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Topics - Phoenyx
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« on: September 20, 2012, 07:19:54 PM »
This video basically shows the problem.
My bindings:
list.append(("Ram Bam Jewel","Omni",{'radius':0.1,'topspeed':100,'throttle':130,'turn':100,'turnspeed':3,'tactic':"Ram",'invertible':1})) I've also tried rammer, and pusher, all to no avail.
Everything c out in terms of controls. Forward is labeled Forward and Steering is labeled LeftRight.
What's the cause, and how can I get the bot to turn instead of being stupid?
EDIT: I know I'm having problems with DSL, but I'm pretty sure that AI issues apply to both versions of the game. Also, I'm using Clickbeetle's AI essentials.
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« on: September 12, 2012, 08:09:59 AM »
I decided to try out the multi-piston glitch in DSL. It's a little harder to do so than in stock but I was able to pull it off.
Here we have four of the same havok bomb in the Combat Arena.
Insanity ensues.
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« on: September 06, 2012, 04:16:57 AM »
The short version: Is it possible to AI a robot to use tactics besides "box rushing = win"?
The long version: I was messing around with an IRL robot I built and I was in an exhibition match with Storm 2. When the match started, Storm 2 mindlessly charged at me as usual. Of course, against Storm 2 that means you will never touch the ground again. I find it annoying against lifters and rammers, cheap when dealing with hammers and robots that can trap you, and just plane dumb when any spinner does it, especially the slower ones that can't turn well. So I've been thinking... Why were they programmed like that, and can it be changed? Is there any way to tell an AI robot to retreat, hold position, attack a potential weakness like the sides or back, circle the opponent, feint a charge, or in any other way use actual tactics instead of rushing in like Leroy Jenkins? I'm not really looking to dumb down the AI but rather have it operate more realistically. I'm sure it would have more applications than just making the game more fun to play. Imagine tournaments where the robots don't end up getting stuck in a corner until one is destroyed or is counted out.
Of course, it could also screw up the metagame in a way (SnS robots without melty-brain capability would become uncompetitive), but then again I've seen worse.
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« on: September 04, 2012, 10:11:42 PM »
On Hold until The Pre-Tournament Annihilator is completed. Link to Pre-Tournament Annihilator: https://gametechmods.com/forums/index.php/topic,11503.0.htmlAlright... This will be my first hosted tournament, but hey... now's as good a time as any.
(Insert Banner Here)
If you're wondering why this is considered pre-season... The 16-entry limit for a first tournament is a bit of a constraint for what I have planned. This tournament will not count towards the standings of any future Iron Apocalypse tournaments.
Game Mod: DSL 2.1 1. Realism Standard: 1.1 Interior Realism: 1.1.1 Components may not overlap or be stacked. The exception to this rule is if a component attached to a burst motor that is used as a weapon motor passes through other components at any point of travel. 1.1.2 Motors MAY clip through the chassis at the axle or mounting plate. The exception to this rule is PERM-80/132s, which may also have an exposed chain. 1.1.3 Extenders MAY clip through the chassis provided that the robot's texture map has slots for extenders connected to burst motors. 1.2 Exterior Realism 1.2.1 Components may not overlap. The exception is the chain on a PERM-80/132, provided that the visible portion of the chain doesn't overlap. 1.2.2 Motors MAY be mounted externally provided that the proper mounting components are in place. 1.2.3 Pistons MAY be mounted externally provided that the proper mounting components are in place. 1.2.4 Realistic structural components must be present on the robot as per IRL rules 1.3 An exception to the above rules is allowed by permission of the Tournament Host. 1.4 Bot types not allowed due to unrealistic design 1.4.1 Popups - they would be ineffective in real life. 1.4.2 Complex Spinners due to practicality issues in real life. 1.4.3 Any robot that has competed in another tournament and cannot compete in an IRL tournament. 1.4.4 Any robot with an absurd amount of weapon components. 1.4.5 Any robot that uses a glitch 1.4.6 Any robot that is designed to exploit loopholes in the rules 1.4.7 Any robot that is an obvious competition robot. A competition robot is a robot that you would normally see in a DSL Open Realistic competition 1.5 Components not allowed due to unrealistic design 1.5.1 Razor Tips are not allowed due to their design 1.5.2 DSL Hammers are not allowed as they are far too heavy to be used realistically (The no cartoonish hammers rule) 1.5.3 60KG Sledgehammers are not allowed (The no cartoonish hammers rule) 1.5.4 Cobra, Ford and Motorcycle wheels are not allowed 2. Component rules 2.1 Judge burst motors are allowed. 2.2 3KG vertical control boards are allowed 2.3 Stock control boards are allowed 2.4 Panic Attack Skirts are allowed 2.5 Any other nonstandard components are banned. 2.5 Flamethrowers are banned. 3. Robot types 3.1 Robots may weigh at most 400.0KG in all configurations. Robots that do not use spinner motors for mobility may weigh up to 500.0 KG 3.2 Any robot that is deemed too destructive upon inspection or during a match shall be disqualified. 3.3 Active weapon requirement 3.3.1 A robot must have a powered weapon. 3.3.2 A robot with interchangeable weapons may not have a passive weapon as one of its configurations. 3.4 Skirts and Skirt Hinges 3.4.1 Skirt hinges may be used to improve the "wedgyness" of a chassis-based wedge. 3.4.2 Skirts may be used as part of a wedge. 3.4.3 Skirts may NOT be used as part of a lifting mechanism. 3.5 A robot must be capable of controlled movement around the arena. 3.6 Crawlers are subject to rule 3.2, and in addition must follow the following rule 3.6.1 Crawlers must use saw-blade type weapons. They cannot use discs with additional weapons. 4 Tournament Bracket 4.1 This tournament shall be Single elimination, with the following differences: 4.1.1 The tournament shall be divided in to heats, each with four robots. 4.1.2 The winner of each heat may advance to the next round 4.1.3 A heat consists of a round robin mini-tournament, with the top 2 going to a heat final. 4.1.4 There will be two semifinal heats, each with four robots. 4.1.5 Semifinal heats are single elimination mini-tournaments. 4.1.6 There will be a grand final and a playoff for third. 4.2 There will be a 16 entry limit. 4.2.1 (PENDING) In addition, there will be 8 non-entry robots. 4.2.2 In addition, there will be an 8 entry limit hosted on Rock Raiders United 4.2.3 The winners will be determined as follows 4.2.3.1 A local podium will be determined for the entries with the best win records on Gametechmods. 4.2.3.2 A local podium will be determined for the entries with the best win records on Rock Raiders United 4.2.3.3 Additional awards (See below) will be given to the entire entry base as a whole. 4.2.3.4 (PENDING) Non-entry robots are inelegable to recieve awards. 4.2.3.5 A grand podium will be determined for all entries based on tournament results. 4.3 There will be five awards voted for (PENDING) by both comunities 4.3.1 Best Design 4.3.2 Best Engineering 4.3.3 Coolest Robot 4.3.4 Spinner from the West 4.3.5 Epic moment 4.4 Additional events: 4.4.1 There will be a 16 competitor Sumo Basho with a single elimination bracket. All robots will use the pusher AI file for this. 4.4.2 There will be an 8 competitor rumble divided into 2 qualifiers, a main rumble and a consolation rumble. 4.4.3 There will be a Vs. Gojira battle with 8 entries 4.4.3.1 Gojira will weigh 1300KG 4.4.3.2 Components knocked off of Gojira will be removed between rounds 4.4.3.3 Gojira's armour will be downgraded after each round where its armour has taken at least a quarter of its hitpoints in damage. 5. Entry restrictions 5.1 (Doesn't apply yet) If you have been disqualified on more than three cumulitive accounts, you may not enter. 5.1.1 (Doesn't apply yet) If you have sat out a tournament due to this rule, you may enter the next one. 5.2 You may not enter a DSL AI pack replica. 5.3 You may not enter more than one robot in total. That robot may compete in any events. 6. Penalty for complaining about the rules (Commisar rule) 6.1 Anyone who complains about a ruling on a robot will have their robot put up against Demolisher, a 2600KG Complex Spinner/Drum/Face Spinner/Flamethrower robot designed to destroy anything in its path.
The Arena: Shoot me some ideas (preferably a realistic arena), or if you can make an arena in time I would like one that is similar to the original early 90's Robot Wars arena.
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« on: July 12, 2012, 01:37:32 PM »
You know what you do with a wheelchair you find at Habitat for Humanity for less than $100 USD? You start building a robot out of it. That's what I'm doing  I've even got a name for it - Battlewagon. I'll eventually add a weapon (a large spinning drum), armour, and all required safety equipment once I get the chance, but for now I just need to get it moving at its top speed. I'm not using the included Interstate 70 Amp Hour batteries, they're too heavy and would only add weight to the robot. Instead I'm using a pair of Werker WKA12-35C SLA AGMs (only one's pictured, I still need to get the other one). Control system is a Spektrum DX6i DSMX Transmitter and an AR6210 DSM Aircraft receiver. The motor controller is a brand new 2012 Vantec RDFR-36. Motors are the Pride Mobility units that came with the wheelchair. The weapon is planned to initially be powered by a Castle Mamba XL2 before eventually upgrading to a PERM PMG-132 once the money is available. Offtopic: You can also see my Team Losi 22 in the picture.
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« on: July 03, 2012, 02:11:25 PM »
Well, it turns out the Antweight class is full at the event I'm entering, so I'm having to compete in the Fairyweight class. Only one problem... Invertigo is entered. Any suggestions on how to deal with this monster?
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« on: June 25, 2012, 06:44:05 AM »
Alright... I took the Psyclone challenge. However things didn't entirely go to plan, so I built two versions of the same robot.  I would like to introduce you to my first popup, Ad Block Plus, which is named after the ever popular ad-blocker for Firefox and Chrome/Opera/Safari. As I said before, I built two versions of the same robot. The first is Ad Block Plus:  Three DDTs, eight razor tips (six upward and two sideways), Two Z-Teks, Two Supervolts and Aluminum armour (yes, I know... It completely skipped my mind to use DSA). The wedge lifts as well, thus increasing the bot's flipping ability The second is Ad Block Plus 2.0, which is a 100% rebuild from scratch.  Three DDTs, eight razor tips, two HP Z-Teks, one supervolt, two small battery packs and DSA armour. Like the other version, the wedge lifts. Both robots are middleweights. I beat every single stock AI with the original, most in under a minute. I'm pretty sure that version 2.0 is competitive.
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« on: June 22, 2012, 04:00:06 AM »
OS: Windows 7 x64 SP1 GPU: ATI Radeon HD 5770 CPU: Intel Core i7 RAM: 8Ghz DDR3 RA2 Version: 1.3 - Downloaded Mods: DSL-TC 2.1, ACAMS's Antiballast (Modified), Custom AI Team (with custom team emblem) Issue Type: Event ID 1000 - Access Violation at 0x80000000000000 (AppCrash)
Alright. Whenever I select my custom AI team in exhibition mode, the game crashes. Everything else works properly.
I've already checked for a thread like this in this section, and although there is one it's two years old.
There's a few things I will be trying myself, but I also need possible solutions. Any and all help is greatly appreciated.
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« on: June 18, 2012, 12:12:26 AM »
I'd like to introduce you to probably my most destructive RA2 DSL robot.  Alien Warrior 2, a revision on a robot that probably isn't worth mentioning anymore. It's a heavyweight with a weapon system that weighs more than a middleweight alone. The armour's (I use some British spellings even though I'm from the US, more on that maybe in my profile once I get to editing it) not much to speak of, though... Ti1 isn't much, but I had to cut corners to fit the weapon drive in there.  You know that really powerful motor that people use for spinners? Well, I used the dual mount gearbox version. I have about 28 Ant Batteries in there, many of them overlapped due to space constraints (please don't kill me!). I know it's way too much but I need to put out a ton of amps to get the weapon to spin fast enough to do realistic damage for the weapon design. Drive motors are fast NPCs as is recommended. It's surprisingly fast and maneuverable for its design, and it needs every bit of its speed to avoid getting hit by hammers and the like.  I'm shocked I actually caught this on camera. Those crates spun off like bullets.  Mauler Dance... It will also take off like Son of Whyachi in Battlebots Season 4.0 if it hits something at a weird angle or if it gets flipped.  This happened after hitting Nightmare three times in the blade.
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