despite people talkiing to me in the thread recently and RR even PM'ing me about it. I might have to give up on uploading anything due to bandwidth issues. Nionetheless, I'll still do everything I can.
My above post explains everything about everything.

Host of: Wheely Tag, Back To The Beginnings, BTTB 2, BTTB 3, BTTB 4, & BTTB V.

Heavy Metal: Champion (Mockery of the Whole Concept)
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RA2 Team Championships 1 & 2: Champion (High Speed Train & Upthrust - as part of Naryar's Not Quite Evil Council of Doom)

Runner Up in: The Amazing Rage (Team Fedex), R0B0NOVA (Zaphod Stock), Steel Warzone (Inception of Instability), Box of Nightmares (Gicquel), Wheely Tag (Minifridge the Second)

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Offline Vertigo

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Re: Fixing This Arena A Bit...
« Reply #22 on: February 21, 2011, 06:09:31 AM »
There are only 4 lines  :confused:

But yeah, I added it underneath and it still doesn't work

I don't need the #fence bit do I?

Anyone?

Offline JoeBlo

Re: Fixing This Arena A Bit...
« Reply #23 on: February 21, 2011, 06:15:02 AM »
There is 8 POV's IIRC

I don't need the #fence bit do I?

With python as soon as the python reaches a # symbol it will ignore everything on that line after it..

its only for your own personal notes and can be put anywhere you feel like..

not necessary

Offline Vertigo

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Re: Fixing This Arena A Bit...
« Reply #24 on: February 21, 2011, 07:17:43 AM »
I can only find this:

        #box off spinner
        self.AddCollisionLine((2, 2), (2, -2))
        self.AddCollisionLine((2, -2), (-2, -2))
        self.AddCollisionLine((-2, -2), (-2, 2))
        self.AddCollisionLine((-2, 2), (2, 2))
        #fence
        self.AddCollisionLine((-10, 12), (10, 12))
        self.AddCollisionLine((10, 12), (12, 10))
        self.AddCollisionLine((12, 10), (12, -10))
        self.AddCollisionLine((12, -10), (10, -12))
        self.AddCollisionLine((10, -12), (-10, -12))
        self.AddCollisionLine((-10, -12), (-12, -10))
        self.AddCollisionLine((-12, -10), (-12, 10))
        self.AddCollisionLine((-12, 10), (-10, 12))
        #spinner ai guide
        self.AddPOV(0, (5, 5), (0, 1))
        self.AddPOV(1, (5, -5), (1, 2))
        self.AddPOV(2, (-5, -5), (2, 3))
        self.AddPOV(3, (-5, 5), (3, 0))

Offline JoeBlo

Re: Fixing This Arena A Bit...
« Reply #25 on: February 21, 2011, 07:38:03 AM »
Have you messed about with the python before? mine looks like this..

Code: [Select]
#box off spinner
        self.AddCollisionLine((2, 2), (2, -2))
        self.AddCollisionLine((2, -2), (-2, -2))
        self.AddCollisionLine((-2, -2), (-2, 2))
        self.AddCollisionLine((-2, 2), (2, 2))
        #fence
        self.AddCollisionLine((-10, 12), (10, 12))
        self.AddCollisionLine((10, 12), (12, 10))
        self.AddCollisionLine((12, 10), (12, -10))
        self.AddCollisionLine((12, -10), (10, -12))
        self.AddCollisionLine((10, -12), (-10, -12))
        self.AddCollisionLine((-10, -12), (-12, -10))
        self.AddCollisionLine((-12, -10), (-12, 10))
        self.AddCollisionLine((-12, 10), (-10, 12))
        #spinner ai guide
        self.AddPOV(0, (5, 5), (0, 1))
        self.AddPOV(1, (5, -5), (1, 2))
        self.AddPOV(2, (-5, -5), (2, 3))
        self.AddPOV(3, (-5, 5), (3, 0))

        self.AddPOV(0, (5, 5), (0, 3))
        self.AddPOV(1, (5, -5), (1, 0))
        self.AddPOV(2, (-5, -5), (2, 1))
        self.AddPOV(3, (-5, 5), (3, 2))

Offline Vertigo

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Re: Fixing This Arena A Bit...
« Reply #26 on: February 21, 2011, 07:43:20 AM »
Nope, I'll try that instead

Offline Vertigo

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Re: Fixing This Arena A Bit...
« Reply #27 on: February 21, 2011, 07:51:19 AM »
Just tried it, still doesn't work

Offline G.K.

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Re: Fixing This Arena A Bit...
« Reply #28 on: February 21, 2011, 07:52:40 AM »
Did you adapt the co-ordinates for the map?
My above post explains everything about everything.

Host of: Wheely Tag, Back To The Beginnings, BTTB 2, BTTB 3, BTTB 4, & BTTB V.

Heavy Metal: Champion (Mockery of the Whole Concept)
Robotic International Wars Series 1: Champion (Minifridge 6)
RA2 Team Championships 1 & 2: Champion (High Speed Train & Upthrust - as part of Naryar's Not Quite Evil Council of Doom)

Runner Up in: The Amazing Rage (Team Fedex), R0B0NOVA (Zaphod Stock), Steel Warzone (Inception of Instability), Box of Nightmares (Gicquel), Wheely Tag (Minifridge the Second)

Clash Cubes IV: 5th place (Fretless)
BBEANS 6: Rumble Winner & 6th Place (Minifridge 4)

Offline Vertigo

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Re: Fixing This Arena A Bit...
« Reply #29 on: February 21, 2011, 08:51:18 AM »
No, but I imagine the co-ordinates would be about the same, as the arena is a similar size

Offline Trovaner

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Re: Fixing This Arena A Bit...
« Reply #30 on: February 21, 2011, 11:58:09 AM »
A while back, I fixed that arena so that it didn't cause any errors (IIRC there were two problems). As for the AI issues, I've been meaning to fix them but never got around to it. You may need to include both POVs (to prevent the AI from following their opponent over the edge) and collision lines (to get the AI to stay away from the edge). They formatting looks like this:
Code: [Select]
#self.AddCollisionLine(XZ-StartingLocations,XZ-EndingLocation) - the line between the two points acts as an "obstacle" to the AI that they will try not to cross.
#self.AddPOV(POV_ID,X-Coordinate,Z-Coordinate,POV_ID) - the first value represents the ID of this POV, the second and third values determine the location of this POV, and the fourth value is the ID number of the POV that this POV connects to.  Basically you string them together with that second ID to make a path that the AI will follow to get around obstacles.

Offline Vertigo

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Re: Fixing This Arena A Bit...
« Reply #31 on: February 21, 2011, 12:02:47 PM »
A while back, I fixed that arena so that it didn't cause any errors (IIRC there were two problems). As for the AI issues, I've been meaning to fix them but never got around to it. You may need to include both POVs (to prevent the AI from following their opponent over the edge) and collision lines (to get the AI to stay away from the edge). They formatting looks like this:
Code: [Select]
#self.AddCollisionLine(XZ-StartingLocations,XZ-EndingLocation) - the line between the two points acts as an "obstacle" to the AI that they will try not to cross.
#self.AddPOV(POV_ID,X-Coordinate,Z-Coordinate,POV_ID) - the first value represents the ID of this POV, the second and third values determine the location of this POV, and the fourth value is the ID number of the POV that this POV connects to.  Basically you string them together with that second ID to make a path that the AI will follow to get around obstacles.
I'm just using the DSL 2.1 Onslaught Arena now, due to difficulty of AI coding for circular arenas (according to JoeBlo)

I've put this into the py file:
Have you messed about with the python before? mine looks like this..

Code: [Select]
#box off spinner
        self.AddCollisionLine((2, 2), (2, -2))
        self.AddCollisionLine((2, -2), (-2, -2))
        self.AddCollisionLine((-2, -2), (-2, 2))
        self.AddCollisionLine((-2, 2), (2, 2))
        #fence
        self.AddCollisionLine((-10, 12), (10, 12))
        self.AddCollisionLine((10, 12), (12, 10))
        self.AddCollisionLine((12, 10), (12, -10))
        self.AddCollisionLine((12, -10), (10, -12))
        self.AddCollisionLine((10, -12), (-10, -12))
        self.AddCollisionLine((-10, -12), (-12, -10))
        self.AddCollisionLine((-12, -10), (-12, 10))
        self.AddCollisionLine((-12, 10), (-10, 12))
        #spinner ai guide
        self.AddPOV(0, (5, 5), (0, 1))
        self.AddPOV(1, (5, -5), (1, 2))
        self.AddPOV(2, (-5, -5), (2, 3))
        self.AddPOV(3, (-5, 5), (3, 0))

        self.AddPOV(0, (5, 5), (0, 3))
        self.AddPOV(1, (5, -5), (1, 0))
        self.AddPOV(2, (-5, -5), (2, 1))
        self.AddPOV(3, (-5, 5), (3, 2))
Isn't this all that I need?