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Messages - Trovaner
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1161
« on: October 30, 2009, 07:43:38 PM »
Be sure to make a backup first before modding...
To increase damage all you really need to do is change the .8 in this line to something higher...
self.SetSubMaterialSound("Hammer", "metal", .8, "Sounds\\hzd_hammer_thud.wav") This function makes the specified sound play whenever the "Hammer" hits something, assigns the material to "metal" (only other choices are "rubber" and "arenium"), and how much damage it inflicts (I'm not sure what the relationship between this value and the actual damage is but it generally doesn't need a big, huge number to deal large amounts of damage).
1162
« on: October 26, 2009, 09:18:02 PM »
I never liked the inwards-spinning HS - might do for some Starcore VS Trovaner in Team Tag Contest.. That match was actually closer than it seemed... In the first battle, my tribar was broken off after Fury randomly bounced off the ground. Then in the second battle, my motor was broken off when Fury jumped again while trying to drive toward the action... The third battle was really close but Fury and Death Warrant performed the most friendly fire to each other (mostly dealing damage to each others weapons). If I can remember correctly, when I tested my bot against replicas of Fury and Death Warrent one on one, my bot won a majority of the time but it was always close and rarely was my tribar or motor ripped off before the weapons. I might have defeated Fury if not for the fact that I turned too fast with only one weapon arm left... Nothing to complain about though because I knew we were going to lose overall. Anyways, in regards to 1AM: 1. Mount the snapper on its side so that it takes up less room (your not using the attachment point on top anyways so it won't impact your current setup) 2. The rounded weapon rack in the front looks like it could be done better. The way it is now, a maximum of two weapons (on the rack) can hit at the same time which is good in real life (less weapon surface area = more puncture) but bad in RA2 due to the way damage is calculated (more weapons = more damage). IMO, even changing the pole spikes to razors would be better than the current setup... Although in my head, I think using 4 maces would work best in the front and possibly 2 razors on the sides (even though, I don't think you can get the razors to stick out of the plow unless the weight gained from suggestion 1 is enough) 3. Nice setup... although, I wouldn't call it the best...
1163
« on: October 25, 2009, 02:34:24 PM »
Nice updates, they will definitely make things more realistic. The mini baseplate anchor looks like the one made by AlienTech but the new collision mesh is a major plus...
1164
« on: October 18, 2009, 04:02:37 PM »
Wow, nice work Click. I'm glad someone but the time into figuring it out. Some of my notes about motors will definitely make more sense now...
1165
« on: October 16, 2009, 09:53:30 PM »
Keyboard input is currently not accessible via python in RA2. You can read up on the subject if you would like here, though... Currently, the closest things to it would be to use the practice arena buttons (which are only available to the practice arena) or some python coding from within the FPS window... @nicsan2009: I'm not sure I know what you mean...
1166
« on: October 15, 2009, 12:20:27 PM »
Is there a way to make an AI for flail spinners that would use something along the lines of Melty brain to move? i know that I can drive those spinners but AI doesn't work for it. So you want a SnS AI that can rotate its weapons and chassis while still moving toward the opponent... I think all you would need to do is add these (don't repeat things if they are already there, though). Later if I have time, I'll do some actual testing and uploading but I'm pretty sure I have everything you need listed below: (I took it directly from Omni.py so it could be optimized a little better but it should work like this) def __init__(self, **args): self.triggers = ["Fire"] self.spin_range = 3.0
def Tick(self): # fire weapon if self.weapons:
# spin up depending on enemy's range enemy, range = self.GetNearestEnemy() if enemy is not None and range < self.spin_range: self.Input("Spin", 0, 1) elif self.GetInputStatus("Spin", 0) != 0: self.Input("Spin", 0, 0)
there might be a way without coding... just have the smartzone not a smartzone, but an actual component. and the sound that the components would make when something hits it or it hits something would be said sound. is this practical? This would be completely possible. All that I think you would need to do is include 'damagesounds = sounds\Whatever.wav' in the text file (although, I've never tried do this with cannons, I'm pretty sure it would still work).
the only problem is that i need it to do damage to the chassis when it gets hit... because the smartzone would just let the bullet thing through and hit the chassis. I'm not sure exactly but I think by removing the collisions (from either the GMF or the text file) would result in damagesounds, piercing and concussion to not work.
If you were to add a little bit of possibly laggy programming to the Arena.py, I think you could make any damage done to the other components (could be made to work with only specific components, too) result in damage to the chassis or both the chassis and the component.
oh this is for rdma2 and i need some good gunz(shotgun sniper machinegun, and maybe roket launcher, grenade launcher....) If you haven't already, take a look at Megaturdbomb's cannons and use the resizer that I made and linked to somewhere on these forums (or one of the other two component resizers) to manipulate/distort them into new shapes and sizes that would resemble any of the components that your asking for. Just be sure to change the folders, names, and text files so that it doesn't cause problems for other people...
i also want the robots to respawn when they die, but it would also put +1 pt for the robot who hit it last and -1 to the robot that died. Madiaba and I have been looking for coding that could respawn bots back into their original positions but, currently, it looks like it is coded within the EXE and is only available to the Practice Arena. You could make bots drive/get pushed back or towards a location but just be aware that it is very difficult to flip/turn a bot back into the upright position. Adding and subtracting points is completely possible from within the Arena.py or the AI.py using 'plus.addPoints(BotID, Points)'. To subtract points, just use a negative number.
By checking headings and coordinates between bots, you could make the Arena.py generate the sounds and do the damage but it may get a little laggy at times.
Hope this helps. Edit: For those of you listing AI stuff (above), he also wants it work with human controlled bots so anything that has to do with using a SZ wouldn't work because, to my knowledge, none of the codes in my notes are capable of reading the contents of a SZ attached to a human controlled bot. Also, for an AI bot to play a noise you wouldn't need a custom component with a button to activate a sound because there are codes that allow you to play sound files from within the .py file.
1167
« on: October 14, 2009, 08:48:03 PM »
If by "cbs script pack", you mean the beetlebro's "RA2 Cheat Mode Pack" then I can already say that you can't have something load automatically when the original coding goes into or is loaded from the FPS window. As Click has already stated, smartzones can't be checked unless the bot is an AI so therefore unless you plan on using something other than smartzones to regulate a sound effect (such as in an Arena.py or AI.py check the distance and directions towards each opponent and activate the sound when an opposing bot meets criteria).
If by "cbs script pack", you mean something like Click's SFTW easter egg for the BBEANS AI Pack, that was done with completely different programming and wouldn't help the SZ issue.
Just a guess but it sorta sounds like your planning something involving human controlled cannons but I can already say that I've made an AI (not for human controlled bots but keep reading) that operates a vertical cannon but it isn't accurate because as the CO2 dwindles, the distance declines (at a currently unknown rate).
No offense but I would have posted a response sooner if Click hadn't already answered everything. If there was a way to get the smartzone thing to work, he would have stated it instead of the actual facts. When you asked why he couldn't do something like what he had done for his scripts (which is way to general to help us know what your talking about), I don't see how the facts would have changed. Then when you asked us repeatedly about it (and other questions), you always started with "so no" which IMO is kinda rude. If you really want another answer, you should be providing more details so that we can give you a more in-depth response. Again, I mean no offense but please take this into consideration for next time.
1168
« on: October 14, 2009, 06:41:16 PM »
For the most part, Pwnator answered your question about a program for AIing (although, I don't think it makes it much easier) and Madiaba listed the best source of information regarding how to AI and what to use. Trov was making one for basic robots. anything else you need to make your own for. I haven't touched that thing in months because I've been too busy working on other mods... BTW, after getting it working on basic bots, I was also thinking of making it capable of making custom AI.py files so that it could AI anything. The only problem is that my interest in finishing mods tends to fade the longer I wait to finish them.
1169
« on: October 05, 2009, 02:56:24 PM »
Thats what I get for just taking a quick glance at the coding...
1170
« on: October 05, 2009, 01:28:39 PM »
@JoeBlo: A bigger spoiler in response to his spoiler: (also in white text)
The arena automatically changes to the Epic Showdown Arena if a bot beats SFTW and proceeds to fight it again afterward. Take a look at SpinnerOmni.py if you want to see what is happening behind the scenes...
1171
« on: October 04, 2009, 10:30:16 PM »
This pack is full of cool stuff...
Besides already finding many hilarious easter eggs, I also found two issues: smartzoneround.txt and smartzonetall.txt are missing their associated GMF files.
1172
« on: October 04, 2009, 09:04:43 PM »
Because batch programming doesn't work in text files, you need to save it in something with the .bat extension.
1173
« on: October 04, 2009, 01:28:51 PM »
As promised, here is the batch file that I've been using to make an exact list of all the component text files (it is very short so feel free to make it yourself by reading the instructions below). To make the Batch file yourself, just put this line of code in a file named TextFilePrinter.bat: dir *.txt /D /B > TextFileList.txt To use it all you do is place it in the same folder as the text files, double click it, go down to the newly created 'TextFileList.txt', open it up, delete the line that says 'TextFileList.txt', and then just copy and paste everything to where ever you want it. Its been a while since I worked on this but here is a list of the component texts files in Alphasim_reality_force.zip: (dead_cell_tourney.txt was also in it but it wasn't being used (it was in the a second Components folder that was inside of the Textures folder)) base.txt el_cs_burst.txt fs_burst.txt Gry_large_flipper.txt pn_lp_burst.txt qxtenderB1.txt rextender1.txt smburst.txt smmotor.txt smservo.txt TextFileList.txt xt_extender1.txt
1174
« on: September 26, 2009, 04:49:36 PM »
Personally, I wouldn't really call it "a select few" either... I will admit that it is possible that Jimxorb may not have told very many people about how to do AAM (I wasn't around at the time) but he did tell HackerX. HackerX released a tutorial on how to do AAM to the public on Jan 16, 2004 (which is still available to this day) and from what I've heard, they used to talk openly about how to do AAM until a bunch of n00bs started cheating, bragging, and screwing up their games (this could have been before or after HackerX's tutorial). Since then, it has been included in several tutorials that were aimed toward helping newbs. I don't want to be too specific but here are the differences between the attachment styles: (there are several variations on how to do each but they always involve the associated file extension) AAM = GMF file editing BFE = BOT file editing Zero Glitch = TXT file editing IMO none of these should be openly used for anything except putting together custom component bots but I'm indifferent about other people using them as long as they understand the possible consequences and acknowledge that they are not fair against other bots that didn't use them (just like the use of custom components). Some general rules of thumb regarding AAM/BFE/ZG: - If you want yourself to be noticed as having skill in the botlab, don't be doing things outside of it.
- Don't overdo a good thing (if its cool the first time, post some other stuff before doing it again)
- People will respect you more if you are upfront about things even if they might have gone unnoticed.
Edit: I doubt Jimxorb was the first person to do/think of AAM but I mentioned him because he was largely accredited for making it public.
1175
« on: September 23, 2009, 08:32:50 PM »
Where should i record them? ACAMS was asking for help here and to my knowledge, he is still planning something... I was working on the custom AI packs until I ran into RA2GE's unlockable system which at this point, still seems like an overwhelming amount of time. For the components and other unlockables that didn't work, maybe we could try and contact Gigafrost about these... If you would like, I can send you a batch file that will record all the text files automatically. IMO, it makes the job a lot easier. but indeed, i don't know if anybody cares around here, anyway, that just pleases me. I've been looking forward to seeing your work on the stock AI pack. If you have any questions or need any help, feel free to ask. BTW Hommage to Gigafrost looks pretty good but if you can find a way of using both attachment points on the blue snappers (without making the wedges worse) instead of having a separate green snapper, you may be able to have a wider range and gain enough extra weight to upgrade the wheels.
1176
« on: September 22, 2009, 08:12:32 PM »
If you have time, could you record the custom component text files that RA2GE uses (I believe that ACAMS still needs a list of the custom components in several AI packs but I don't have time to unlock everything in RA2GE (even if I cheated to get them)).
1177
« on: September 20, 2009, 03:45:54 PM »
For the wheels, take a look here to see how they work. Right now, your missing the traction zone so even if you got it to export, it wouldn't work. For the weapon, take a look here to learn how to create each component separately. Be sure to make a collision mesh for the weapons otherwise you'll have problems with lag but for some of the other components might be able to get by with using the display mesh (by setting it to "(null)" after getting it in a gmf). To edit each component after getting the data out of 3DS Max, take a look here. You may be able to figure out what I meant by "(null)" there, as well as how to skin the component, and some other very useful tidbits. Looking at what you posted in your other thread, all you really have left to do is: (more information about each step can be found scattered throughout the tutorials listed above) - Resize everything (make it smaller).
- Highlight one component (each component needs to be in one piece) and export it using the exporter.
- Transfer the mesh from the text file into the skeleton gmf (one gmf per component).
- Manually add the attachment points and RBCOLLECTIONS.
- Compile the GMF.
- Make a text file for the component.
- Repeat Steps 2-6 for each piece of the bot.
- Assemble the bot in RA2 using the components you made.
If you have any questions, feel free to ask. At first it may seem overwhelming but after a while you will begin to see patterns (such as questions where you are answering 0 or 1 (which mean False and True in programing) or why the GMF is formatted the way that it is). Personally, I don't use 3DS Max but I have read and understand all the tutorials that I listed and there are many others that can answer your questions (especially when you are specific as to what your problem is).
1178
« on: September 20, 2009, 03:01:05 PM »
@ACAMS: Serge made a tutorial on the wiki that allows any version of 3DS Max capable of exporting components that can be used in RA2.
@SkullKid2000: Make sure that you are exporting each component seperately.
1179
« on: September 19, 2009, 04:02:29 PM »
What exactly are you having problems with?
1180
« on: September 18, 2009, 07:04:47 PM »
No offense but if you want something done (this goes for everyone) spend the time to learn how to do it yourself. Right now, most of RA2's modders are working as fast and hard as they can on other things (while still having a life outside of RA2).
If you are using 3DS Max to make your CADs, you can follow the instructions on the wiki to make each component into GMF files.
If you don't have 3DS Max, you can try to remake similar GMF objects into each of the components of your bot using the tutorial on the beetlebros site. DSL has a variety of components that you can use as your base to make your components. If you need help getting started, feel free to contact me (via whatever).
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