This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Trovaner
Pages: 1 ... 50 51 52 53 54 55 56 [57] 58 59 60 61 62 63 64
1121
« on: June 10, 2010, 10:05:16 PM »
The supervolt looks pretty good, IMO. I also like the idea behind the slipperbottoms but I think they could be done with slightly less of a raw look to them...
1122
« on: June 09, 2010, 03:03:19 PM »
No, the base type listed in the text file is 'Component' (the only base type with 1000HP by default is 'Weapon'). The category that components are placed into has nothing to do with the component itself (but the base type does). If you would like to test it, all you need to do is use this python code: plus.getHitpoints(BotID, CompID)
1123
« on: June 08, 2010, 05:04:52 PM »
I'm sorry to say that extenders use the default values of the base type 'Component' (the type listed in the text file) which is 100 HP with 15 fracture.
In terms of efficiency, weapons are generally the best but here are some numbers and formulas for you to look at: (HP+Fracture)/Weight Weapons: Bear Claw (127.5), Ice Pick(Single) (127.5), Ninja Star (127.5), Pointy Tip (127.5), and Pole Spike (127.5) Wheels: Shiny Hub (35), Rubber (24.71), Mini (24.71), Buzzard (24.71), and SlipperBottom (23.33) Motor/Piston: Reversible Angle Drive (26.25), Redbird (20), Burst/Servo Piston (19.09), Snapper2 Burst Motor (19.09), and Servo Motor 302 (19.09) Component: Round Extender(20cm) (57.5), Emergency Wedge (44.28), Rotator Bar (37.14), Disc(60cm) (34.67), Disc(80cm) (30.59)
((10-SizeRank)/10)*(HP+Fracture)/Weight (SizeRank is just the ranking that I gave the component in terms of size (some were close to the same so I repeated numbers))(10 is the number of components that I evaluated) 1. Battle Axe (30.6) 2. Emergency Wedge (22.14) 3. Ramplate (20.8) 4. Disc(140cm) (20.35) 5. Disc(120cm) (19.81)
Personally, I prefer to use battle axes, ramplates, or castors on my bots (depends on the design). Battle Axes are large and can deal more damage than ramplates. Ramplates have the highest fracture (which was poorly represented in the formulas) and can damage components from all sides. Castors are invincible but can't protect the chassis as well as ramplates. On a side note, although snowplows are wide, they have the same HP and Fracture as round extenders (which was its downfall in the latter formula).
1124
« on: April 29, 2010, 08:42:54 PM »
I have Final Fantasy I, II, VII, X, XII, and an old demo of one of the missing titles (unfortunately, I can't find/remember which...). Of those, I've beaten VII and X. From VII: -"Knights of the Round Table" (a summon) took awhile to get but was totally worth it. -Although defeating the big monsters was optional, I think I managed to defeat 3 of them. From X: -Great video sequences. I've also played a little bit of Epic Battle Fantasy (and the sequel) but it lacks the beauty of the newer Final Fantasy games.
1125
« on: April 14, 2010, 05:21:06 PM »
The problem with built-in bots is that, although they may be made to look like normal bots, basic functions would need to be programmed completely differently. Functions such as receiving damage and driving around are complicated and, as of yet, I have not gotten either of them to work with minimal lag. The EXE does all the hard stuff for normal bots (such as location, heading, having wheels work smoothly, etc.) but built-in bots don't have that luxury and are limited to using a finite number of python codes to get less than spectacular results.
Key Problems Receiving damage: There is no way of knowing when a human-controlled bot (the EXE gives some coding for AI bots) is hitting the built-in bot with its weapons. There are less codes for Zones than for SmartZones so we would once again be guessing about whether a chassis or a component entered the passthru object. We also wouldn't be able to disassemble built-in bots like we do to normal bots in battles. Balancing normal and built-in bots would be a challenge in and of itself.
Guiding: Rather than getting information directly from the GMF models (what the EXE does), we would be indirectly using guess and check to figure out where the built-in bot is located (then we would use one of the built-in codes to see where the real bots were). The AI would not know where the built-in bot was so we would need to cancel the steering commands and recalculate (all within the Arena.py). That would mean twice as much programming would need to be loaded every second because we can't turn off the AI.py (we can only replace where it goes). The more complicated the shape of the bot, the less likely that we would be able to determine its heading (due to the fact that there is only one possible python code that we can use for this). There might be a solution to all the guiding problems if someone could figure out how to attach a zone to a moving solid object but I haven't had much luck (maybe Serge knows a way...).
Lag: With twice as much coding for each AI bot and loads of guess and check work being done every second, lag would be the biggest factor.
With all that being said, it would be cool to add built-in bots to the RobotWars Arena. The GMF objects are already made and all it would require is the programming to get them to work. Guiding them would be easier because they wouldn't go too far out of their corners and the AI wouldn't need to know where they are (just that they were somewhere in the corner). The Housebots are suppose to be more powerful (in the show, they didn't have the same restrictions as the competitors) so we could get away with having them be invincible (never receiving damage). Of course, this thread is not about Housebots...
1126
« on: April 09, 2010, 01:01:26 AM »
Thanks for the update.
1127
« on: March 25, 2010, 05:14:24 PM »
For simplicity, I always use ALT-Tab when I switching between RA2 and other programs. I don't really think about it anymore (its become a habit) but whenever it doesn't let me attach something, I click the Pause button and switch sections (eventually going into the Practice Arena or returning to the modifications tab (while it is still paused)). ^^Easiest fix.^^ Also watch out for 'Imoport"-ing bots after returning to the game.. it will kill you sometimes ....
I never really thought about it but I guess that explains why I get so many error messages when I'm import bots.
1128
« on: March 06, 2010, 05:03:27 PM »
As frezal said, the point of the game is to have fun. If you have fun playing the game, don't worry about how good you are. Most of the posts found here may be of some comfort to you.
1129
« on: February 28, 2010, 07:14:11 PM »
I missed out on entry. I think I would have had a good shot at it too..
Same here.... This week was kinda busy for me so it completely slipped my mind until now... 1. Cool skin. By mounting the drive directly to the baseplate, you could save some weight and make it less shaky. Also enhanced drive motors haven't been known to have any significant increase in speed or power. 2. Great design and splash. Rather than go on and on about the "pure unadulterated awesomeness that is Rapid Pit Bull," I'll just name a few highlights: efficient use of the chassis space (2 blacks and 2 pre-angled blue snappers with baseplate anchors underneath them), the green snappers are protected by the weapon motors, and 5 motors attached to each blue snapper. This design was definitely inspired by Ra bid Pit Bull (duh...) but it is no way a clone. In fact, I wouldn't be surprised if this was Click's entry (the cool design and extra nonsense comments seem like his style). With a simplicity and effectiveness in mind, this one gets my vote. 3. Very well protected. I would try extending the weapons out more with the extra weight. 4. Looks powerful. Looks like a member of the Billy Goats. I'm assuming that the center baseplate is keeping the weapons from dragging somehow but I can't tell from the given angles. 5. Well built trapping design. Looks like some of Pwn's work. 6. Nice skin work and use of my glitch. The skin for the discs are really cool but I think the little battery could use a little more work. Overall, a really visually appealing entry but the effectiveness is questionable when compared to some of the others. 7. Interesting walker design. I think you would do better if this was a video BOTM (although, you appear to be doing well). 8. Nice bot skin. Try to use up all the weight available to you and show the internals in your next splash ("stuff" could be anything).
1130
« on: February 16, 2010, 12:11:14 PM »
In windows, file names may not contain any of these forbidden characters: \ / : * ? " < > | (To my understanding, Mac and Linux have similar restrictions on names)
If you try to export something with any of these in the file name, the game will stop transferring data into the file as soon as it gets an error (resulting in 0 byte files with names that have everything up until the forbidden character).
1131
« on: February 14, 2010, 12:55:40 AM »
The spoiler code doesn't seem to be working in PMs (due to permission issues).
1132
« on: February 12, 2010, 06:53:25 PM »
I'm glad that someone got around to making a video of it... Thanks Sage. I also didn't know about the low graphic fix so thanks again.
The original tutorial was written on the old forums which was the reason why nobody seemed to remember it until I reposted the instructions.
I'll admit that the glitch is not very useful but if you want to tighten the chassis or make donut bots, this might help. Just remember the RA2 calculates weight by surface area (not volume).
1133
« on: February 06, 2010, 02:30:33 PM »
I calculate about 10 people missing out ?
CC3 was pretty much every active DSL builder = 41
the stock guys who just wish to enter BBEANS = 3-4
a handful of other little activity members = 2-3
thats 46 - 48, so about 10 people will miss out based on those estimations, I see where click is coming from, not enough really to warrant doubling the tournament. CC3 was able to expand due to the chosen format could be tweaked to suit.
Here are all the people that are active DSL Builders, plus Lu-Tze, which I am very glad about. <List of Names>
That's around 50-60 people right there, and who knows? Nicsan2009 or Yayoi might come back and enter.
No offense but I think Joe's estimate is more accurate... Some of the people that were listed haven't been on lately and/or don't play DSL. I, personally, don't play DSL unless I want to look at one of its mods. Therefore, its not likely that I'll be participating but I might be inspired enough to make some DSL bots.
1134
« on: February 03, 2010, 09:36:42 PM »
Unfortunately, I think I had a similar problem on my laptop... The mouse would only go left and right and even if I was right over a button, it wouldn't let me click it with the in-game mouse. Unfortunately, the laptop is out of commission so I haven't been able to figure out what is causing the problem.
I'm sorry to say that I don't know of any way of fixing your mouse issue. I think it has something to do with DirectX but I have no idea how you would check/fix that.
1135
« on: February 03, 2010, 04:10:11 PM »
Cool... Let me know if you need any help.
1136
« on: January 30, 2010, 10:50:12 PM »
That would require BFE. With the exception of 123 and the Beetle Bros, almost nobody can do that well.
Too bad nobody remembers the Trovaner Chassis Glitch from on the old forums[/sarcasm]. Although I'm still not very fond of the name, the glitch had its benefits. Here is a short description: (read it through to the end before attempting) 1. Check the rectangle chassis checkbox in 'Step 1' of the chassis creation menu. 2. Click the clear grid button 3. Make a new shape on the grid (but keep in mind that the first four points will move later) 4. Move one of the width or length sliders 5. Watch as the first four points (three if you made a triangle) move to their proper locations (point one goes to the upper right side of the rectangle, point two goes to the lower right side of the rectangle, point three goes to the lower left side of the rectangle, point four goes to the upper left side of the triangle) 6. Move the scrollers around to make new shapes that would not have been possible otherwise (new rules: lines may not overlap, corners may not be angled more than a two to one ratio, you can't manually move anything if any of the lines are closer than 32 pixels (one box), and the last four points may move if you exit and come back to 'Step 1') BTW, there are many more people that know how to effectively use BFE. I would personally like to see a stock face spinner BOTM because it has not been done yet.
1137
« on: January 24, 2010, 08:30:22 PM »
Thanks for the script. Although I had the coding in one of my arenas, I would have never thought to use it for determining the camera angles.
I'm really looking forward to seeing more of your work.
1138
« on: January 24, 2010, 08:18:08 PM »
If you haven't already, I would perform a "System Restore" on your computer (it wouldn't remove any files so you have nothing to lose).
1139
« on: January 23, 2010, 07:20:19 PM »
Have you tried reinstalling? If not, make a copy of your Robot Designs folder and Teams folder and save them somewhere safe. Then reinstall RA2 before reapplying the saved folders.
1140
« on: January 22, 2010, 05:17:47 PM »
Sounds great! So many people have enjoyed the feel and originality of your packs over the years. Some even wanted to continue where you left off (I can remember at least two in the time I've been here). There have been many new AI scripts added since your last installment so be sure to check out the BBEANS AI Pack (found here) and the general AIing thread (found here). There is more scattered throughout the forums but for the most part, the major ones were included in the above places. Edit: Click's improved ram and charge tactics would also make all the AI slightly smarter (found here).
Pages: 1 ... 50 51 52 53 54 55 56 [57] 58 59 60 61 62 63 64
|