gametechmods
Robot Arena => Modifications => Topic started by: Clickbeetle on May 04, 2014, 08:53:10 PM
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With Battlebots 9 coming up (and me with two bots in it), I thought I would finally wade into the morass that is the Battlebox 2.0 files and try to fix some issues.
Here are the fruits of my labor: http://beetlebros.gametechmods.com/files/BATTLEBOX_2_0.zip (http://beetlebros.gametechmods.com/files/BATTLEBOX_2_0.zip)
This is the complete arena, so just unzip in your Arenas folder and you're good to go. If you already have the Battlebox, overwrite everything it asks.
What I did:
- Added collision lines and POVs for the walls and hazards. AI will not blindly drive over hazards (usually), and bots stuck on the entry ramps will not try to drive through the wall to get out. Rammers won't back into the walls.
- Made the killsaws less powerful so they don't explode quite as often. They're still not perfect, but I think they're a little better.
- VASTLY improved the pulverizer behavior. They actually go up and down like a normal hammer now. Not like some hammer that thinks it's a Razer claw.
- Made the hazards actually do damage. Not much--a pittance, really--but hazards that don't do ANY damage are just lame.
- Added start points so the Battlebox now supports 4 bots at once.
-WARNING FOR MASSIMOV-
I did not disable the Hellraisers. That bit of code will have to be re-implemented for BB9.
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If you want the hazards to do more damage, why not just jack up their metal value by a few increments?
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That's what I did.
Or rather, I added a metal value of 0.5. None of them had one before. Two of the hammers had code for it, but they referenced the wrong object in the gmf.
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So there's nothing preventing me (or MassimoV) from just changing that 0.5 value to 9 billion? (That's an exaggeration, but you know what I mean.)
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Yeah, if you really want one-hit-kill hazards, that's your decision as tournament host. You can also change it back so they do no damage if you want. All I'm doing is fixing some major problems in the code. (Try out the new pulverizers; I think you'll be pleased.)
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I recieved this code to deactivate the hellraisers along time ago from Classicus.
#Hellraiser stuff
hinge = self.GetHinge("Hinge01")
self.RegisterZone("hellzone1", 0)
self.Hell1 = Hazards2.HellRaiser(hinge, (3.034, 0.0, -6.926))
self.AddHazard(self.Hell1)
hinge = self.GetHinge("Hinge02")
self.RegisterZone("hellzone2", 0)
self.Hell2 = Hazards2.HellRaiser(hinge, (-3.049, 0.0, -6.926))
self.AddHazard(self.Hell2)
If some one wants to check and make sure that this works for the new arena before I go and try it out, that would be great. Also, THANK YOU CLICK!!!
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Oh my god yes. Click this is amazing.
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So much yes. Any chance you could allow four robots at a time?
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So much yes. Any chance you could allow four robots at a time?
According to a glitch found (IDR who found it) The positions for bots 3 and 4 are in nowhere. Changing that would require editing the .gmf i believe. Feel free to correct me.
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I recieved this code to deactivate the hellraisers along time ago from Classicus.
#Hellraiser stuff
hinge = self.GetHinge("Hinge01")
self.RegisterZone("hellzone1", 0)
self.Hell1 = Hazards2.HellRaiser(hinge, (3.034, 0.0, -6.926))
self.AddHazard(self.Hell1)
hinge = self.GetHinge("Hinge02")
self.RegisterZone("hellzone2", 0)
self.Hell2 = Hazards2.HellRaiser(hinge, (-3.049, 0.0, -6.926))
self.AddHazard(self.Hell2)
If some one wants to check and make sure that this works for the new arena before I go and try it out, that would be great. Also, THANK YOU CLICK!!!
That's kind of an inelegant way to do it, but yes, it works.
So much yes. Any chance you could allow four robots at a time?
Maybe. I haven't tried editing the gmf and I'm not sure if doing so would mess it up. If this is a thing people need, I'll see what I can do.
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So much yes. Any chance you could allow four robots at a time?
Maybe. I haven't tried editing the gmf and I'm not sure if doing so would mess it up. If this is a thing people need, I'll see what I can do.
I did once make a 4 player battlebox before, however the rails around the arena kept turning cyan blue :dumb)
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AAARGH I derped people.
I forgot to add POVs.
What this means is that the AI navigation around hazards won't work. I thought there was something wrong, but that the bots just needed a bigger radius. Now I know.
Give me a moment to do a quick update.
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So much yes. Any chance you could allow four robots at a time?
According to a glitch found (IDR who found it) The positions for bots 3 and 4 are in nowhere. Changing that would require editing the .gmf i believe. Feel free to correct me.
Seems like I remember this as well.
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All right I fixed it. POVs are added. Bots still drive over hazards sometimes, but they're a little better about it.
I also edited the gmf so it supports 4 bots.
The reason this update turned out not so quick was because I was messing around in the gmf, trying to further stabilize the killsaws. No such luck. I'll just call it done now and be happy that it's better than it was.
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Those weren't my issue mine was the camera angle because I have unluckily window 8 and I can't change the camera angles.
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thanks alot for this!
could it be the way the killsaws are attached that causes the havok? By pressin f12 you can see they kinda work like hammers through the ground unlike the saws in the combat arena wich just seem to move in a vertical direction. but they are just static components from what i can tel
somewhere i read about bots that have spinmotors attached to bursts are more likely to havok when the direction of the burst movement is the same as the spinning object. changing the axle of the "burst" of the killsaws could also reduce the likliness of a havokexplosion but the saws would't come out the ground at the same time anymore if thats true.
otherwise the killsaws could be replaced by the kind of saw we have in the combat arena. but they are too small i think so theire gmf needed to be changed i guess.
but i know nothing about gmf editing so thats just my thoughts on this.
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All right I fixed it. POVs are added. Bots still drive over hazards sometimes, but they're a little better about it.
I also edited the gmf so it supports 4 bots.
The reason this update turned out not so quick was because I was messing around in the gmf, trying to further stabilize the killsaws. No such luck. I'll just call it done now and be happy that it's better than it was.
Multibots for BB10 yay
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This is great Click! Thank you so much for this. I like the remade pulverizers and the added POVs to fix certain issues. And the ability to add 3-4 bots in the arena? Awesome. One question: Is there a possible way to have the bots start at a lower point instead of how high it is right now?
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I cant believe this after all this work from click, dang click your awesome! :claping
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Those weren't my issue mine was the camera angle because I have unluckily window 8 and I can't change the camera angles.
I'm running windows 8 and I can change camera angles just fine. Do you have f1-f12 keys on your computer?
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Those weren't my issue mine was the camera angle because I have unluckily window 8 and I can't change the camera angles.
I'm running windows 8 and I can change camera angles just fine. Do you have f1-f12 keys on your computer?
Yes but wait why do the f1-f12 parts in blue like the FN key... DAMN I DUMB AT THIS!!!
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That means you use the FN key with the F keys to use them, like using shift to get a colon rather than semi-colon.
F11 also takes screenshots in-game which you can convert to a png file in MS Paint and upload, to answer your question in some other thread.
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cool! thanks click!
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thanks alot for this!
could it be the way the killsaws are attached that causes the havok? By pressin f12 you can see they kinda work like hammers through the ground unlike the saws in the combat arena wich just seem to move in a vertical direction. but they are just static components from what i can tel
somewhere i read about bots that have spinmotors attached to bursts are more likely to havok when the direction of the burst movement is the same as the spinning object. changing the axle of the "burst" of the killsaws could also reduce the likliness of a havokexplosion but the saws would't come out the ground at the same time anymore if thats true.
otherwise the killsaws could be replaced by the kind of saw we have in the combat arena. but they are too small i think so theire gmf needed to be changed i guess.
but i know nothing about gmf editing so thats just my thoughts on this.
Yes, that's definitely why they are so touchy. However, I don't want to make them static. The real killsaws were capable of flinging bots across the arena (especially Mouser Mecha Catbot) and they wouldn't do that if they didn't spin. A little bit of Havok is good, as you get that same fling power. It's just the extreme cases where the saws pop out and fly around the arena I wanted to stop. So far, I haven't seen that.
One question: Is there a possible way to have the bots start at a lower point instead of how high it is right now?
Yes, but I won't do that right now. I don't want to mess with any BB9 bots (especially big VS) that might start inside the floor if I lower the start points.
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One issue i've noticed, at least in my copy of the arena, that the saws just barely pop up and don't really toss as much as they used to. I'm loving the new pulverizers though, they work just as they do IRL. <3