Author Topic: FB Components 6  (Read 5075 times)

Offline Clickbeetle

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FB Components 6
« on: January 16, 2011, 09:09:06 PM »
Introducing Firebeetle's Component pack version 6, with a whole... two... new components.


Yeah... I was procrastinating the release of this version in the hopes that either me or FB would come up with some other new components to include, but with 123's Space Arena in the works, I thought now is a good time to get it out.


It's being distributed as a patch to version 5.1 because it's so small, so you don't need to re-download the whole rest of the pack for two new components.


Get it here> http://beetlebros.gametechmods.com/files/fbcomps6.zip


So what are those two components?  One of them isn't actually new, it's the rocket jet that FB released a while back in this thread:


https://gametechmods.com/forums/index.php/topic,4518.0.html


The other one is actually totally new though, and in my opinion it's cool enough on its own to justify calling this patch version 6.  Meet the Shield Generator.





The Shield Generator makes an impenetrable bubble around your bot.  Unlike normal components, it is completely detached from your chassis and doesn't move with you.  In fact, it doesn't move AT ALL.  You can hit it with Hammer of Judgment and it won't budge.


Because it is technically part of your bot, you can easily pass through it, the same way your spinners can intersect your wheels:





But when any other bot attempts to get through...





It's like driving into the arena wall.  In fact, that is exactly what it IS.  The shield works because it has 0 mass.  Objects with 0 mass are immovable, and are used in arena construction so the arena doesn't fall apart.


With the opponent thusly kept at a safe distance, the player is free to abuse his weapon of choice, in this case lasers:





The shield also comes in a variety of sizes:





There is even a portable (cannon) version which allows you to drive and then recreate the shield in another spot; however this is quite glitchy and I'm only including it because it was my original plan for the shield generator and if you use it right, it still has some use.


123, feel free to adapt this for Space Arena.  (You may want to adjust the HP and fracture; currently the shield is invincible.)

To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson, The Way of Kings

Offline 123savethewhales

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Re: FB Components 6
« Reply #1 on: January 16, 2011, 09:25:53 PM »
Shield looks great.  Definitely need to include this.

If it's directly connected to the chassis, it is indestructible regardless.  I can change that and give it a fixed HP and see how that goes.

If I give it mass, would that allow the shield to travel with the bot?  Or would that lift the shield bubble off the arena floor?  I am thinking a mobile version would be cool too.

I don't think I will include the rocket though, flying bots, like crawlers, kills too much diversity in bot building.

Offline Sparkey98

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Re: FB Components 6
« Reply #2 on: January 16, 2011, 09:26:29 PM »
Awesome work guys!

Offline Clickbeetle

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Re: FB Components 6
« Reply #3 on: January 16, 2011, 09:32:53 PM »
Looks great.  Definitely need to include this.

If it's directly connected to the chassis, it is indestructible regardless.  I can change that and give it a fixed HP and see how that goes.

If I give it mass, would that allow the shield to travel with the bot?  Or would that lift the shield bubble off the arena floor?  I am thinking a mobile version would be cool too.


It's not directly connected to the chassis.  I originally wanted to do that, but it gives you the "baseplate components must fit inside the chassis" error if you try it.  I made it "invincible" with 900000001 fracture.


If you give it mass, it will just fall through the arena floor into oblivion.  The bubble is a separate object in the gmf so it's not really connected to your bot.  So it's not possible to make a mobile version unless you make it a cannon, which unfortunately is extremely glitchy (see the ingame description).

To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson, The Way of Kings

Offline Sparkey98

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Re: FB Components 6
« Reply #4 on: January 16, 2011, 09:33:53 PM »
Some day I'm going to start playing around with the .exe. With my minimal computer knowledge, maybe I'll mess something up and break it :3

Offline 123savethewhales

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Re: FB Components 6
« Reply #5 on: January 16, 2011, 09:38:39 PM »
It's not directly connected to the chassis.  I originally wanted to do that, but it gives you the "baseplate components must fit inside the chassis" error if you try it.  I made it "invincible" with 900000001 fracture.


If you give it mass, it will just fall through the arena floor into oblivion.  The bubble is a separate object in the gmf so it's not really connected to your bot.  So it's not possible to make a mobile version unless you make it a cannon, which unfortunately is extremely glitchy (see the ingame description).
Oh I see.  Any chance you will have an AI that knows how to return to it's shield bubble until it breaks?

Offline J

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Re: FB Components 6
« Reply #6 on: January 16, 2011, 09:48:51 PM »
Oh god that shield looks massivly lulz-tastic.
Now, I have a quick question about it.
What happens if you put the shield on a piston? Can it move that way?
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Offline JoeBlo

Re: FB Components 6
« Reply #7 on: January 16, 2011, 09:50:25 PM »
:O Awesome, awesome stuff.

I will have to look closely with that Bubble.. I was trying to do a similar attachment method with tiny little spikes or spike balls, having them drop off the robot and stay static.. I just couldn't figure out the detract part.

was going to call them wheel spikes like the things police use to stop cars in pursuit.. 

but I giant shield bubble should add a new dimension of fun to that game..

Offline Sparkey98

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Re: FB Components 6
« Reply #8 on: January 16, 2011, 09:53:32 PM »
someone should make Caltrops. Basically it would be a cannon that "drops" out the spikes and damages a bot when they touch them.

Offline Clickbeetle

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Re: FB Components 6
« Reply #9 on: January 16, 2011, 10:00:00 PM »
Oh I see.  Any chance you will have an AI that knows how to return to it's shield bubble until it breaks?


No, but I could probably modify Hide.py to do such a thing.  If you decide to make some AI bots with shields for Space Arena I'll see what I can come up with.


I will have to look closely with that Bubble.. I was trying to do a similar attachment method with tiny little spikes or spike balls, having them drop off the robot and stay static.. I just couldn't figure out the detract part.

was going to call them wheel spikes like the things police use to stop cars in pursuit.. 


Unfortunately that will only work if you pause before loading the bot.  If you make components with separate objects that have mass, they will start falling as soon as you attach them in the bot lab, and will remain miles under the floor when you do a battle.


You could do the same thing as the shield and give them 0 mass but of course then they'll be immovable and despite being much smaller, you could still effectively hide behind them.

To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson, The Way of Kings

Offline J

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Re: FB Components 6
« Reply #10 on: January 16, 2011, 10:00:09 PM »
someone should make Caltrops. Basically it would be a cannon that "drops" out the spikes and damages a bot when they touch them.
Basically a cannon that doesn't make the last cannonball disappear, and the cannonball doubles as an acid spike.
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Offline Sparkey98

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Re: FB Components 6
« Reply #11 on: January 16, 2011, 10:01:38 PM »
someone should make Caltrops. Basically it would be a cannon that "drops" out the spikes and damages a bot when they touch them.
Basically a cannon that doesn't make the last cannonball disappear, and the cannonball doubles as an acid spike.
Exactly.

Offline 123savethewhales

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Re: FB Components 6
« Reply #12 on: January 16, 2011, 10:03:56 PM »
You can't modify a projectile's stat, which unfortunately means you cannot add frequency or additional damage to them.

Not to mention that component touching the arena floor stop dealing damage.

Offline Sparkey98

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Re: FB Components 6
« Reply #13 on: January 16, 2011, 10:05:54 PM »
Ok how do you open an exe?

Offline JoeBlo

Re: FB Components 6
« Reply #14 on: January 16, 2011, 10:09:16 PM »
I was going to use Mass=0 as I tried the other way before and is didnt work...

but I dont know how on earth I did it :P I made a mistake in 3DSM which made the object drop off the AP at the start of the match but couldnt figure out how to apply it to the spikes

I never actually tried mass=0 despite thinking about it as I actuality thought it wouldnt let your robot move having an unmovable object attached :P

so Im guessing you make it like the cannons make the cannon balls? only edit the mass in the RIGIDBODY ?

someone should make Caltrops. Basically it would be a cannon that "drops" out the spikes and damages a bot when they touch them.

Actually that was another thought process I had after playing Shadow Warrior a lot recently..

Offline J

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Re: FB Components 6
« Reply #15 on: January 16, 2011, 10:48:35 PM »

Hmmm, look at that..... J decides to showcase what kind of crazyness can happen with these new parts(Its like a Deathstar almost).
Moving it around on the floor is very easy. Trying to get it to actually fly is going to be a lot harder then I thought.

Also, I noticed something. You can use like a medium or large shield at the parking lot, and at least 1-3 of the other bots would be stuck in the forcefield's wall.
(At lest I think that should happen)
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Offline Clickbeetle

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Re: FB Components 6
« Reply #16 on: January 16, 2011, 11:05:50 PM »
so Im guessing you make it like the cannons make the cannon balls? only edit the mass in the RIGIDBODY ?


Exactly.  In fact, the shield generator is already set up to be a cannon since that was my original plan.  I just changed its base component type to make it a regular component after I found out how glitchy the cannon version was.


Moving it around on the floor is very easy. Trying to get it to actually fly is going to be a lot harder then I thought.


Check out FB's bot in the original Rocket Jets thread.  He made an effective flier with hover engines and a semi-effective flier without them.

To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson, The Way of Kings

Offline 123savethewhales

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Re: FB Components 6
« Reply #17 on: January 16, 2011, 11:07:29 PM »
Humm......  You know I am not too sure if I want to include this anymore now that I think about it.....  It will kill every bot type that can't deal damage in the front (wedge).  Imagine flail SnS with flamethrowers in that thing.

Although I will probably throw it into the next beta anyway, with 100 HP/kg, just to see how broken it is.

Edit:  It's kinna sad, but It causes major problem when it is destroyed, mainly that it stays there until it falls under the arena floor, sometimes dragging the bot inside with it.  So as cool as it is I cannot include it.
« Last Edit: January 17, 2011, 12:46:09 AM by 123savethewhales »

Offline J

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Re: FB Components 6
« Reply #18 on: January 17, 2011, 03:33:37 PM »
My theory about the forcefield is correct:

Its a giant Pokeball.
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Offline NFX

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Re: FB Components 6
« Reply #19 on: January 17, 2011, 05:53:11 PM »
Shield generator is an excellent idea. I might have some fun with this. It'd be more fun to move it around, and crush the opponent between it and the wall.
 
Also, I lol'd at the skin on Click's test robot. XD
Co-creator of The RA2 Randomiser