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Topics - Phoenyx

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This video basically shows the problem.

My bindings:
Code: [Select]
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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Discussion / Messing around with the multi-piston glitch.
« 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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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.

4
Tournament Archives / Iron Apocalypse - Preseason torunament
« 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.html


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Robots Showcase / Da Mekboyz
« 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.  :truck:

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Real Robotics Discussion / In a bit of a jam...
« 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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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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General Support / Cannot select new custom AI team
« 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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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.


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