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Messages - Trovaner
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1021
« on: September 09, 2010, 08:23:46 PM »
Yeah, the arena has a lot more programming than you would expect. I've got loads of codes that I've been trying to find uses for. This is not the first arena that I've made with keyboard (re-programmed camera buttons) but it is definitely the simplest. I used an earlier version of this arena online with Sage but RA2 was still limited by our connection. Edit: And the F4 thing could be abused... Thats why I'm eliminating them rather than destroying them. I've made several bots completely invisible but the AI bots aren't confused unless you mess with their targeting.
1022
« on: September 09, 2010, 08:08:29 PM »
In your tutorials folder, it has some instructions for making custom edges (and other stuff for that matter).
Its been a long time since I've messed with them so thats about all I can offer.
1023
« on: September 09, 2010, 07:44:51 PM »
In terms of components, you could use the clown head bomb (from Firebeetle's Component Pack). In terms of arenas, you could try the Soccer Arena (DSL version is currently the best).
You could probably modify either of them so that they work the way you want them to.
1024
« on: September 09, 2010, 07:30:01 PM »
There is a tutorial on the wiki for making components. Most of the information can be used for making arenas but you may want to look at a decompiled arena.gmf for the rest. If you need more assistance, post the gmf file (after converting your 3DS Max) for reviewing and we can tell you if you're missing anything. I wouldn't worry about the Arena.py until you finish the gmf.
1025
« on: September 09, 2010, 10:45:50 AM »
The F4 camera was changed so that it ended the game. That way, it didn't have to keep checking to see if a bot had fallen out of the arena (unnecessary lag). After pressing F4, it goes through these steps until there is only one bot: 1. Eliminate bot that has fallen out of the arena (furthest one down gets eliminated) 2. Eliminate bot that has the lowest chassis health (0-1 value for both bots) 3. Eliminate bot in slot one as a last resort If you really want to use the F4 camera (both the F2 and F4 cameras add to the lag), you can set watch camera as the default in RA2's settings. Edit: I think JoeBlo's above post was in response to this one
1026
« on: September 07, 2010, 11:16:58 PM »
Made this between some of my other mods... The walls are low enough that spinners don't get disrupted when they get too close and they are raised high enough that wedged bots don't get stuck (or flip themselves out of the arena by hitting a wall). It gets 31% more FPS than the Low Lag Arena, 32% more FPS than the Low Lag 2 Arena, and 30% more FPS than the Infinity Arena. The baseline was an average of 651 FPS when using Dense2 in both slots. Anyways, heres the link. Comments/criticism/suggestions....
1027
« on: September 07, 2010, 12:48:26 PM »
Replace you latest bindings with these:
# 21 - Team Xforce list.append(("T-4","Flipper",{'radius':0.1,'topspeed':100,'throttle':130,'turn':60,'turnspeed':2.5,'weapons':(1,)})) list.append(("Crabmeat","Rammer",{'radius':0.1,'nose':math.pi*2,'topspeed':100,'throttle':130,'turn':60,'turnspeed':2.5})) You needed a comma after the weapon ID for T-4 and you needed to reverse the nose heading for Crabmeat.
1028
« on: September 05, 2010, 12:18:13 PM »
The arena request can be found here. I'm still able to work on it if everyone else is busy but we definitely need to figure out who is working on what so that it gets done.
1029
« on: September 04, 2010, 11:05:36 PM »
If you are not using the original max_sphere.gmf then it won't show up. I haven't looked as the modified GMF but it is either missing the gmf object altogether or it is bigger than the draw distance. The max sphere that you are most likely running into is the one built directly into the EXE (it doesn't have any visible collision mesh).
1030
« on: September 03, 2010, 07:41:50 PM »
Sweet popup.
@NFX: If he did it for the same reason that I did (for the bot in my sig) then its for additional damage and further protection. Blades do more damage than ramplates and having them angled like that is putting something in the way of a direct hit to the DDTs (look at how far he extender them and how far the DDTs stick out).
1031
« on: August 31, 2010, 11:22:46 PM »
I sometimes get problems like that on my Windows 7. Where do you have it installed? RA2 has the most problems when it is in "Program Files (x86)." Regardless of where you saved it, there are going to be problems. As previously mentioned by Somebody, RA2 was not made with Windows 7 in mind.
1032
« on: August 31, 2010, 08:41:05 PM »
I looked through my many notes and found a reworded quote from the old forums... but whoever tested this couldn't figure out what the last two numbers did either. You shouldn't have any problems as long as you copy and paste from a similar event (for example, if you plan to add a 1-on-1 tourney then copy a 1-on-1 tourney). Here are my notes:
Tournament Name Description Rounds Per Event Trophy 1's Directory Text For Above Trophy Trophy 2's (Directory) Text For Above Trophy Trophy 3's (Directory) Text For Above Trophy Picture Of Winner's Trophy (Directory) Event Logo (Directory) Name Of Arena For Event Event Arena Preview (Directory) Bots Per Round Unknown Unknown
A couple notes: -There is (and must be) a correlation between the number of bots in the event and the number of rounds in that event. If there are 2 bots in the event then there must be 4 rounds; and if a 4 bot event then there must only be 2 rounds. Thus these two # slots must either be a 2 or 4 and never the same as the other. -The number of sets of 'prize' and corresponding 'textual response' must be the same as the number of rounds (to respond to a loss at each round) plus one more to cover a win of the whole event. Therefore, there should be 3 sets for a 2-round event and 5 sets for a 4-round event.
Also, I should give credit where credit is due. It was either Duck or philetbabe that wrote the original version of this (Click helped whomever wrote this so maybe he'll remember).
1033
« on: August 31, 2010, 07:58:15 PM »
RA2 is limited to only having 16 User Teams. Are you hitting this limit?
If not, just reinstall the game and any mods you have installed. Don't forget to make a copy of the Robot Designs folder and Teams folder before doing anything so that you don't lose irreplaceable stuff.
1034
« on: August 31, 2010, 07:40:18 PM »
Are you sure that it doesn't accidentally have 2 extensions for your avatar? Something like "LaserVisionShake.gif.jpeg" is a common mistake especially when people aren't aware that Microsoft hides known extensions (if this default setting is your problem, it would read "LaserVisionShake.gif" in windows explorer (unless you've changed this setting)).
Gingebot: Having the battery and motors like that reminds me of TyranT, the first version of my BBEANS 5 entry. I ended up changing this so that the bot could self-right and drive on its rear end. With your current setup, I would try fitting it between the inner motors. I think your battle axes would protect the partially bulging sides.
Megaultraawesomebot: Wedges only have 100HP so recommend switching to a weapon (all but razor tips have 1000HP). If you need more weight (for something like 12kg axe heads), change the chassis shape so that inner points aren't there. You have a 12 point chassis right now and I'm recommending to make it 10 points to save weight.
Popsicle: The razors don't look like they have much reach where their at now. If you moved the middle chassis point a little forward, the weapon DDTs could be moved forward and the back could be made flat (prevents getting stuck on rear end).
Almost: I don't have any comments ATM.
Lurker or not, your doing pretty good. The bots are well-built and your not terrible at splashes (at least you bothered to post the weight unlike some people).
1035
« on: August 31, 2010, 01:09:23 PM »
I don't mind. In terms of mods, I haven't released much to the general public and most of my released stuff is found in Mad's projects (co-working).
As for my other contributions: 1. Occasional Moderation - Its usually pretty calm in my sections and people rarely make mistakes when posting topics. 2. Modding Advice - There aren't many people asking for help... 3. Building Advice - Usually I don't bother posting unless I find the bot interesting.
1036
« on: August 30, 2010, 11:10:44 AM »
The topic is pretty vast so what do you want to learn? Do you know the basics of python (not necessarily related to RA2)?
1037
« on: August 29, 2010, 04:55:55 PM »
There is quite a bit of variety for this month.
#3 - Highly intricate design that looks combat effective. It got my vote. #7 - Although creative, it looks like it would be lacking in combat effectiveness. It would be too slow to deliver much damage and it wouldn't be able to hold on to anything. #8 - A cool splash for what looks to be an effective bot. #9 - Probably does well in battle but it doesn't really look all that impressive. #10- Best splash IMO but the trinity glitch really isn't combat effective (especially when there are only 2 razors). #11- Neat bot that probably would have done better if it had a better splash. #14- Nice remake of a classic. My biggest beef seems to be with the splash. The fact that it is a GIF suggests movement but all we really get is a minor background change (which is cool but it seems like it could have used a little more).
1038
« on: August 29, 2010, 01:14:36 PM »
Save weight and make the bot more durable (at the same time) by using more than one baseplate anchor in the front. By having two anchors pointing out from the sides, you'll be able to mount the frontal support right off the bat. Don't use exposed extenders for support because they only have 100HP. In accordance with my above suggestion, I would mount a 20cm extender to the baseplate anchor (I'll let you decide which attachment point) then add iron spikes (they have both length and HP). Make sure that you're not blocking the opponent from your main weapon with the frontal support. If you have the weight, I would also suggest upgrading the weapons. If you need the weight, tighten up the chassis.
1039
« on: August 29, 2010, 12:46:18 PM »
The collision mesh (closest thing to a "hitbox") for the blade is simply a rectangular prism (normals are what determine which side deals damage). Its been awhile since I made a bot but if I remember correctly, J is correct about the lighter side being the side that delivers damage. I also wouldn't call the normals backwards because IMO its lighter because the graphic artist wanted to make it look like it was angling inward into a point (similar to a table knife).
1040
« on: August 29, 2010, 12:20:58 PM »
I think your running into four somewhat related problems: 1. If you want text to be returned, you need to add the "AIHelpers=1" line to "RA2.cfg" (anywhere inside of the 'RA2 Config' section). Doing this sometimes causes problems (especially in DSL) but its really handy IMO and you can always set it to 0 when your done.
2. If you install Firebeetle's Cheat Menu mod, his other modification to RA2.cfz allows you to press the tilda (~) key instead of pressing F9. By using the tilda key instead F9, you don't need to "turn off" refreshing (by typing "showFPS(0)" into the debug window). If you want to manually add this feature, all you have to do is add this to "RA2.cfg":
[Begin Input Config] device0 = guid a5e224e0 9cd4 11d7 80 1 44 45 53 54 0 0; deadzone 500 device0 = guid 4cb8b0d0 9e7a 11d7 80 1 44 45 53 54 0 0; deadzone 500 [End Input Config]
3. The debug window automatically imports the plus module as "from plus import *" so you don't need to have "plus." before "getHitpoints." If you want to use the same syntax as Arenas and AI then type "import plus" before typing "plus.getHitpoints(BotID, CompID)"
4. Replace BotID with the position that the bot is taking up (0-3 depending on which starting position they were assigned at the start of the battle). Replace CompID with the ID number of the component that your looking at (0=chassis, 1=first component attached, 2=second component attached, etc.)
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