Author Topic: Whams Mods Thread  (Read 11173 times)

Offline WhamettNuht

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Whams Mods Thread
« on: July 10, 2010, 03:28:11 PM »
Seeing at how I want to become better at modding arenas, thought i'd start this thread lol :P
Mainly for any problems I may encounter.
1st arena idea being undertaken and 1st problem  :mrgreen: :
 
Wild Robots 2010 Arena
 
As all of you know, the first WR arena had no hazards, and walls that went up and down to let bots back in.
Not this time  :mrgreen:
For Wild Robots 2010, I wanted to have a large number of spinners enter to bring more interest and chaos.
So, (i hope you dont mind click, me keep on modding your arenas, they are awesome lol  :mrgreen: ) I am using the BBEANS 2 arena as a base.
First modification if that im having the walls at least 2/3 times the height of the WR 2009 arena, so that:
A) It'll mean less OOTA's and more destruction
B) To prevent spinners from throwing themselves out on a big hit.
2nd mod, i'd quite like to have the robots start on the flippers, and put the flipper time to about 5/10 seconds, so if a robot isnt quick enough, they'll be thrown!  :mrgreen:
3rd, to add to the chaos, with the aspect of spinners crashing around the arena, i'm keeping the blade in but moving it to one side of the arena.
Of course i'll add an AI avoid code in the .py for it.
Opposite that im thinking of adding a flame pit or something along those lines.
And so, first problem im facing:
The arena loads up fine (for once :P) but whenever the match starts, the robots fall through the floor, like theres no collision there.
All i've edited so far in the arena is:
the .py (name, description ect. and getting rid of that bot flame code that the BBEANS 2 arena had)
the map names
and moving the blade and adjusting the wall height
If anyone knows of a solution, it would be much appreciated  :mrgreen:
Thanks
-Wham
(p.s. After 4 weeks of non-stop training, a badly injured knee and a nearly fractured rib, i passed my brown 3rd tag belt at jujitsu today  :mrgreen:  Now i can go for my black belt :D)
« Last Edit: October 31, 2010, 01:07:15 PM by WhamettNuht »
Damn I should probably put something fancy in this bit huh?

Offline Stagfish

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Re: Whams Arena Thread
« Reply #1 on: July 10, 2010, 04:19:41 PM »
Noes, flippers will fail now...

Offline WhamettNuht

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Re: Whams Arena Thread
« Reply #2 on: July 10, 2010, 04:23:52 PM »
Very helpful...lol jks :)
Not all flippers will fail, theres one certainly strong one in the new lineup ;)
Damn I should probably put something fancy in this bit huh?

Offline Badnik96

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Re: Whams Arena Thread
« Reply #3 on: July 10, 2010, 04:28:41 PM »
Would that one possibly be High Flyer 3?

Offline Madiaba

Re: Whams Arena Thread
« Reply #4 on: July 10, 2010, 04:42:28 PM »
In the GMF, you moved/removed the floor geomobject, floor collision geomobject, or changed the *DISABLE_COLLISIONS option in the bottom RBCOLLECTION.

It's best to upload and link your modded files for us'all to gander at, Wham.  Much easier with hands on...
Input is appreciated. :)
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Offline WhamettNuht

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Re: Whams Arena Thread
« Reply #5 on: July 10, 2010, 04:46:49 PM »
hmm, fair enough. will do it tommorow.
bit tired right now lol :P
Damn I should probably put something fancy in this bit huh?

Offline Trovaner

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Re: Whams Arena Thread
« Reply #6 on: July 10, 2010, 08:10:26 PM »
The BBEANS Arena V2 uses a special floor that none of the compilers or decompilers understand. You can either re-enable the floor's collisions (as suggested by Mad) or you can edit the compiled version so that it uses the special floor. I can't remember which hex values needed to be changed to get the Plane01's infinitely flat surface but I remember Click posted something about how to do it.

Offline Serge

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Re: Whams Arena Thread
« Reply #7 on: July 10, 2010, 08:14:43 PM »
...but I remember Click posted something about how to do it.

Care to link? I am intrigued.
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Offline Trovaner

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Re: Whams Arena Thread
« Reply #8 on: July 10, 2010, 08:38:45 PM »
The instructions for adding Plane01 can be found here.

I've made a couple different arenas using it but it takes awhile to get used to finding it in the compiled gmf every time you want to test the arena.

Offline Serge

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Re: Whams Arena Thread
« Reply #9 on: July 10, 2010, 09:02:55 PM »
Oh, so it's just a Plane object. I need to implement those. Thanks!

edit: apparently I already have in my decompiler but not yet in my decompiler. Whoops. It's just a 32-bit integer (probably an enum originally) that is either 0 for standard objects and 1 for planes. And yeah, it comes right after the transformation matrix.
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Offline 090901

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Re: Whams Arena Thread
« Reply #10 on: July 10, 2010, 09:37:55 PM »

I already have in my decompiler but not yet in my decompiler.
wat?

Offline WhamettNuht

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Re: Whams Arena Thread
« Reply #11 on: July 11, 2010, 01:35:13 AM »
YAY!!! Problem solved :P
The arena is taking shape really nicely now :)
Will post a pic once complete :)
Quick question, the fence (or inside walls) are now solid white...anyone know how to ge them back to translucent? :P (I havent played with the wall material settings)
Damn I should probably put something fancy in this bit huh?

Offline JoeBlo

Re: Whams Arena Thread
« Reply #12 on: July 11, 2010, 01:40:15 AM »
you must not be using Serges compilers, Dummys forgets the transparency details

Code: [Select]
*MATERIAL_TRANSPARENCY    0
the number is a percentage as a decimal

0 = 0% transparent
1 = 100% transparent
0.5 = 50% transparent

so on, so on


Offline Vertigo

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Re: Whams Arena Thread
« Reply #13 on: July 11, 2010, 02:03:31 AM »
Why don't you let the flippers fire straight away, so that when the match starts, the robots get thrown.
It would put the bots srimechs to the test

Offline WhamettNuht

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Re: Whams Arena Thread
« Reply #14 on: July 11, 2010, 02:15:15 AM »
@Vertigo: Not really, I dont want the spinners desttroying themselves straight away lol :P
It would be funny to have two bots be fired into each other though XD
Anyway, for some reason, Serge's compiler dont work on the arena (comes up with that programme-error-send-dontsend-message)
Here's the link, i'll let the experts have a look :P
https://gametechmods.com/uploads/files/WR2010ARENA.rar
Also, while someones havin a look, could someone make the bladewall static (no going up or down) as it'll be a raised outline for the flame grill.
Thanks :)
-Wham the Noob :P
Damn I should probably put something fancy in this bit huh?

Offline JoeBlo

Re: Whams Arena Thread
« Reply #15 on: July 11, 2010, 02:39:32 AM »
try a combo of decompile with Serge's then compiling with Dummy (dummys is fine compiling but is the decompiler that has issues)

Offline Gazea2

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Re: Whams Arena Thread
« Reply #16 on: July 11, 2010, 03:47:20 AM »
I'm going to keep an eye on this thread.

I might be able to help and it will help my modding skills as well. :)


Offline WhamettNuht

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Re: Whams Arena Thread
« Reply #17 on: July 11, 2010, 12:05:40 PM »
I tried using a combo, but now the arena is dark...
Heres the latest file, dunno what went wrong, its the same as the last link, all that i've done is use a mix of serges to decompile, and dummys to compile, adding 0.3 to the end of the transparency part of the fence matieral.
https://gametechmods.com/uploads/files/8893WR2010ARENA.rar
Could someone have a look at it please???
Thanks
-Wham
Damn I should probably put something fancy in this bit huh?

Offline JoeBlo

Re: Whams Arena Thread
« Reply #18 on: July 11, 2010, 12:13:02 PM »
if your manually changing the values dont worry about combo'ing if the normal method works ok

dummys just wont have the values when you decompile so do your transparencies last

did you set the transparency for the right parts ?

Offline WhamettNuht

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Re: Whams Arena Thread
« Reply #19 on: July 11, 2010, 01:02:49 PM »
Yeah, I only set the value for the transparency part of the fence only.
Damn I should probably put something fancy in this bit huh?