gametechmods
Robot Arena => General Support => Topic started by: Dragonfire on February 18, 2009, 03:52:30 PM
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this may have already been answered and i am sorry to ask this if it has, but
what does the 'weapons' entry mean in the bindings.py?
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Number of weapons on your bot, precisely number of weapon components (i don't know how the game recognizes weapon components because flipper parts are included too) that are supposed to break before the bot goes on Engage (or Shove) binding, basically what a rammer in Omni would do. I think.
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The numbers represent the ID number of your bot's weapons (you could also write the id number of other components if you want). If you just want to make a quick test, you can write in random numbers because the game doesn't check to make sure they are weapons. If you want to make your bot as effective as possible, use apanx bot exporter to see the ID numbers of all the components that you want to break off before the AI switches tactics.
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^yep^
Trov, I still think that an "Evade" tactic needs to be written for this option. Once all weapons are removed then get and stay away.... Busy????
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is there a way to make an 'or'? i.e. if either of the weapons break switch tactics?
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There's no choice of Boolean operators; 'and' is all that is coded and thus available in the Bindings line.
An AI.py could be re-written to facilitate others, though...
..
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With a simple modification to __init__.py you can make multiple weapons groups. I have four groups, 'weapons', 'sweapons', 'tweapons', and 'qweapons'.
You can put one weapon in 'weapons' and another one in 'sweapons'. Then say,
if not self.weapons or not self.sweapons:
(switch tactics)
I do believe that's all in the AI py pack on my website.
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Or even "Components" in general group... etc.
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This subject have been introduced here :
So, what are these numbers in the weapons list contained in binding.py ?