gametechmods
Robot Arena => Modifications => Topic started by: DuckRA2 on February 17, 2009, 03:27:13 PM
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1. Post any ideas of arenas.
2. Vote on your favorite
3. I will make the one everyone likes
Ideas:
1. Standard combat arena with low walls for flippers
2. Repair/Gas station arena
3. Downtown(City) arena (battling on top of and crossing between buildings)
4. Junkyard
5.
6.
7.
8.
9.
10.
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15.
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17.
18.
19.
20.
Thanks, Duck.
Here are more ideas:
...Word document:
...https://gametechmods.com/uploads/files/New Arena Ideas.rar (https://gametechmods.com/uploads/files/New Arena Ideas.rar)
...Link to Venko's thread:
...https://gametechmods.com/forums/showthread.php?t=795 (https://gametechmods.com/forums/showthread.php?t=795)
...
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I would enjoy a standard "Low Lag" combat arena with low walls for flippers. :D
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I would enjoy a standard combat arena with low walls for flippers. :D
RAW arena :P
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Is that availiable to the general public?!
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Well, here it is. I will be sending out the shiny claw to the winners of the bonus awards and rumble and second place. First place got a special Combat Arena that has no hazards and appears at the top of the list, so people playing in the combat arena don't even have to go into the arenas tab. This is because the winner decided to let everyone have the RAW arena!
RAW Arena (https://gametechmods.com/forums/../uploads/files/6263RAW%20Arena.rar)
umm... yea
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.... oh ...
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An arena that has Custom introductions when a certain bot with a certain name enters. Ex:
When Rabid pit bull is in the arena, during the intro scene, a commentator will say:
"Ever been attacked? You'll need more than a Rabies shot after facing Rabid pit buuuull!"
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#RAW Arena: And it's creators were nice enough to share their toil...
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#Duck, nice idea... and offer. Thanks.
It would be great to bring all these ideas into one place; So to facilitate this, here is a word.doc and a thread link. Spyguy put alot of work gathering these ideas.
The word.doc contains the posts of a similar-themed thread on the old forum. SG saved them before it went down. We added to it since then too. Go through these 40 pages and pick out the nice, cool, best sounding arena ideas and post them here in your list.
Word document:
https://gametechmods.com/uploads/files/New Arena Ideas.rar (https://gametechmods.com/uploads/files/New%20Arena%20Ideas.rar)
Also, Venko started a thread on arenas that he would like to build. Go through it, and take the best stuff to post to your list here.
Link to other Venko's thread: https://gametechmods.com/forums/showthread.php?t=795 (https://gametechmods.com/forums/showthread.php?t=795)
I also put these link up in the first post. Go through the ideas and pick out arena ideas you like( or any of your own), then post them here and Duck (or I) will add them to the list above. All ideas are welcome... Then... we'll see which and what can be done.
Thanks Duck.
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An arena that has Custom introductions when a certain bot with a certain name enters. Ex:
When Rabid pit bull is in the arena, during the intro scene, a commentator will say:
"Ever been attacked? You'll need more than a Rabies shot after facing Rabid pit buuuull!"
that could be a finishing touch, it would probably be something like
specialOpt = ("Sounds/announcers/pitbull.wav", "Sounds/announcers/pitbull2.wav")
sounds['special'] = plus.createSound(random.choice(specialOpt), False, (0,0,0))
If robotname ( is there a variable for it???) = "rabid pit bull" Then
plus.playSound(sounds['special'])
is that close Madiaba?
Thanks for the txt file, thanks spyguy too, maybe we should all vote on one from there. I was thinking the skyscrapper would be a good one...
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Going to be rough and undetailed with most of these ideas. Some might be good, some might be bad.
1. More arenas with flipper based hazards.
2. Scrapyard. Sort of like Sao Paolo out of the Robot Wars games. The crusher would complete it.
3. More tabletop arenas. That section is bare.
4. Same with King of the Hill. 2 arenas. Atleast the Clawtop got some modifications, but I haven't seen any sort of KOTM arena mod. (My WIP doesn't really count)
5. A better version of the Bridge of Doom. Says enough.
6. Something with a cool or hilarious pit. (Like the glass roof on the Japanese rooftops in the Robot Wars games)
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I think I like that junk yard scrap yard idea.!
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Looks like the junkyard arena idea is winning so far, and it's not like we don't have a lot of the parts built already .... Guess it's time for me to fire up several of my digital manipulation programs, and see what we can get going here.
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easy for the junk, just hijack, lol, models from other things in RA2, ex: an old reskinned rusty trophy, or DDT burst motor
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Well, we already have a lot of the stuff built:
-The Compacter from the compressor arena
-All the junk in the DSL Garage
-I like the rusty trophy idea ........ will have to play around with that
-The heckraiser doors from the Octogon arena, stood on end and against the wall instead of the floor
-Any of the components being used in the game could be left laying around
-My Sears battery (Woohoo!)
-Additional thought for the Compactor: make a ramp similar to the DSL Garage, and have it leading over the top of the compactor. Useful for pushing bots over the edge and into the slammer .....
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exactly, we can use your battery if you want. I don't really mind ;)
only thing I suck at most, is getting the skin on the object, maybe mad could help...
EDIT: becuase they are rusty, I probably could use the skin ment for it, like say I converted a wall of the arena into a trophy, I could just use the wall's skin, just make it rust though.
^^^nvd that didn't work^^^
So far I got a barrel in, but its all green and non skinnafied
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Here's an arena that SG and I thought through, but not started yet. It's a Challenge arena that you battle your way through. You start at the bottom floor, and there are 3 tuff AI at strategic locations along your path, to the top. You must conquer each bot at that level before you are permitted to advance up to the next level. There are barriers that obstruct the path, until the present opponent is eliminated.
Along the path on the ramps is a 'Life-ReCharger' (LR), which will give your bot some life back to prepare for the next battle ahead.
This means that you alone have to face and DEFEAT ALL 3 AI YOURSELF; they are not damaging each other, it's all up to you.
You may start the timer at 5:00 at first to make your way to the top, and then decrease your allotted time if/when you master that skill level(as you get better).
There are also 'Arena Dangers' that might jump out at you as an added challenge.
And if along your way up, a you fall or get pushed off, then your bot will instantly die and blow up into pieces. Too bad.
(https://gametechmods.com/uploads/images/51697garage arena with platform.jpg)
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ooh boy, that could take work, maybe 3d studio max, that seems a little tough on notepad for me
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I would like that arena.
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Me too!
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Sounds interesting, but lag would be an issue, I think.
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Sounds interesting, but lag would be an issue, I think.
Even offline? Because the DSL Challenge arena works well. If you're not talking of the challenge arena proposed here, still, the DSL one, and the Battlebox are some of the more overloaded arenas there are.
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Reier, I don't think so.
Basically the gmf supplies the 'objects' in an arena. The python enables the 'dynamics' in the arena. The 2 main causes of the nasty 4-letter word "Lag" are: 1. a high vertice count on the gmf's geomobjects, and 2. allot of python command dynamics.
GMF's: All of the objects in this arena are only cubes (8 vertices) each. It is not the size of the object(s) but the shape that counts. One of the intricate sidewalls in the 'Bridge Arena' has 68 vertices by itself. The comp has to put each vertice in its place, and then skin each resulting surface too. In other words, ideally, this one intricate sidewall (68 vertices), requires more work for the cpu/gpu to crunch than 8 huge arena floors (8 vertices each). This is what make the Mars arena so laggy with it's irregular floor. With this in mind, there are purposely only about 12 cubes in this whole arena. CB and I talk about every week about building tweaks and coding commands. I'll confess for both he and I that we build almost all of our arena's geomobjects out of a simple 'grapebox'. We do this for simplicity of manipulation and to avoid lag.
Python: There are few commands in this arena. It's the set-up of the arena that makes it uniquely challenging. There may be a couple bot fire coding, force added, or xtra.gmf insertions here or there, but very few dynamics will be utilized.
So I appreciate you input here, but lag shouldn't be an issue in this type arena.
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Hey Mad: a question, how do I make the trophy not sink into the floor when hit? or tipped over?
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This particular arena is going to be built more-or-less like the DSL Garage, ramps and all, with platforms between each ramp. That's where you get to fight the house-bots. Along each level is a "power-up" to help restore a little energy to your bot (as we all know, fighting takes a lot of power). The general idea is having enough juice to make it to the top and into "The Box" to fight your last opponent. Still needs work, but Mad and I were thrashing this out for a good month or so ....
Barrels and crates can be transported into the Junkyard arena, too - more stuff to trip over and boot out of the way. I know I have a map someplace i made of what I think it should look like on my other computer, so I'll see if I can dig it out.
Mad, what do you think about having a welding torch someplace in the arena to act as a mini-flamethrower?
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Hey Mad: a question, how do I make the trophy not sink into the floor when hit? or tipped over?
Isn't that just a problem of difference between collision mesh and visual mesh ?
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I don't really know...
spyguy, I think I may be able to make a torch, just by putting an object somewhere and make the flame come out or that position, but it would have to be an object thats not movable =(
So far I have 3 barrels, one wheel and a snowplow in the arena, but they all are either green or blue, how do i skin them??????
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4-letter word "Lag"
Last time I checked, it was three.
I like the ideas of these arenas. They would be good additions.
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Hey Mad: a question, how do I make the trophy not sink into the floor when hit? or tipped over? What Trophy, into what floor?
Mad, what do you think about having a welding torch someplace in the arena to act as a mini-flamethrower? Should work fine, NP.
Spyguy, I think I may be able to make a torch, just by putting an object somewhere and make the flame come out or that position, but it would have to be an object thats not movable =(
That would be good, Duck.
So far I have 3 barrels, one wheel and a snowplow in the arena, but they all are either green or blue, how do i skin them?????? Make sure that you take from the original gmf both the geomobject and it's skin. The 2 need to stay together as a unit (especially an involved object like a trophy).
Last time I checked, it was three. It's a figure of speech, SB. Glad you like the ideas. If you've got some 'spill your guts'.
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into the ground of the arena, it seems to have collision only on it's butt.
The skinning - does that mean (im replacing objects in the arena ex, a zone into a barrel) I will have to redo all the work because a zone doesn't have an area at the top of the GMF, it doesnt have a skin section in the gmf?
can I change the default color from green to grey or something?
(https://gametechmods.com/uploads/images/39342screenshot_55.JPG)
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Skinning geomobjects:I don't quite understand what the objective is, Duck. But whenever you move g-objects from one place to another, always take the original skin for it too.
Trophy: Then Nar was correct. That's just the shape of it's collision mesh. You can remove it's collision mesh by
(1) physically removing it, and then
(2) changing it's *GMID_HAVOK_RIGIDBODY" specs to:
*SIMULATION_GEOMETRY 2
*GEOMETRY_PROXY_NAME (null)
*USE_DISPLAY_PROXY 0
*DISABLE_COLLISIONS 0
*INACTIVE 0
*DISPLAY_PROXY_NAME (null)
*Careful of tab spacings*
If you have Yahoo or MSN IM, let me know.
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It may be a bit boring, but a replica of the Combots arena might be nice to have. Could have the floor between the I beams and the wall act like the pit in the RW arena.
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Im either gonna take out the walls, or keep them, don't think i'm near finishing this arena
Mad: I triied placing the whole thing like you said, and they end up there, but every object has the wrong texture
I think this has to do with the MAP_NAME #
I'm not suer what number to put there, why is it used?
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Do you have the right Reference numbers correlated to the right skin?
If so then send them to me and I'll look at it.
Try me on Yahoo IM too.
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Ill send, and make an account, or find my pw.
kinda offtopic but anyone ever notice what the MAP file is? Its a arena layout in text format from a birds eye view
! = Hazard I think,
they must have had something that generated a text file of the arena
Combat Arena
(-15.0, 15.0, 15.0, -15.0)
1.0
-2.26498198509
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
.. .. .. XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 !! !! !! !! 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 !! !! !! !! 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 !! !! !! !! 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 !! !! 0 0 0 0 0 0 !! !! 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 !! !! 0 0 0 0 0 0 !! !! 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 !! !! 0 0 0 0 0 0 !! !! 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 XX XX ..
.. .. XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX ..
.. .. XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX ..
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
srry, it wont fit on the page, but see for your self, just open up the combat arenas MAP file on notepad++
EDIT: nobody thought that was interesting???
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It may be a bit boring, but a replica of the Combots arena might be nice to have. Could have the floor between the I beams and the wall act like the pit in the RW arena.
[/COLOR]
Mike, could you draw a small pic to demo what your describing?
Duck, as I remember they're for debugging. Could you get on MSN or Yahoo so we can discuss your skins? Good work so far...
SpyGuy, if you've any more, please post them.
BTW, There is a way to insert and remove whole arenas. So I was thinking of making another Challenge type arena, in which, if you over came a bot in a certain setting/environs, then you'd be transported to another time and place to face the next opponent. And then again until you lost or made it through the different scenes/scenarios...
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a arena based on the movie cube where you find each bot with out running into trapped cubes
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How about a flipper arena, where the when the bot goes up into the air, the bot that flipped it gets awarded points, and the higher up means more points. I think that it could work like the KoTH arenas, in that when a normal bot is alone below a certain "level" in the arena, it gets points, and there will be other "levels", and depending on which one it is, more points will be awarded.
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I am sure you can't implement levels, but a flipper arena with just one level could be done, i think.
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If somebody build the arenas from ROBOTICA series i will host a ROBOTICA tournament with the rules from the series...
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how about an arena where it starts as a normal death match but in 2 corners of the arena there are cages with 2 other bots and 1 gets let out every minute? i know it's possible if you just look at the new bbeans arena the walls come down at a certain point in the match you just need the walls surrounding the bots in 2 of the corners in a new arena.
would make a nice new match and you could draw the entry numbers in the hat or something xD
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how about an arena where it starts as a normal death match but in 2 corners of the arena there are cages with 2 other bots and 1 gets let out every minute? i know it's possible if you just look at the new bbeans arena the walls come down at a certain point in the match you just need the walls surrounding the bots in 2 of the corners in a new arena.
would make a nice new match and you could draw the entry numbers in the hat or something xD
Interesting. Though how would the cages work? If they're too small, the bot would be counted out.
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make them big enough to move around? doesn't need to be huge xD
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(https://gametechmods.com/uploads/images/38095new arena.JPG)/
something like that, bots 3 and 4 start in the sealed off areas and after 1 min bot 3 gets let out and after the next min bot 4 gets released.
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Maybe next minute or when the 2 bot is destroyed, so that there is no sitting and waiting.
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you could make it 30 seconds i guess, then you wouldn't be waiting long.
actually this arena idea would make a pretty awesome prize for my upcoming tournament O.o
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Well, after some chatting with mad...
For the next series of WRL, i was hoping for an obstical course as part of it.
Mad would help, but advises i get some more help with it.
Heres the documents ive done for it so far:
https://gametechmods.com/uploads/files/OC Arena.rar (https://gametechmods.com/uploads/files/OC Arena.rar)
For a base, i was hoping for something like Clicks race arena for DSL 3, with hazards thrown in.
So, can anyone help me?
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Been way too busy to check this thread in a while...
Ian: That arena is definitely do-able.
Wham: Your idea is do-able too, as we discussed.
If you guys want help from me, then I need some help from you and/or the community. I just do not have the time to invest in these things. Mainly gmf and py, but also skinning help.
PM or post any volunteers you find.
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for mad aything is pretty mutch doable cause he has soooooooooo mutch experiance modding this game
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And for that we should all be thankful.
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Very, VERY thankful....
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in my opinion ra2 would be alot cooler if mad made the game himself
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Possibly an arena like a reversed shell spinner, with weapons on the walls, a circular arena, and the walls spin around. Also, a hazard idea, jaws that hinge up out of the floor and smash together
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Possibly an arena like a reversed shell spinner, with weapons on the walls, a circular arena, and the walls spin around. Also, a hazard idea, jaws that hinge up out of the floor and smash together
I had a real awesome idea that extended from your arena idea, but then I realized it was the same thing. Guess it wasn't clear enough first time for me.
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a mouse hole...?
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Here in Finland. We have realistic hobby name called: ''Robosota'' (Robo war) There is 5 different classes: 150g, 450g, 6kg, 13,6kg & Linefollower. In 150g & 450g have this arena: http://www.youtube.com/watch?v=45CyQF-ZjFY That is good arena for AW, BW & LW. In 6kg & 13,6kg have much bigger arena: http://www.youtube.com/watch?v=5CDv4Fs14Xs&feature=related It's Great arena for Middleweights & Heavyweights, so I like this idea most. What you others say about this idea?;)
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I want a freeway or middle of the street arena, fight robots, avoiding cars.
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that sounds hard to do... Is it?
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Yes.
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1 more Thing about that ''Robosota'' Little arena. I think that is easier that edit the Small Arena and take off 2 corners!
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All of the last 3 arena suggestions are do-able.
The problem is the time involved to build them. Click/FB could if they had time. And I just don't have the time right now. Ian and Wham are the next in line to be done, whenever I get an open slot.
Duck was diving into arena building; you might hit him up....
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Speaking of FB, what ever happened to him & DarkRat?
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-I haven't talked with DarkRat since last summer, I think. So I don't know lately.
-FB; you'd have to ask CB. But I do know that he helped figure out a couple more python tweaks, which I find very useful.
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Well he entered BBEANS, so he's not totally out.
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can somewhere download a ''Arena editor'' or something?
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can somewhere download a ''Arena editor'' or something?
There is no GUI arena editor, only bare bones (de)compiling and GMF editing.
Wish there was though.
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My idea is basically is like the DSL Cave Arena except flat and no rocks in the middle plus the cars are faster
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Cars?
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These things (http://ec.europa.eu/enterprise/regulation/goods/images/cars.jpg) in case anybody's confused.
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In case anyone hasn't noticed, there are no cars in the Cave arena.
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Yeah, didn't think there were any... I thought my eyesight had gone bad (i see boulders) until someone said there was no cars...
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I think it would be really cool if somebody were to recreate all of the RA1 arenas. Some of them were really cool.
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I meant that the rocks would be changed into cars
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I think it would be really cool if somebody were to recreate all of the RA1 arenas. Some of them were really cool.
does anyone know where I can get my mitts on a copy of RA1. demo or full version I don't really care which just want to see where RA2 began (and cant download it off most sites as im out of the territory allowed to download it)
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does anyone know where I can get my mitts on a copy of RA1. demo or full version I don't really care which just want to see where RA2 began (and cant download it off most sites as im out of the territory allowed to download it)
Your best bet would probably be eBay.
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I would also like to see an arena a freeway overpass like the underground robot match of 1998
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I would also like to see an arena a freeway overpass like the underground robot match of 1998
What's with you and car related things?
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Hehe I used to be a car freak a long time ago.
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Moved:
Huh, what about a 2-player, RA2 dragstrip race, where the AIs you race against have a SOW-controlled automatic Machine gun mounted on its top. While trying to beat it to the finish line you're always in the sights of the opponent AI. Good luck against Mad Max...
Also, got an idea on how to give a User-controlled 'Housebot', super powers, esp for lifting.... So that the Moderator running the Housebot can actually 'pick up' and 'move' the contestant bots. Maybe...
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What About a Mini Robot Wars arena for the AW/BW bots.
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Does the BBEANS3 arena ring a bell?
Edit: Oh, RW arena...
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well that could work if you reskinned it.
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well that could work if you reskinned it.
You'd need to lower the walls though
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Turn it into a drop zone of the Robot wars arena.(If anyone has ever played on the small arena with hazards you know what I mean)
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sorry for the bump (seems like the appropriate topic) a few questions I have about the DSL soccer arena I was wondering if someone can help me with (mad or duck are the main 2 im thinking of ;-))
- basically I think the arena glitched one time I was playing it and there was 20 + soccer balls around the arena, is it possible to set that as a normal thing ?
- on the soccer ball topic is it possible to make them do damage OR subtract points ? either one I dont really mind but I dont want either to be high amounts
- and finally the goal area... can that be made into something like the compressor arena or the pits like AON arena or electric arena 2 off the beetle bros site
Thanks in advance, Im basically wanting to make the soccer arena a combat like arena :evil:
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Well my poor knowledge with arenas still says : yes, you can do this for all the three.
I was playing it and there was 20 + soccer balls around the arena, is it possible to set that as a normal thing ?
WIN.
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if you turn the hazards off in the soccer arena,all of the balls will fall in the arena
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sorry for the bump (seems like the appropriate topic) a few questions I have about the DSL soccer arena I was wondering if someone can help me with (mad or duck are the main 2 im thinking of ;-))
- basically I think the arena glitched one time I was playing it and there was 20 + soccer balls around the arena, is it possible to set that as a normal thing ? Yes, in the arena Python.
- on the soccer ball topic is it possible to make them do damage OR subtract points ? either one I dont really mind but I dont want either to be high amounts? Yes, also in the arena Python.
- and finally the goal area... can that be made into something like the compressor arena or the pits like AON arena or electric arena 2 off the beetle bros site? I don't quite get this question...
Thanks in advance, Im basically wanting to make the soccer arena a combat like arena :evil:
Wait, I'll tweak it out.... BRB.
....
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Here's a link to the py: :-D (https://gametechmods.com/uploads/files/DSLSoccer_Deadly_Arena.rar)
Just drop this file into your 'Arenas' directory.
Notes:
1. The balls fall out continuously (instructions for adjustments are in the py).
2. The balls are very damaging (instructions for adjustment are in the py).
They are fairly easy to adjust, so anyone can do it (always make a back up).
You might explain the last query you posted.....
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Have you guys heard of Beyblade? Well can someone do a beystadium arena?
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that would be perfect for all the boring SNS matches...
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Here's a link to the py: :-D (https://gametechmods.com/uploads/files/DSLSoccer_Deadly_Arena.rar)
Just drop this file into your 'Arenas' directory.
Notes:
1. The balls fall out continuously (instructions for adjustments are in the py).
2. The balls are very damaging (instructions for adjustment are in the py).
They are fairly easy to adjust, so anyone can do it (always make a back up).
You might explain the last query you posted.....
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Thank you BIG time Mad... Its an idea im working on for a new tournament... as for the last one I was basically wondering if robots were able to enter the goal zone and receive damage like the outside of the Raw arena ?
Thanks again, I wont forget to credit you for the arena mods
Edit: just tested it out and I love it Mad, exactly what I was after :-)
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You can make all the soccer balls come down by turning off hazards. All the balls start on the ground :biggrin:
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yeah S.T.C said before hand... but I like how mad programed them to just frequently drop... its like 20 drop zones lol it will be a fun tournament when its ready lol
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You can make all the soccer balls come down by turning off hazards. All the balls start on the ground :biggrin:
Thanks for the input guys.
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...., as for the last one I was basically wondering if robots were able to enter the goal zone and receive damage like the outside of the Raw arena ?
There is a geomobject that keeps the bots from entering into the goal, so you need to do gmf surgery to do what you want.
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I'll get the anesthetic.
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thanks for your help madiaba... the alternate py you made is probably enough anyway I was just trying to get an arena that was original and not boring but 20+ dangerous balls continually dropping should do it :-D
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hey Mad (or anyone else if they can help it would be great) does it require GMF editing to add the balls to another arena say the Clawtop ? I made a deathmatch py file that has the Clawtop GMF and all the soccer arena scripts, etc... it didn't crash, the arena worked fine but just no soccer balls ??
Edit: I did copy all the soccer arena stuff and clawtop arena stuff in one new file
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1.In general:
-the 'objects' of an arena are in the gmf.
-the 'dynamics' of an arena are in the py.
2.If the compiler will work, you can put any thing in any arena.
(You can also put an arena inside, on top of, or next to another arena. You can make the arena (or all arenas) disappear during the match. Etc....)
BTW: I noticed that Phil added some more tweeking instructions to Duck's tutorial on arena making. You might check it out...
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So I have to decompile both GMF's and find the soccer ball section and add that to the objects of the Clawtop ?
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Yep.
1. Add the balls to both the GEOMOBJECT section above, and the RIGIDBODY COLLECTION below.
2. Change the total number of geoobject count at the top, and the RB collection count too (there are 2 places here that list the count in this RB section, be careful).
Also: Be careful about adding too many objects, especially 'round or spherical' objects, that add tons of vertices for the comp to crunch. These shapes add up fast.
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Madiaba,
i'd like to test that too, but if i can compile with no problem, no decompiler works fine on my computer, could you share the soccer_Decompiled.gmf please.
thankyou.
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I had added them to the GEOMOBJECT and changed the count and it didn't work (before reading your above post ) I will add the RB collection now
thanks again for your help Mad
Edit: Phil my compiler for some reason wont recompile the soccer arena (its the only one) but I can send you one if you need it
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Ok, Phil.
I'm on MSN right now,.. if you can too..?
(It's true that the compilers act differently on different comps;...RA2 does the same at times---ACAMS and I have seen)
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sorry it wasn't GEOMOBJECT i added the ball to it was the material list.. the claw top has the GEOMOBJECT and RIGIDBODY COLLECTION in the clawtop_txt file .... is material list ok or should I start again ?
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The materials list at the very top, is for the 'skins' of the objects.... The 2 sections below this section, I already described.
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damn I did something wrong somewhere It only loaded to a black screen then nothing.. all I got my my mouse curser... I might try it again another day as I have a pile of work I should really be doing lol
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Guys, I think only Serge's compiler will do the Soccer arena (thanks for his work); but if he has time there's just a bit of syntax that needs to be added or rectified yet because it produces a non-lethal error message yet.
The Starting-Point APs need to be fixed so that the bots start opposite each other, instead of together. Easy tweek,.. if it will compile ok.
Back to work for me too...
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sorry to be a pain again but...
for the soccer arena is it possible to set it so robots can only gain points from scoring goals and not hitting other robots ??
thanks again
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Well, they did it for the KOTH arenas, so this should be possible.
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sorry to be a pain again but...
for the soccer arena is it possible to set it so robots can only gain points from scoring goals and not hitting other robots ??
thanks again
never mind worked my way around it :-D
next (and I think last) on my to do list now is lower the walls on the battlebox so robots can be thrown out of the arena....any tips on how to do that ?
by the way sorry for all the requests Mad im just putting my next tournament together and up to the arena stage... all of my requests seem rather strange now but hopefully will make sence when there all put together :-D
Thanks again,
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Joe, your queries are not a burden. I don't mind doing stuff and especially building arenas for those who contribute, especialy Tourneys. Sage, Wham, Cuda(though he didn't follow through), etc...
Yes it is actually quite easy to lower the walls (as long as the compiler works on that gmf ok). I'll show you if you'd like. Let me know.
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Ooo, can you do that without any 3DsMax knowledge?
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Reier, there is a lot, and I mean A LOT you can do by tweeking the gmf. I've tweeked out many components this way, and over 20 arenas, w/o 3dsMax. CB does it the same way. When I do need a certain geomobject I cannot make, ACAMS is nice enough to make it for me, like the 'USS Enterprise'.
This is why I like Duck's Tutorial that's being fleshed out by Phil and others. There are many ideas that could be done, but I myself have little spare time. You should look into it, yourself.
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This idea came from the 1 vs 3 tournament thread.
Could you try seeing if an arena's .py can be made so that if run in battle royal mode, the 3 first bot slots would be against the 4th one?
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This idea came from the 1 vs 3 tournament thread.
Could you try seeing if an arena's .py can be made so that if run in battle royal mode, the 3 first bot slots would be against the 4th one?
easiest way :
this should be done by changing (the time of the tournament) the 'getNearestEnnemy' function in AI/_init_.py
you add a big value to weighted_dist if the ennemy is not in the 'targeted slot' (known by the loop " for enemy in enemies:...")
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Yes it is actually quite easy to lower the walls (as long as the compiler works on that gmf ok). I'll show you if you'd like. Let me know.
as Madiaba said this is the main object of the excellent and easy to read DuckRA2's tutorial. see it, read it, test it, and you'll be the king of the "lowered walls"
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You're fast, Phil.... ^^yea, SSG, as Phil said^^
Phil, We should write a couple new kinds (spinner, rammer, etc) of AI.py that specifically target 'bot0', for instance. Then all 3 of the 'housebots' in slot 1-3 who run these special AI.py, will go only for the 'contestant' in slot0...poor victim.
Another idea too,.. if the 3 gang robots are not contestants, but just part of the touney (like housebots), then I think I have some crude coding that moves the 'tactics' into the control of the AI.py itself, that will do that...
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Joe, your queries are not a burden. I don't mind doing stuff and especially building arenas for those who contribute, especialy Tourneys. Sage, Wham, Cuda(though he didn't follow through), etc...
Yes it is actually quite easy to lower the walls (as long as the compiler works on that gmf ok). I'll show you if you'd like. Let me know.
I had a little peek and didnt really know were to start, I can do the arena py's now quite conformable but still cant quite get the GMF, if you could show me how to do it that would be great :-D,
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I had a little peek and didnt really know were to start, I can do the arena py's now quite conformable but still cant quite get the GMF, if you could show me how to do it that would be great :-D,
Wel Joe, first of all read Duck RA2 tutorial to get into Arena Modding. Sure i know a little about computer sciences, but it takes me less than a month (in delay) to learn how to do this :
(https://gametechmods.com/uploads/images/46439box.png)
here is the classical combat box with lower wall. i'v put off all of the hazards.
An easy exercice "to start" should be to lower or upper the walls (gmobject called fence).
Once you will have done that, try to add hazards taken from other arenas.
Here is the source of the arena :
https://gametechmods.com/uploads/files/PinkArenas.rar (https://gametechmods.com/uploads/files/PinkArenas.rar)
Other option : extract the barrers (fence and associated objects Havock and material) and add them to another arena. This is what i've done from the BBean's one.
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That is very, very cool. I wanna take that and use it as an arena. With a reskin, ofcourse.
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I want to do something like that, I just don't think I can. =P
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I actually just tested out the PinkBox as you call it, and it freezes when the match starts.
Also the intro is non-existent.
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I actually just tested out the PinkBox as you call it, and it freezes when the match starts.
Also the intro is non-existent.
I've just install it on another computer (Vista this time) from the downloaded .rar and it is ok :
the PinkBoxArena.py file must be put under 'RA2/Arenas'
the PinkBox/ folder must be put under RA2/Arenas.
about the intro, after test, it works fine here
i don't know what to say
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I did that, yes. They're in the right folder.
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I did that, yes. They're in the right folder.
i really don't know what to say, it is fine for me with stock or DSL.
maybe i have something special in my environnement that makes it works...maybe you lack something.
feedback from other people should be useful.
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Nice work, Phil. I'll check it out in more detail later.
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Wel Joe, first of all read Duck RA2 tutorial to get into Arena Modding. Sure i know a little about computer sciences, but it takes me less than a month (in delay)
I have read the tutorial but haven't completely fully done everything in it... I knew I could likely do it using the tutorial but my main concern was that the top of the walls are angled inwards which I would rather do away with at a smaller height
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I have read the tutorial but haven't completely fully done everything in it... I knew I could likely do it using the tutorial but my main concern was that the top of the walls are angled inwards which I would rather do away with at a smaller height
yet i know only simple stuffs (adding/removing walls/simple hazards).Ifyou want fine arena tuning...i can't help for the moment, i need to improve my knowledge..
i let someone else helps you.
i
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NP phil... simple stuff ? lol yours miles ahead of me in arena modding .. it amazes me how quickly you pick up this kind of stuff. I think I will play around a bit more with Ducks tutorial but might call on Mad to help me reduce the walls on the battlebox 2.0
in answer to...
(as long as the compiler works on that gmf ok)
I have done it a few times with Serges compiler ok (thanks for your work Serge)
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Ram Way Arena I just started, it has spikes of dooooom
(https://gametechmods.com/uploads/images/18350spikey.jpg)
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http://www.youtube.com/watch?v=qPGX3m7IIwI
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Yay flying....!!!!
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doesn't the music match? lol
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Uhhhhhh no.
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Ram Way Arena I just started, it has spikes of dooooom
That's it indeed !
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yay arena spikes that actually do something haha nice work Duck
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Joe: Did you get the walls how you wanted them? I can look at them quickly, if you still need some help.
Duck: To help others learn and maybe get more invloved, you might explain how to adjust the py to strengthen the spikes power (and any other nice tweeks).
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well, to make them stronger, it isn't all in the py, I think the main thing I changed was the mass of the spikes, but I could be wrong, I didn't change much else
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Oh. ok. They probably will not spring up as quickly that way. But with Havoc you never know. 1 sec and I'll post the py stuff:
self.spikes1 = Hazards.Spikes(prism, 40000, (-3.7, -2.2, -5.2))
Increase or decrease this red number. This is the main way to adjust power.
BTW: Don't forget there are 2 spike hazards, if you want to do both.
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Kinda Random But:
is this a decompiled gmf? when it says for example "cones_txt" or is that like something else
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cones_txt.gmf would be a decompiled file. Some of the gmf's that come with the game also have decompiled versions.
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ok thanks, I have always been wondering about it
EDIT: Damn, will I ever be able to import objects with out making them green or missmatching all maps of my arena?????
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Joe: Did you get the walls how you wanted them? I can look at them quickly, if you still need some help.
I read through ducks tutorial and was all set to do it but there was no arena walls or collision in *GEOMOBJECT so it kind of stupped me ??? if you could help me out that would be great
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...EDIT: Damn, will I ever be able to import objects with out making them green or missmatching all maps of my arena?????
Duck: Don't get discouraged, it sounds like you just don't quite understand the correlation between the maps/skins above, to the geomobjects below. Here is how the comp knows which skin to put on what object:
Skin reference#(top of each skin section): ...................*MATERIAL_REF_NO 0
Geomobject reference#(bottom of each G-object section): *MATERIAL_REF 0
Make sure the numbers are the same, and not used for another object already.
Also, when you move an object from one gmf to another, always take the original skin with it, and then correlate their 'reference #s' (above) to match.
Put the original map/skin.bmp in the 'Maps' folder too(edit at will).
I can help you some on Yahoo IM too, NP.
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I read through ducks tutorial and was all set to do it but there was no arena walls or collision in *GEOMOBJECT so it kind of stupped me ??? if you could help me out that would be great
Joe: Sometimes the Geomobject is named generically (like 'box'). Just look at its size and then it's location to determine what it is. This will become easy after a short time. I don't know which gmf you're tweaking, so I can't help. If you want me to look at it send it my way, NP.
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its the BattleBox GMF I just edited the py to get rid of the saw blades and heck raisers... here is a link to a decompiled BattleBox GMF
https://gametechmods.com/uploads/files/8273arena.rar (https://gametechmods.com/uploads/files/8273arena.rar)
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Joe, which compiler are you using?
Note: The BattleBox arena has many goemobjects. It's probably not a good place to practice. But your call.
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I used serges compiler for the Battlebox
so its not much good ? it was for a tournament I have planned.. would it be easier to do away with the wall all together as it has the spike stripes which act as really small walls ?
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sigh...................
:dead::dead::dead:
(https://gametechmods.com/uploads/images/56222sigh.jpg)
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any updates on the robo-zone arena? the one with 2 caged robots at the start of the match and 1 is released after a certain amount of time and so on..
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sigh...................
:dead::dead::dead:
pic
Use Serge's new one instead.
https://gametechmods.com/Robot_Arena2/Tools/GMFComp-0.13.zip
https://gametechmods.com/?do=Tools
Serge's GMF Compiler for arenas
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will it really make a difference?
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Duck: Yea, Serges complier is the best so far, IMHO.
What are you trying to do? Send me whatcha got, and I'll help you. Don't fret... You'll catch on in no time.:bigsmile:
any updates on the robo-zone arena? the one with 2 caged robots at the start of the match and 1 is released after a certain amount of time and so on..
Yea, Ian. I have a beta version but it still needs some tweeks to finish it. With all of the talented help here these days, I hope others will step up and help out with these projects. *hint, hint*
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awesome :) i might have another shot at arena modding when i'm all better :) i might mod arena's just about as good as i can AI (not well) :P