gametechmods

Robot Arena => Modifications => Topic started by: Madiaba on June 19, 2008, 09:57:36 AM

Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on June 19, 2008, 09:57:36 AM
Well, several have asked me for components, arenas, AI, vids and other stuff that were mysteriously wiped out on the dysfunctional Atari forum. Don't have that much time to be finding and putting together files, so I'll do things once here. I don't have all of it saved, but I'll post what I can get up as time permits, for whomever is interested. I'll try to put it all on this first page....



I'll start making more available as I run across them...

Trovaner's Edit: I fixed all the video links and download links that I could. I also added spoilers so that all the videos don't download at once.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on June 20, 2008, 09:55:32 AM
For any one interested, there are some posted vids of some tweaks and new stuff above. There are other things that are not videoed yet, but may be added as time permits.
I'd also like to know which of these things you like best, so if you'd like please do comment here or PM me....

FBS_1 (http://www.madiaba.gametechmods.com/FBS_1.rar)
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on June 24, 2008, 08:52:57 PM
A few more vids I found...(in the \'----new----" section above).
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Sage on June 24, 2008, 10:27:20 PM
I LOVE the matrix arena. really cool idea.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Venko on June 25, 2008, 02:43:13 AM
OMG !!! AWESOME work... Like all your works ;)
Its very different and original idea...
As Borat says : "NIIIIICE..." Hahaha...
:lol:
THANKS Mad for building things for us (and us) ;) ...
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Clickbeetle on June 28, 2008, 11:37:40 PM
You sure come up with some unique arena ideas.  The Matrix arena is crazy!  It looks like the tiles need to appear a bit earlier though, since the bots appear to get stuck in the floor occasionally.

What causes the evil face to appear, or is that just random?

What might be cool in that arena, if you're looking for coolness in complexity (which I assume you are from that fire face) is to make some of the tiles a different color, like red or green.  These tiles would only appear for a short time before vanishing, so you have to quickly get off to avoid falling to your death.  Or perhaps differently colored tiles could trigger some other hazard.  Like the fire face.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on June 28, 2008, 11:56:58 PM
The idea is that you must battle while being careful NOT to get stuck in a matrix floor panel. If you do, you'll be liberated up to 2x. But more than that, and you are held fast and left to the mercy of your opponent....hehe.
If both bots use all 'Freers' up, then the Matrix Master (Mr. Fireface), shows up to let you know he's not happy today... If you're still able to move, you can probably dodge his fireballs. But if you cannot move quickly, or at all, you'll be fried.
It's a 4x4 matrix, and there's a warning bell if you get near the edge of the matrix.
Thanks for your ideas, CB, I like them.  I'll play with it in accord with your ideas, when I can.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Clickbeetle on June 29, 2008, 01:02:21 AM
Ah, I see.  That makes more sense now.  Cool idea.  So you have to drive slowly in order to avoid getting stuck.  I'm guessing that the background changing color is triggered when the bots use their unsticks.

I thought the arena was infinite at first.  There's probably not enough room in a 4x4 tile space to do all those traps I had in mind.  Maybe on the edges though.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on August 15, 2008, 01:39:20 AM
Check out a new bot called "Ninja Ginsu" appended at the bottom of the first post above...
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Somebody on August 15, 2008, 08:08:34 AM
:shock:Holy Crap:shock:
Title: > Mad's Mods (more thoughts and tweaks)
Post by: somestrangeguy on August 15, 2008, 08:14:54 AM
Quote from: Somebody;12779
:shock:Holy Crap:shock:


You stole the words out of my mouth!
Title: > Mad's Mods (more thoughts and tweaks)
Post by: System32 on August 15, 2008, 08:28:25 AM
That wopuld be awesome if BBEANs allowed bots like that in a:

SCI FI TOURNAMENT!
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Death on August 17, 2008, 04:47:41 PM
yeah, I know. BBeans doesn't allow that stuff. so forget making a bot that is spinner, because it can be flipped. basically, it's about luck. which I don't like.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Clickbeetle on August 17, 2008, 08:21:36 PM
I'm guessing the Ninja Ginsu does damage in the py to all the other bot's components and then applies force to the chassis.  The big claw is just for visual effect.  Correct me if I'm wrong.

Still, it's a really cool bot.  The suspense is thick enough to be cut with a butter knife!
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on August 17, 2008, 09:19:34 PM
Yes, it's applied hit points are precision targeted so that the components are severed from the chassis, but leaving most of the components still 'in situ' (in place), leaving but a shell. Just playing around with the py coding. It could be a little tiny bot with a little sword that will remove the core/heart from Emergency or Sir Killallot, in '1 quick move' (Hai...ya!).
I wrote another that goes over and then encloses/covers the enemy bot on all 4 sides, and then dismembers the bot piece by piece. I was going to call it Praying Mantis. I'll post it when I'm able...
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Gigafrost on August 19, 2008, 05:34:33 PM
Could you explain the AI code "wrestle"? I love how it throws the opponent.
 
Another thing, would you mind if I use those AI scripts for Legends Unleashed? I have tons of boss ideas for your great work... (of course I will give credit as well)
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on August 20, 2008, 07:15:39 PM
Sure, Gig. Here's the 'guts' to bot_2 triggerring. This coding needs to be dupped for the other 3 bots. It controls Servo Pistons, which are not always cooperative....
 
 
def Tick(self):
self.ongoingtimer += 1 # Find the floor.
if self.ongoingtimer == 4:
self.floor = self.GetLocation()[1]
 
#---------------
if self.robtwo==True: # ROBOT-2222222222222-----ON-ON-ON-ON
if self.GetLocation()[1] < self.floor + 1: plus.force(1, 0, 50 * plus.getWeight(1), 0)
self.TriggerTimer1 += 1
if self.TriggerTimer1 == 1:
for trigger in self.triggers8: self.Input(trigger, 0, 0) # Make sure axis is off.
if self.TriggerTimer1 == 2:
for trigger in self.triggers7: self.Input(trigger, 0, 1)
plus.damage(1, 0, 200, plus.getLocation(1))
addPoints(self.GetID(), 2000)
if self.TriggerTimer1 == 10:
for trigger in self.triggers7: self.Input(trigger, 0, 0)
# self.Score = False
if self.TriggerTimer1 == 11:
self.TriggerTimer1 = 0
 
elif self.robtwo==False:# ROBOT-22222222222-----OFF-OFF-OFF
self.ShutOffTimer += 1
if self.ShutOffTimer == 1:
for trigger in self.triggers7: self.Input(trigger, 0, 0) # Make sure axis is off.
if self.ShutOffTimer == 2:
for trigger in self.triggers8: self.Input(trigger, 0, 1)
if self.ShutOffTimer == 5:
for trigger in self.triggers8: self.Input(trigger, 0, 0)
if self.ShutOffTimer == 6:
self.ShutOffTimer = 0
 
 
def SmartZoneEvent(self, direction, id, robot, chassis):
elif id == 6: # (activation zone)
if robot > 0:
if robot==1:
if direction==1: self.robone =True
elif direction==-1: self.robone =False
elif robot==2:
if direction==1: self.robtwo =True
elif direction==-1: self.robtwo =False
elif robot==3:
if direction==1: self.robtre=True
elif direction==-1: self.robtre=False
elif robot==4:
if direction==1: self.robfor=True
elif direction==-1: self.robfor=False
 
 
(It also has a custom def InvertHandler(self): but I did not include it here.)
 
 
EDIT: Though formatting is lost, here it is:... I'll send you the AI.py....
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Gigafrost on August 21, 2008, 07:13:46 AM
Cool, you're the man mad. Thanks...

Oh ok, so the code is implemented as throwing an opponent in relation to its position on the floor? If so, that explains why wrestler was sometimes just randomly "squeezing" the opponent.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on October 18, 2008, 07:44:30 PM
Well here's a bot that Sage and I put together for the BOTM contest. We didn't post allot of its features and abilities, which didn't help explain it at all. It is called: "ATOM".bot
It is a real-looking atom with a nucleus made up of neutrons and protons, and many revolving electrons around the nucleus. Different color maces make up the particles.
It's AI-ed with a .py called "Manhattan_Project". And it took allot of bot file editing.
As it moves, the nucleus rotates, and the electrons revolve around the nucleus. A menacing 'electric face' (which you can hear too), protrudes from the nucleus, and it always faces its opponent(s). As it gets closer to an enemy its electric face gets stronger.
The chassis is my AAM 'inviso-chassis', so all you see is the nucleus and revolving electrons...
As you fight this Atomic AI, there are several things that can happen:
(A)It can defeat you with it's MANY revolving 'electrons'.
(B)You can begin to partially damage ATOM, but once you damage the nucleus, then it becomes 'unstable' (radioactive), and then an 'on-screen' countdown will begin... 5,4,3,2,1,0. … It has text on the screen along with 'audio' for the countdown and warnings. At the end of the countdown, it will either (1) systematically 'dismember' and 'electrocute' its opponents 1 by 1, till they are all dead or you destroy it, or (2) just 'split', exploding in a violent nuclear explosion, disintegrating everything and even knocking out the cameras for about 5-6 seconds while you hear explosive destruction happening all over. The splitting ATOM destoys itself and all opponents into bits and pieces. BTW: if you watch closely right before detination, it switches into slo-mo cam and you can actually watch the first few nano seconds of an atomic explosion take place... as the atom begins to be split apart...
(C) If you are able to defeat it before it destroys you, then its half-life will decrease, and thus its decay rate will increase, exponentially (it will fall apart piece by piece).
Which of the above will happen is 'Randomly' chosen... It has both ‘audio’ and also ‘text’ displays for the countdown and warnings. Therefore, once you damage it you'd better pay attention and finish it off very quickly...
 
Edit: I didn't mention it (yet should have), but ATOM's designed "Achilles' heel" is it's chassis. If you can get at it,... past all those speedy, dangerous 'electrons', then you can win. But make sure you don't only 'wound' it or else you'll pay.... (hehe, too bad).
 
It's energy is manifest in its face, which changes intensity as it stalks opponents.
(http://www.madiaba.gametechmods.com/PICS/ATOM_3.jpg)
 
Here it is doing battle. In the first pic, one of its red (pointy) electrons is scraping the side of AQ's chassis:
(http://www.madiaba.gametechmods.com/PICS/ATOM_1.jpg)(http://www.madiaba.gametechmods.com/PICS/ATOM_2.jpg)
 
 
Here's a vid to get an idea of how it works (and that it's tuff).
ATOM_Reg (http://www.madiaba.gametechmods.com/VIDS/ATOM_Reg.wmv)
 
Don't play with the ATOM!.. or else:
ATOM_Eliminate (http://www.madiaba.gametechmods.com/VIDS/ATOM_Eliminate.wmv)
Don't split the ATOM!.. or else:
ATOM_Explosion (http://www.madiaba.gametechmods.com/VIDS/ATOM_Explosion.wmv)
 
 
When I get the files together, I'll upload ATOM.bot and link it for those who want it.
 
 
....
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Reier on October 18, 2008, 08:16:56 PM
I WANT IT. Lol, that bot's cool. I don't have teh brains to make a bot like that. :baby_smily:
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Naryar on October 19, 2008, 03:54:46 AM
Now, challenge of the month is: Beat ATOM. No FB's cheat codes allowed.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Somebody on October 19, 2008, 06:57:25 AM
WOW That is SO COOL. I definetly should have voted for it for BOTM.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: somestrangeguy on October 19, 2008, 07:38:06 AM
I would have too, if I had known it had that much work and awesomeness behind it! :O
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on October 19, 2008, 08:43:32 AM
SSG, your bot is awesome too. So no problem. Sage and I both learned allot.:-D
---------------
(*Bi-polar perspective: down-swing*): It's all ACAMS fault. He would not let Sage and I cheat and put vid clips along with our splash...*probably because he's not a Republican, who knows???* (I should had voted for Goose!) I've heard about people like that; they have guns and ammo in their house. Senators Kerry and Kennedy ("weapons of Mass. destruction" *hehe*) would not allow this.
................. Oooohhh. I need a pill...:dead:
Title: > Mad's Mods (more thoughts and tweaks)
Post by: SpyGuy on October 19, 2008, 10:10:53 PM
That is a seriously vicious bot, Mad.  My, the things I've missed while I've been away ...  Interesting concept, and well executed.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: H@zm47 on October 22, 2008, 02:23:24 AM
Hey Mad, can you explain how to get the bots to catch fire? I'd like to make that happen on my game, it looks cool.

Atom looks wicked!
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Clickbeetle on October 22, 2008, 10:31:53 PM
I must say ATOM looks a lot cooler at full speed.  You must have a supercomputer or something.  It runs at maybe half that speed on my system.  Still cool, but a bother to run.

I didn't notice that it sparks more the closer it gets, either.  Nice touch.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on October 25, 2008, 05:09:14 PM
For whomever, ATOM bot is now up for download... (^^^1st post^^^)
 
Some feedback would be appreciated (here or PM).
 
Thanks...
 
----
Sure, Haz.  I'll PM you.
..
 
..
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Urjak on October 25, 2008, 05:18:01 PM
ATOM ROCKS! I have only ever managed to wound it once, then It blew up. :D
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Reier on October 25, 2008, 05:23:45 PM
Mad, can you please put up a link for that moded test arena you have?
PS. Atom Bot is AWSOME!
Title: > Mad's Mods (more thoughts and tweaks)
Post by: 70 CUDA on October 25, 2008, 10:47:15 PM
WOW i leave for a few months and the secne gose form metal to nuclear!!!!!!!!WTH lol good to see your still thinking WAY outside the box mad.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Sage on October 25, 2008, 10:50:28 PM
Quote from: 70hemicuda;18738
WOW i leave for a few months and the secne gose form metal to nuclear!!!!!!!!WTH lol good to see your still thinking WAY outside the box mad.

HEY. i helped!
Title: > Mad's Mods (more thoughts and tweaks)
Post by: 70 CUDA on October 25, 2008, 10:52:50 PM
lol sry sage i know im just tired man great job. any way im working on a new arena and wll need your help mad. and yours to sage if you have the time. ill get you my new IM accounts as soon as i get them
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on October 25, 2008, 11:17:40 PM
Yea, Sage helped allot. He made the cool maces we used as electrons, which I esp. like, and helped with inviso components and skins. Smart dude; he learns quickly.
 
Lately been pushing the python coding up against the limits of the Havok physics engine. Run into some walls, but also found some cool new fields...
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Somebody on October 26, 2008, 06:30:44 AM
If that is Cuda, then why isn't he using his old account?.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: WhamettNuht on October 26, 2008, 07:01:15 AM
How do i get the laser-targeting component, thats cool!
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Naryar on October 26, 2008, 07:14:20 AM
FB's component pack. Included with the normal (big) laser cannon.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: somestrangeguy on October 26, 2008, 03:28:28 PM
YAY! Cudas back! ^^
Where did you disappear to?
Title: > Mad's Mods (more thoughts and tweaks)
Post by: 70 CUDA on October 26, 2008, 07:01:22 PM
hi all its realy me bad spelling and all. i went home for a bit but we HAD NO INTERNET that and there comp is from 1992..................no joke lol its good to be back.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: ACAMS on October 26, 2008, 09:25:11 PM
Quote from: Somebody;18759
If that is Cuda, then why isn't he using his old account?.

Typical mopar......always broke, slow and usless......ugly too, so lets hope he never posts a picture.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on October 27, 2008, 09:21:04 AM
Quote from: Reier;18696
Mad, can you please put up a link for that moded test arena you have?
Reier, which arena are you talking about? Give me a post, pic, or vid, and I'll send it to you, NP.
------------------
 
RS, Cool avatar.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Reier on October 27, 2008, 09:56:44 AM
Quote
SC_beta_garage (http://www.madiaba.gametechmods.com/VIDS/SC_beta_garage.wmv)

 
^This one. Some other people have it, but I can't find a download anywhere.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Gigafrost on October 27, 2008, 01:50:38 PM
@ Mad - That bot  ATOM is very cool indeed. Just a random question but I can really use your help on this. Would it be possible to make the elements of the stock main menu draggable?
Title: > Mad's Mods (more thoughts and tweaks)
Post by: 70 CUDA on October 27, 2008, 02:46:00 PM
lol yes i was here for that. good to know that ACAMS still hates MOPAR. thats an interasting idea giga. i could use that on the new DSL noob AI pack.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on October 27, 2008, 03:10:18 PM
Quote from: Reier;18908
^This one. Some other people have it, but I can't find a download anywhere.
Reier, I'll try to get it and several others up (somewhere) for d/l.
 
 
Quote from: Gigafrost;18931
@ Mad -.... Would it be possible to make the elements of the stock main menu draggable?

Gig, PM me more details, and I'll explain how it works so we can proceed from there.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: 70 CUDA on December 15, 2008, 09:31:33 PM
oki talked to Mad tonight and he asked me to post this in the Custome componet DSL showcase but i think i needs to be here. this is all mad's work and im just posting it for you all to see.
invisable chasiss bot.
(had to use youtube as the RA2ube is not working for some reason.)
http://www.youtube.com/watch?v=Y-q0p7a_Ptg (http://www.youtube.com/watch?v=Y-q0p7a_Ptg)
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on April 02, 2009, 04:07:17 PM
Well, here's the rest of the story; the missing 'links', that got banned in Texas....somewhere.....hehe.
(Goose is my new hero; next time I'll make a goose.bot that picks clean can.bots...).
 
Now back to reality:
 
This bot has some work in it:
-It's AI-ed (not User controlled).
-Has a 'Forcefield' to hold off enemies.
-Has a new 'Tractor Beam', which pops out of it's head, and lift up any opponent and suspend it there helplessly.
-Has a 'Raygun' that shoots impulsed groups of photons.
-If an enemy still gets past all the above equipment and gets too close, then it 'Transforms'; i.e. COD's arms pull in and 14 50mm Machine guns pop out to reap havok...
-It has a new 'Leacher feature' As the opponent approaches, COD can actually begin to suck the life out of opponent, into itself. (watch the life of COD and it's opponent's life, sometimes when you hear the eloctromagnetic wave sound...)
 
Here are some vids (ignore the audio blurps):
 
Lab vid (https://gametechmods.com/?do=ra2ube&ACT=video&id=Lab_1b):
 
Garage vid (https://gametechmods.com/?do=ra2ube&ACT=video&id=Garage_1a):
 
Battle vid (https://gametechmods.com/?do=ra2ube&ACT=video&id=ACAMS_M_1a):
 
 
It has 1-2 'custom' components. If I mod it to regular stock or dsl, then I'll release it...
 
.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: ianh05 on April 02, 2009, 04:22:42 PM
love it, robots with unique and new abilities could open up lots more gameplay.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Somebody on April 04, 2009, 06:20:37 AM
Thats awesome.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Clickbeetle on April 04, 2009, 08:45:44 PM
Nice work... the python coding is one thing, but making all those things pop out of the can (which isn't really necessary for the bot's functioning) adds some neat flavor.

Did you use plus.disable for the force field?  FYI, bots are impossible to kill while they're disabled.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: moonbear on June 23, 2009, 12:31:28 AM
Nice stuff. I really dig the gatling gun and wrestler. gatling gun seems to need a few tweeks, but great nonetheless
Title: > Mad's Mods (more thoughts and tweaks)
Post by: goose on June 23, 2009, 02:00:37 AM
Good to see you are still coming up with some neat stuff buddy.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on June 23, 2009, 02:16:20 AM
Nice to see you around too.
Stick around more...
How's NIU? (I went to the University of Chicago this Spring, but didn't have time to look you up.)
.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on July 27, 2009, 09:39:44 PM
Here's some work Trov and I've been working on for the last month or so(as time has permitted). We didn't know if the exe would recognize the new, extra GIB buttons. We modded the GIB to add 4 buttons in the bot Botlab garage, and then tweaked the py to recognize them. I'll skip techy stuff and get to the 'How' it works:
 
Here's a vid: Practice_Garage_Switcher_1 (http://www.madiaba.gametechmods.com/VIDS/Practice_Garage_Switcher_1.wmv)
 
When you're in the practice garage, you can select other arenas in which to test your bot out. Right now we have 4 arenas to choose from. All you do is select the desired arena, click into the lab and back, and your in it.
 
Still to do:
1. Don't know 'which' arenas we should include(5-6 at most) Need input here please....
2. Haven't written in the py coding for the arenas yet until we know which ones they are.
3. The new arena buttons are going to be modded to look differnt, bear the name of the arena, and along with the audio confirmation.
4. There's going to be a textbox that includes the stats of your bot being tested: Weight class, Speed,... (Actually it's already done, I just forgot to add it in before I videoed).
5. Not sure yet if the exe sees 'def Hazards' in the botlab practice.py.
 
I'll run it by CB potentially for DSL-3.
 
I or Trov will update as we tweak this out the few things left..
 
 
(Not quite Raw_Input, but nice.).
.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: JoeBlo on July 28, 2009, 03:16:39 AM
wow that is awesome Mad & Trov

to tell you the truth I get a bit board of the same old test garages (both stock or DSL) this is a great concept :-D
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on July 28, 2009, 07:17:51 AM
I've been asked for this arena several times, but have not yet finished the final tweakings. I need to back off RA2 cause of an extensive work schedule. Only needs some dermatological work and minor py editting. I'll try to finish it and release it soon.
'Battlefield Arena':
The 2 Military bots (sorry my test bots are not army-looking) start behind each brick wall. In the middle is the front line, a river with mines randomly placed (so watch out). (The far bot is AI-ed with ACAMS M-gun; me the User am the Closer bot, of course.) The river has water in it that you must enter and cross to make advancement. The water current will wash you down stream if you're not careful.
(https://gametechmods.com/uploads/images/91095screenshot.jpg)
 
 
Text: It is a non-traditonal arena. The first 2 vids are the regular game battle, with Blockades for protection, DMZ with both river and mines, and Air Support: (pardon the sound quality--- should have turned it down a little more for recording). If you get past the blockades and Landmines, and then are able to cross the river(cause of its depth and it has an actual current), your opponent can call for "Air Support" and some high altitude Bombers will try to get you to retreat.... But don't worry cause if your opponent comes over you also have some Air Support waiting for him.
I am fighting a couple different Combat AI. The bot "M-Gun-1" is an AI that has an ACAMS prototype weapon that's very nasty.... The skins are about all that's left to do.
Game_1 (http://www.madiaba.gametechmods.com/VIDS/Battlefield/Game_1_Good.wmv)
Game_2 (http://www.madiaba.gametechmods.com/VIDS/Battlefield/Game_2_Good.wmv)
 
--------------
There's an added feature called 'Intervention'. If your losing badly and your bot has 10% or less life, then there's a slim (1 in 10) chance you may get BIG help.
 
The 1st Intervention is from the USS Enterprise (Thanks to ACAMS). The Enterprise will come down, pull and then Beam-Up your opponent part way, and then totally disintegrate him.... Then take off like the end of a regular episode.
ST_1 (http://www.madiaba.gametechmods.com/VIDS/Battlefield/ST_GOOD_1.wmv)
 
The 2nd Intervention is a Cruise Missle equipped with a 'CruiseCam', that will totally destroy your opponent...... into blazes,..... and pieces.*hehe*
 
Cruise_G_1 (http://www.madiaba.gametechmods.com/VIDS/Battlefield/Cruise_G_1.wmv)
 
Cruise_G_2_DestroyUserFirst (http://www.madiaba.gametechmods.com/VIDS/Battlefield/Cruise_G_2_DestroyMeFirst__F.wmv)
 
Cruise_G_2 (http://www.madiaba.gametechmods.com/VIDS/Battlefield/Cruise_G_2_F.wmv)
 
Cruise_G_3g (http://www.madiaba.gametechmods.com/VIDS/Battlefield/Cruise_G_3g_F.wmv)
 
Any skin help would be appreciated....
.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: cephalopod on July 28, 2009, 07:24:23 AM
All I can say to that is... woah. That must've taken a lot of work O.o

It looks amazing, Mad.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: JoeBlo on July 28, 2009, 07:35:46 AM
that looks really cool Mad.... I can maybe give skins a go if you send me the map files ?
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Sage on July 28, 2009, 10:12:26 AM
I MISS RA2!! This looks like such a fun arena to test. I WILL get my computer fixed ><
Title: > Mad's Mods (more thoughts and tweaks)
Post by: philetbabe on July 28, 2009, 12:05:33 PM
should i quote Daft Punk 'Harder, Better, Faster, Stronger'
or should i quote Placebo "Harder faster, Forever after ; None of us can make the grade",
perhaps Harry Potter " Stupefy "... or i  better stay voiceless.

about the voice ... whose is she ? ; - |
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Condor33 on July 28, 2009, 01:02:58 PM
Enterprise = LOL
Great work there, Mad!
Title: > Mad's Mods (more thoughts and tweaks)
Post by: kill343gs on July 28, 2009, 03:33:30 PM
I'd be more than happy to help with skins if you need it-- let me know.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on July 29, 2009, 10:10:36 PM
Quote from: JoeBlo;55315
that looks really cool Mad.... I can maybe give skins a go if you send me the map files ?
Thanks for the help, Joe.
 
Quote from: philetbabe;55354
.....about the voice ... whose is she ? ; - |
One of my 'AT+T text-to-voice' modules. I use them to read text back to me when I'm tired of reading. Listening is a nice break.
 
Thanks, Craaig + 3-C. It WAS a ton of work.
 
Quote from: kill343gs;55402
I'd be more than happy to help with skins if you need it-- let me know.
Ok. Thanks for the help too, K.
 
I'll get a hold of SG too.
 
There's another 'Intervention' mode I coded after these vids were taken where the Enterprise shows up to help you, and you're flashed into the Bridge and the front 'Viewer' truns on, then Captain Kirk (or Spock) gives the order to 'Ready Phaser Banks.'. Then the whole of the Arena is shot... to save your bot. I'll try to take a vid of it soon.
.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: kill343gs on July 29, 2009, 10:34:05 PM
So what kind of skins are you talking here... I can do all sorts of textures, I've done metals, space, clouds, etc...
Title: > Mad's Mods (more thoughts and tweaks)
Post by: doomaster543 on August 02, 2009, 06:31:23 AM
please send me the sc beta garage
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on August 02, 2009, 08:54:54 AM
(Excuse the delayed answer...busy at work)
 
Thanks for the help, K-3 and Joe. If you'll look at the arena pic above, it needs some skin work on the walls and the floor.
(1)The walls need to match up better where they meet.
(2)The floor needs to look more like a battered battle field, with better definition of the DMZ creek area stuff.
(3) Anything else you might notice would be appreciated...
 
 
 
 
DM-543, this arena needs a bit of skin work too. As soon as that is done (and a couple py tweaks I'll do) it will be put up for d/l. It may be released with the 'Arena Switcher' option as 1 of the 4 choices of arenas to test your bot in. Trov and I are still thinking and working on things. Also, still have to see if CB wants any of this stuff for DSL-3.
 
.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: JoeBlo on August 02, 2009, 09:32:58 AM
mad are you able to give us some dimensions of the image sizes ? (obviously not right now as your busy) that would help out
Title: > Mad's Mods (more thoughts and tweaks)
Post by: kill343gs on August 02, 2009, 11:51:09 AM
Most textures in RA2 are multiples of 256x256 pixels. Your best bet is to work at 512 for better detail.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on August 02, 2009, 12:24:31 PM
The prob is that it's not only the quality of the bmps (which is greatly appreciated), but the side and end bmps need to line up at the corners in-game too. So I need to send the arena to you guys, in order that you can see it in-situ. The floor.bmps are the same.
I'll get it together and PM you guys...
Title: > Mad's Mods (more thoughts and tweaks)
Post by: life robot arena2 on August 18, 2009, 01:24:44 PM
I saw your entry for CC2(?), and that lazor was hugely powerfull.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: RedSawn on August 18, 2009, 02:43:33 PM
Quote from: life robot arena2;60304
I saw your entry for CC2(?), and that lazor was hugely powerfull.


That was a joke.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: nicsan2009 on November 12, 2009, 10:10:39 PM
all this stuff is amazing
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on November 13, 2009, 07:41:40 AM
(Cleaning out and posting Archived stuff)
 
Here is the latest version of Smart-Zones. Just minor tweaks:
Smart_Zones_v3 (http://www.madiaba.gametechmods.com/Smart_Zones_v3.rar)
(Retro-friendly [will not interfere with older version zones], over-write all files)
 
 
----------
 
Here's the Practice Garage arena I've tweeked out, so far... still beta-ish (works fine, but not yet finished adding all features to it yet,...hehe.). If/when they're added, I'll post the updates. A lot of ways to test your bots in this arena. Also many things to discover:
SCstuff-9 (http://www.madiaba.gametechmods.com/SCstuff-9.rar)
(Over-write all files)
.
 
(BTW, always make a BU.)
 
 
----------
BattleField Arena files I'll get together soon...
 
.
Title: > Mad's Mods (more thoughts and tweaks)
Post by: TriTon on November 13, 2009, 10:22:57 PM
Nice Mad

BTW, the gray boxes in your test garage are actually 2 of them stacked into each other, they only seperate on impact. Is this part of it, or is that a feature?
Title: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on November 13, 2009, 10:30:36 PM
Which gray boxes? Are they not skinned? They should be...if installed correctly.
I'll check it out on my end...
Let me know, on your end, Triton.
 
EDIT: Oh, those 'inserted' ones are just experimental, along with the fridge... Any gmf object could be inserted here.  So yes, the boxes are supposed to be that way as a test... NP.
Title: Re: > Mad's Mods (more thoughts and tweaks)
Post by: JoeBlo on December 04, 2009, 08:57:17 AM
really nice work on the new test arena Mad, I dont think I have discovered all that it has to offer as of yet still a lot of fun

have not tried out the latest smartzones as of this stage but I will do that as soon as I can
Title: Re: > Mad's Mods (more thoughts and tweaks)
Post by: TriTon on December 04, 2009, 09:00:12 AM
There basically the same as his other smart zones, except they are 0.0 kg instead of 0.1 kg.
Title: Re: > Mad's Mods (more thoughts and tweaks)
Post by: JoeBlo on December 04, 2009, 09:10:24 AM
ah ok cool, I didnt think they could get even more helpful lol
Title: Re: > Mad's Mods (more thoughts and tweaks)
Post by: Madiaba on December 04, 2009, 09:23:21 AM
Actually, I don't remember about the weight modding. They are practically nothing now, but ACAMS and SC wanted to make them '0' kilo.  I don't know if they ever did that.
The main change I made for v.3 was adding a couple more SZs for a some applications certain builders ran into.

(BTW: Just overwrite v.2, NP.)
Title: Re: > Mad's Mods (more thoughts and tweaks)
Post by: JoeBlo on December 08, 2009, 01:01:31 AM
yay I have discovered 3 secret area's in the test arena.. is that all of them or is there more ?

also defeated vista :P
Title: Re: > Mad's Mods (more thoughts and tweaks)
Post by: TriTon on December 08, 2009, 07:47:48 AM
How do you beat it? I keep getting blown up...
Title: Re: > Mad's Mods (more thoughts and tweaks)
Post by: JoeBlo on December 08, 2009, 07:54:12 AM
it takes a lot of driving skill to get close to it, then it only takes a few hits  ;)