Author Topic: Catagore AI pack ((WIP))  (Read 2635 times)

Offline System32

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Catagore AI pack ((WIP))
« on: September 04, 2008, 03:49:01 PM »
Welcome to the Catagore AI pack. This AI pack I'm working on will have A bot of every type Put into teams. So, We will have a team of:

Axes
Flippers
Rambots
Pistons
VS
HS
Freaks
Sheck spinners
Twack/sit 'n' spin/full body spinners
Popups
Drillbots
Face spinners
Glitch abuse bots (A trinity glitch exploiter, etc.)
And any other catagory, etc.
Currently, I have... 7 bots done. If you would like to help, Post.

Team names:
index 0
Team full spin
"You spin me right round baby right round..."
COMPLETED
index 1
Hammers and axes
"You've been axed!"
COMPLETED
« Last Edit: September 06, 2008, 04:40:25 AM by System32 »
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Offline pyscolone

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« Reply #1 on: September 04, 2008, 03:54:28 PM »
thats not vague or anything.

Offline System32

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« Reply #2 on: September 04, 2008, 04:07:20 PM »
Ok, I'll be more exact, Infact, I'll explain using popular bots.

In the axe team, the LW would be Jubjub bird. (Starcore) The MW Hammer sandwhich (BBEANS) and The third would be some other bot.
VS, The MW, Drumblebee, HW, Alien queen and so on...
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Offline Naryar

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« Reply #3 on: September 04, 2008, 04:09:48 PM »
Don't tell me you want to make a HW drill bot...

Drills (or much more precisely chicken drills) are pretty much only used on ants and beetles. Basically like Logic Probe. Could be made with a right angle motor too.

I've done an ant (not really, at 125,3 kg) drill, it owns but this weapon system is only good for sub weight bots. I remember Kraken S2 was a chicken 6-drillbot, and it was frail.

Offline Naryar

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« Reply #4 on: September 04, 2008, 07:10:49 PM »
And? Don't ruin S32's idea, Venko. Everyone can make an AI pack as long as the bots are decent. Isn't this a good idea?

This reminds me of your freak contest and  the freakbot BotM. I hope both will work well. Why not for these two AI packs?

The fact that Trovaner is making another AI pack doesn't changes anything.

Oh, and by the way, for my "mistake", i really don't want your ethics system. I'm a Chaotic, after all.

Offline System32

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« Reply #5 on: September 05, 2008, 07:20:33 AM »
Hey, does anyone have Beserker, Tornado and EMERGENCY put in a download, I need them for a team...
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Offline System32

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Offline R0B0SH4RK

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« Reply #7 on: September 05, 2008, 06:23:29 PM »
It depends on what AI line you're trying to use. Are you using Whipper, Pillar, or Bee? I know at least one needs smartzones, and the others may not. CB or Mad would probably be a better help.

For anyone who's curious, they're just basic LW, MW, and HW Sit and Spins, like Pillar of Fire.

Offline System32

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« Reply #8 on: September 06, 2008, 03:58:34 AM »
Actually, The LW amd MW were based ON pillar of fire, the HW based on Haymaker.

I just installed AI smartzones. Where do you get Bee, whipper and/or Pillar.
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Offline Naryar

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« Reply #9 on: September 06, 2008, 05:05:36 AM »
Whipper => stock AI
Bee => Starcore 3
Pillar => dunno. ask Mad, perhaps.

Offline System32

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« Reply #10 on: September 06, 2008, 06:49:56 AM »
Ah.

    list.append(("Castle Guard","Whipper",{'invertible':True,'whip':"around",'radius':1.0,'topspeed':12.0,'throttle':115,'turn':100,'turnspeed':5.0,'weapons':(16,17)}))
          -- Exerpt from Bindings.py thon.
Ok, I'm very unsure about this, because I have no clue on what weapons are called.
I'm also unsure about the turnspeed, max speed, Throttle and so on.
((I just don't want to make a bot that crashes the entire game because I put the wrong figures in...))
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Offline Naryar

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« Reply #11 on: September 06, 2008, 08:32:24 AM »
WTF? Castle Guard has a max speed of 12m/s? That makes no sense!

Invertible:True: if your bot is invertible, then put that on the bindings-it will be able of driving inverted.
Radius: If an enemy bot will get closer than the radius to Castle Guard, it will spin. (not sure)

Topspeed: 12,: Limit of the forward/reverse speed, here 12 m/s

Throttle: 100 (per cent) is max throttle you can achieve with a analog control, so 120
(per cent) is some kind of cheating

Turn: Dunno.

Turnspeed:  Limit of the angular speed, here 5 radians/second (1 radian = 360/2pi degrees= 57,3 degrees, means that CG will make one turn in 1,25 seconds at his maximum spin speed)
   
Weapons: It has two weapons, so two different numbers. The value of these don't mean anything.

I think it's this but not sure.

Offline Madiaba

Catagore AI pack ((WIP))
« Reply #12 on: September 06, 2008, 03:41:18 PM »
Quote from: Naryar;14362
WTF? Castle Guard has a max speed of 12m/s? That makes no sense!
 
Invertible:True: if your bot is invertible, then put that on the bindings-it will be able of driving inverted.
 
Range: If an enemy bot will get closer than the Range to Castle Guard, it will spin.
 
Radius: Determines how close your bot will get to an object (wall, hazard, or opponent bot) before it's drive shuts off.
 
Topspeed: 12,: Limit of the forward/reverse speed, here 12 m/s
 
Throttle: 100 (per cent) is max throttle you can achieve with a analog control, so 120
(per cent) is some kind of cheating
 
Turn: - maximum analog value AI will attempt not to exceed (default 60)Dunno.
 
Turnspeed: Limit of the angular speed, here 5 radians/second (1 radian = 360/2pi degrees= 57,3 degrees, means that CG will make one turn in 1,25 seconds at his maximum spin speed)
 
Weapons: This must contain each weapon's component number, determined simply by the sequence during assembly. Purpose: If you run the right AI.py, then if your bot loses these weapons, it will change Tactics from whatever attack mode it is stock, unto Ram, or Shove,.... (BTW: The number is just a generic component number; the comp doesn't know what kind of component that number is. So you could also use it for non-weapon components.)
 
 
I think it's this but not sure.

I need to finish that AI.py guide.  CB editted his part, I did mine, I'll check with Starcore, to see where the buck stopped.  Then to Goose and it'll be done.
Input is appreciated. :)
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