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Topics - P3PSl
Pages: [1]
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« on: February 14, 2015, 10:37:21 PM »
Rules- Custom Components but base is DSL 3
- DSL-S
- Heavyweight
- 16 Contestants, no wild cards
- You can use BFE
- All in-game glitches are legal BUT HAX MODE
- 3 Minute Matches
- I will restart the match if a robot Havoc's once, however if it happens a second time in the Tournament that robot will be DQ'd
- Stacking is allowed but no more than 2
- Cluster bots must be in 30 kilos of each other's weight limit, and combined must not weigh more than 800kg. If one is counted out they are eliminated.
- Hazards will be on
- If you're counted out, you're counted out.
ARENA FORMAT AND BRACKETSingle Elimination. I know how boring. Oh well. warning may contain spoilers Competitorsone again all made by me. However one was inspired by yugitom's homicidal intentions on the bot exchange cos i was running out of ideas. [/list] VIDS Round 1. Not in A Particular order. Round 2. Round 3. Final and Playoff
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« on: February 10, 2015, 02:05:11 AM »
So this is my DSL 2.1 showcase. Don't play this mode much as I'm super used to Square Extenders but w/e. First off is an Idea for Battlebots X  Its name is CRIKEY!, 798.0 kg, normal npcs back tail acts as a scrimech/stabiliser. two versions. One were its mouth starts like in the top right, goes back at the same angle of top middle and comes down, acting as a clamp, other is opposite, acting as an axe. I like the first way better but the second is more effective. this may seem dumb but we're not allowed crusher motors for battlebots x are we?
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« on: February 06, 2015, 02:14:08 AM »
 YES THIS IS MY DISPLAY TOURNAMENT WOOOOO sorry for the corny name (and music) but here it is. And sorry for the Bandicam at the top. it was the only one that would cooperate with me ): Ahh i made all the robots cos im a nerd. VidsHeats Qualifiers and Eliminators Semi Finals and Preliminary Finals http://www.youtube.com/watch?v=6M5D1yWy1Zw&list=UUqhOh-gTnGNTSw95oF5S3Ig#Grand Final Rules- Ironforge 1.0
- Realism Standard
- I was thinking about the Ironforge Middleweight class which is 200kg
- 16 Contestants, no wild cards
- No Custom Components
- All in-game glitches are legal BUT HAX MODE
- Unable to do Clusterbots as I have a 4 way melee at the start
- DSL Tourney Arena
- 3 Minute Matches
- Bots can be changed up until the date of the tournament, however nothing major, only minor changes
- I will restart the match if a robot Havoc's once, however if it happens a second time in the Tournament that robot will be DQ'd
SplashFormatHeats A 4 Way Melee, where the top two robots go through Qualifying/Elimination The 8 Robots that qualify are put into a ranking system, with the winners being ranked 1-4th and the 2nd places being 5th to 8th. Then the 1st on the ladder plays the 4th, 2nd plays 3rd. The winner of those matches get a bye while the losers get a 2nd chance. Meanwhile when 5th plays 8th and 6th plays 7th, the losers are eliminated and the winners play the losers of 1-4 the next round Semi Finals The semi finals are the losers of 1st v 4th and 2nd v 3rd matches and the winners of the 5th v 8th and 6th v 7th playing Preliminary Finals The Prelimary Finals see the winners of the top 4 matches playing the bots who have gotten through the semi finals GRAND FINAL The grand final is the easiest to understand. It's the two winners of the Preliminary Finals playing. [/list] BracketHeats  Ladder  Bracket  Bracket after Quals and Elims  Semis, Preliminaries and Grand 
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« on: January 30, 2015, 06:27:16 PM »
Yeah so I decided to make a showcase. putting it on here due to the fact I'm using a pack with a crap ton of mods, even though some robots aren't using modded components. So to start off I have two robots. The First is Pizza Cutter.  It's some sort of Crusher Flipper Hybrid, not amazingly effective but if it gets a robot at the right angle it can do some work. All the Extenders there are to make sure it doesn't become immobilized.  Next is Confetti, a Spinner which goes around its whole body. Very Destructive but struggles turning while spinning it's Blade.
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« on: January 19, 2015, 09:24:41 PM »
 Alright yes I believe it is time I make a tournament. Rules- Ironforge 1.0
- Realism Standard
- I was thinking about the Ironforge Middleweight class which is 200kg
- No one's bot will be entered until you have submitted it and I have accepted it
- 16 Contestants, no wild cards
- 1 bots per person, may change later if needed
- If we do not reach 16 Competitors I will provide Bye-Bots
- No Custom Components
- You can use BFE for changing the Chassis but nothing else :) so no out of game editing
- All in-game glitches are legal BUT HAX MODE
No Popups - very open for discussion Popups are allowed as long as the moving parts dont go through any batteries wheels motors etc.- Unable to do Clusterbots as I have a 4 way melee at the start
- 3 Minute Matches
- Bots can be changed up until the date of the tournament, however nothing major, only minor changes
- I will restart the match if a robot Havoc's once, however if it happens a second time in the Tournament that robot will be DQ'd
- I can AI the bots, but if you would like to do so yourself you can.
- Here is my real entry, not a bye-bot
ARENA FormatHeats A 4 Way Melee, where the top two robots go through Qualifying/Elimination The 8 Robots that qualify are put into a ranking system, with the winners being ranked 1-4th and the 2nd places being 5th to 8th. Then the 1st on the ladder plays the 4th, 2nd plays 3rd. The winner of those matches get a bye while the losers get a 2nd chance. Meanwhile when 5th plays 8th and 6th plays 7th, the losers are eliminated and the winners play the losers of 1-4 the next round Semi Finals The semi finals are the losers of 1st v 4th and 2nd v 3rd matches and the winners of the 5th v 8th and 6th v 7th playing Preliminary Finals The Prelimary Finals see the winners of the top 4 matches playing the bots who have gotten through the semi finals GRAND FINAL The grand final is the easiest to understand. It's the two winners of the Preliminary Finals playing. If None of that made sense I Hope this Helps If it still doesnt make sense I will try again later in the thread. Alright everything is open for discussion but the format.
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« on: January 04, 2015, 10:59:15 PM »
so i did this and made my own component but ive got one problem its transparent ive used the component steel80-100.gmf ive decompiled and recompiled it just im annoyed that its transparent also here is the text GMA *GABRIEL_ASCIIEXPORT 3 *MODEL_TYPE Basic Model *SCENE { *SCENE_FILENAME grapecrate.max *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 100 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0x000000 *SCENE_AMBIENT_STATIC 0x000000 } *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL { *MATERIAL_REF_NO 0 *MATERIAL_NAME 10 - Default *MATERIAL_CLASS Standard *MATERIAL_AMBIENT 0x969696 *MATERIAL_DIFFUSE 0x969696 *MATERIAL_SPECULAR 0xE5E5E5 *MATERIAL_SHINE 0.600000 *MATERIAL_SHINESTRENGTH 0.700000 *MATERIAL_TRANSPARENCY *MATERIAL_WIRESIZE 1.000000 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0.000000 *MATERIAL_SELFILLUM 0.000000 *MATERIAL_FALLOFF Other *MATERIAL_XP_TYPE Filter *TEXTURE_LIST { *TEXTURE_COUNT 1 *TEXTURE { *MAP_NAME steel *MAP_CLASS Bitmap *BITMAP ironaweflip.bmp *MAP_AMOUNT 1.000000 *MAP_DIFFUSE *MAP_TYPE Screen *UVW_U_OFFSET 0.000000 *UVW_V_OFFSET 0.000000 *UVW_U_TILING 1.000000 *UVW_V_TILING 1.000000 *UVW_ANGLE 0.000000 *UVW_BLUR 1.000000 *UVW_BLUR_OFFSET 0.000000 *UVW_NOISE_AMT 1.000000 *UVW_NOISE_SIZE 1.000000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.000000 *BITMAP_FILTER Pyramidal *BITMAP_MAP_CHANNEL 1 } } } } *OBJECT_LIST { *OBJECT_COUNT 6 *GEOMOBJECT { *NODE_NAME plate *NODE_SHADEVERTS 0 *NODE_TM { *NODE_NAME plate *TM_ROW0 1.000000 0.000000 0.000000 *TM_ROW1 0.000000 1.000000 0.000000 *TM_ROW2 0.000000 0.000000 1.000000 *TM_ROW3 0.000000 0.000000 0.000000 } *MESH { *TIMEVALUE 0 *MESH_NUMVERTEX 8 *MESH_NUMFACES 12 *MESH_VERTEX_LIST { *MESH_VERTEX 0 -0.499900 0.000100 -0.399900 *MESH_VERTEX 1 0.499900 0.000100 -0.399900 *MESH_VERTEX 2 -0.499900 0.000100 0.399900 *MESH_VERTEX 3 0.499900 0.000100 0.399900 *MESH_VERTEX 4 -0.499900 0.037400 -0.399900 *MESH_VERTEX 5 0.499900 0.037400 -0.399900 *MESH_VERTEX 6 -0.499900 0.037400 0.399900 *MESH_VERTEX 7 0.499900 0.037400 0.399900 } *MESH_FACE_LIST { *MESH_FACE 0 A: 0 B: 2 C: 3 *MESH_MTLID 1 *MESH_FACE 1 A: 3 B: 1 C: 0 *MESH_MTLID 1 *MESH_FACE 2 A: 4 B: 5 C: 7 *MESH_MTLID 0 *MESH_FACE 3 A: 7 B: 6 C: 4 *MESH_MTLID 0 *MESH_FACE 4 A: 0 B: 1 C: 5 *MESH_MTLID 4 *MESH_FACE 5 A: 5 B: 4 C: 0 *MESH_MTLID 4 *MESH_FACE 6 A: 1 B: 3 C: 7 *MESH_MTLID 3 *MESH_FACE 7 A: 7 B: 5 C: 1 *MESH_MTLID 3 *MESH_FACE 8 A: 3 B: 2 C: 6 *MESH_MTLID 5 *MESH_FACE 9 A: 6 B: 7 C: 3 *MESH_MTLID 5 *MESH_FACE 10 A: 2 B: 0 C: 4 *MESH_MTLID 2 *MESH_FACE 11 A: 4 B: 6 C: 2 *MESH_MTLID 2 } *MESH_NUMTVERTEX 12 *MESH_TVERTLIST { *MESH_TVERT 0 0.000000 0.000000 0.000000 *MESH_TVERT 1 0.800000 0.000000 0.000000 *MESH_TVERT 2 0.000000 0.037000 0.000000 *MESH_TVERT 3 0.800000 0.037000 0.000000 *MESH_TVERT 4 0.000000 0.000000 0.000000 *MESH_TVERT 5 1.000000 0.000000 0.000000 *MESH_TVERT 6 0.000000 0.037000 0.000000 *MESH_TVERT 7 1.000000 0.037000 0.000000 *MESH_TVERT 8 0.000000 0.000000 0.000000 *MESH_TVERT 9 1.000000 0.000000 0.000000 *MESH_TVERT 10 0.000000 0.800000 0.000000 *MESH_TVERT 11 1.000000 0.800000 0.000000 } *MESH_NUMTFACES 12 *MESH_TFACELIST { *MESH_TFACE 0 9 11 10 *MESH_TFACE 1 10 8 9 *MESH_TFACE 2 8 9 11 *MESH_TFACE 3 11 10 8 *MESH_TFACE 4 4 5 7 *MESH_TFACE 5 7 6 4 *MESH_TFACE 6 0 1 3 *MESH_TFACE 7 3 2 0 *MESH_TFACE 8 4 5 7 *MESH_TFACE 9 7 6 4 *MESH_TFACE 10 0 1 3 *MESH_TFACE 11 3 2 0 } *MESH_NORMALS { *MESH_FACENORMAL 0 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 0 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 2 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 3 0.000000 -1.000000 0.000000 *MESH_FACENORMAL 1 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 3 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 1 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 0 0.000000 -1.000000 0.000000 *MESH_FACENORMAL 2 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 4 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 5 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 7 0.000000 1.000000 0.000000 *MESH_FACENORMAL 3 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 7 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 6 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 4 0.000000 1.000000 0.000000 *MESH_FACENORMAL 4 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 0 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 1 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 5 0.000000 0.000000 -1.000000 *MESH_FACENORMAL 5 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 5 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 4 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 0 0.000000 0.000000 -1.000000 *MESH_FACENORMAL 6 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 1 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 3 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 7 1.000000 0.000000 0.000000 *MESH_FACENORMAL 7 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 7 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 5 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 1 1.000000 0.000000 0.000000 *MESH_FACENORMAL 8 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 3 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 2 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 6 0.000000 0.000000 1.000000 *MESH_FACENORMAL 9 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 6 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 7 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 3 0.000000 0.000000 1.000000 *MESH_FACENORMAL 10 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 2 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 0 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 4 -1.000000 0.000000 0.000000 *MESH_FACENORMAL 11 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 4 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 6 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 2 -1.000000 0.000000 0.000000 } *BACKFACE_CULL 1 *MATERIAL_REF 0 } } *GMID_ATTACHMENTPT { *NODE_NAME Point01 *NODE_TM { *NODE_NAME Point01 *TM_ROW0 -1.000000 0.000000 0.000000 *TM_ROW1 0.000000 0.000000 -1.000000 *TM_ROW2 0.000000 -1.000000 0.000000 *TM_ROW3 0.000000 0.000000 0.000000 } USER DATA Type = Attach
ID = 1
Attach = Generic_F } *GMID_ATTACHMENTPT { *NODE_NAME Point02 *NODE_TM { *NODE_NAME Point02 *TM_ROW0 -1.000000 0.000000 0.000000 *TM_ROW1 0.000000 0.000000 -1.000000 *TM_ROW2 0.000000 -1.000000 0.000000 *TM_ROW3 -0.450000 0.000000 0.000000 } USER DATA Type = Attach
ID = 2
Attach = Generic_F } *GMID_ATTACHMENTPT { *NODE_NAME Point03 *NODE_TM { *NODE_NAME Point03 *TM_ROW0 -1.000000 0.000000 0.000000 *TM_ROW1 0.000000 0.000000 -1.000000 *TM_ROW2 0.000000 -1.000000 0.000000 *TM_ROW3 0.000000 0.000000 -0.350000 } USER DATA Type = Attach
ID = 3
Attach = Generic_F } *GMID_HAVOK_SIMOBJECT { *NODE_NAME (null) *GRAVITY 0.000000 -9.800000 0.000000 *WORLDSCALE 39.369999 *SIMTOLERANCE 0.100000 *RESOLVER 3 *INCLUDE_DRAG 0 *LINEAR_DRAG 0.000000 *ANGULAR_DRAG 0.000000 *INCLUDE_DEACTIVATOR 1 *SHORTFREQ 5.000000 *LONGFREQ 0.100000 *USE_FAST_SUBSPACE 1 *UPDATES_PER_TIMESTEP 1.000000 *NUM_COLLISION_PAIRS 0 } *GMID_HAVOK_RBCOLLECTION { *NODE_NAME RBCollection01 *NUM_DISABLED_PAIRS 0 *SOLVER_TYPE 0 *COUNT 1 *GMID_HAVOK_RIGIDBODY_LIST { *COUNT 1 *GMID_HAVOK_RIGIDBODY { *NODE_NAME plate *MASS 10.000000 *ELASTICITY 0.300000 *FRICTION 0.500000 *OPTIMIZATION_LEVEL 0.500000 *UNYIELDING 0 *SIMULATION_GEOMETRY 2 *GEOMETRY_PROXY_NAME (null) *USE_DISPLAY_PROXY 0 *DISABLE_COLLISIONS 0 *INACTIVE 0 *DISPLAY_PROXY_NAME (null) *NODE_TM { *NODE_NAME plate *TM_ROW0 1.000000 0.000000 0.000000 *TM_ROW1 0.000000 1.000000 0.000000 *TM_ROW2 0.000000 0.000000 1.000000 *TM_ROW3 0.000000 0.000000 0.000000 } *HAVOK_GEO_TYPE Standard *NUMBER_OF_CHILDREN 0 } } } } jk figured it out too much shine dont worry guys sorry for any inconvenience.
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« on: January 01, 2015, 07:39:11 PM »
the download link for reference.zip on the wiki isnt working for me. is there any where else to download it from because i didnt see it in the downloads section either
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« on: December 30, 2014, 11:06:23 PM »
How would one go about AI-ing a robot like BackStabber (season 3 RW UK) which has a weapon the back Is it possible?
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« on: December 27, 2014, 06:24:00 AM »
Im trying to make my own event and i followed the guide but it keeps crashing while loading up or when i get to the event it crashes after [loading...] heres what i have in the event.txt folder any help appreciated 25 The Memeing <text font fg_mcn14>MEMES</text> 4 Arenas\event_results\prizes\Fruit_Punch\Fruit_Punch.gmf <text font fg_mcn14>You didn't win any rounds of this event. All participants get a free six-pack of Fruity Punch.</text> Arenas\event_results\prizes\Value_Meal\value_meal.gmf <text font fg_mcn14>Well, you made it past the first round. All participants get a free Biggie Value Meal.</text> Arenas\event_results\prizes\Hot_Dog\hot_dog.gmf <text font fg_mcn14>You won 2 rounds of this event. All competitors get a free hot dog.</text> Arenas\event_results\prizes\Gold_Cup_Trophy\Gold_Cup_Trophy.gmf <text font fg_mcn14>Wow! You won the event! Look at the cool trophy you won!</text> UI\teamhq\events\trophies\Gold Cup Trophy.tga UI\teamhq\events\ev_fatherdaughter.bmp RA2T#2 Tournament Arena Arenas\lt_arena3\tourney_preview.bmp 2 1 1
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« on: December 27, 2014, 04:56:44 AM »
how would one go about possibly maybe making a rollover robot is it even possible?
and if so is it possible with components/mods or would i have to edit a robots files?
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« on: January 02, 2014, 05:49:25 AM »
title.
Thanks
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« on: December 27, 2013, 08:15:36 PM »
Hey guys,
just wondering if it was possible to AI a robot to reverse into other with rear mounted weapons (Spikes saws etc) without changing the radius to make it face the front?
Thanks.
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