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Messages - Trovaner

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1221
Discussion / What Do You Mod?
« on: June 13, 2009, 01:41:11 PM »
GIBs are found in the UI folder along with the graphics and are used to make visual controls (such as buttons and sliders), simple graphics (such as lines and boxes), or position the normal graphics. Unfortunately, they don't add the functionality just the looks (for example it adds a button but the exe makes the button change screens). If anyone is interested in learning how to mod them, feel free to ask because IMO they are easier than making GMFs or using python but can really change the look of the game. For example, I've been working on adding another button that loads another test garage and I think I finally figured out how to do it (the exe wasn't loading the python coding that I needed before but I figured out a way around it).

Edit: Difficulty and knowledge accessability appear to be the two determining factors. Everything with tutorials or that can be done quickly appear to be doing the best.

1222
Discussion / What Do You Mod?
« on: June 12, 2009, 02:32:10 PM »
For a while now, I've been wondering how many people really know how to mod things in RA2 for each of the above catagories.
 
Currently, I have done everything but I have yet to make a working Arena.gmf. I mess with .py files and .gib files the most and I understand a majority of the coding used in them.
.

1223
Tournament Archives / RODE Tribute Tournament
« on: June 12, 2009, 01:26:19 PM »
Did you accidently include a tab instead of 4 spaces in the bindings?

1224
Tournament Archives / RODE Tribute Tournament
« on: June 09, 2009, 09:56:47 PM »
If you're able to import it into the botlab, that the problem is in the AI.py or bindings (both of which I doubt)... but if it doesn't work and there are no custom components, the bot file was transfered too many times and at some point became corrupt (meaning you just need the bot file to be resent to you).

1225
Discussion / AceUplink Survivors...
« on: June 06, 2009, 10:33:17 PM »
I have a copy of all the posts of bots you showcased on the robotarena.com forums (inspiration for some of my own bots) somewhere on my computer because you had some really cool bots and had one of the few good showcases that hadn't been deleted yet. I'll see if I can find them again.

1226
Tournament Archives / R.O.T.O.S. Ideas and discusion
« on: June 05, 2009, 10:00:43 PM »
As long as you don't click any of the armor types in the armor tab, the DSA won't get replaced.

1227
Modifications / S.O.W.
« on: June 04, 2009, 05:53:29 PM »
The coding I gave you, I've tested before and I know it works but be careful not to over do things because you can also control your opponent using this or temporarily change coding for them. In the past, I've tried working on something that could tell apart bot types but ran into so many problems that I haven't touched it in months.

AI.ai_bindings contains everything in Bindings.py including bots that aren't fighting and the extra info so I think you'll run into the same problem as before (having troubles taking everything else out)

For similar weapon setups (such as HS, VS, FS, etc.), I would recommend using this:  
Code: [Select]
plus.rayTest(XYZ-StartingLocation, XYZ-EndingLocation)
It will return the BotID, CompID+1 (but still 0 if chassis), X-Coordinate, Y-Coordinate, and Z-Coordinate (in that order) of the first point that it hits between the starting and ending locations (on a side note, it will return -1 for the first two values if it doesn't touch anything or if its hits something other than a bot).

1228
Modifications / S.O.W.
« on: June 03, 2009, 05:52:05 PM »
self.GetComponentType(CompID) wouldn't work because it is the opponent's components but AI.running_ai[AIBotID].GetComponentType(CompID) might... (AIBotID is different than the BotID because it is only looking at the AI bots but you could use AI.running_ai[AIBotID].GetID() for conversion). You can see what AI.py is being used by an opponent by typing in the coding above without the command at the end. Unfortunately, it isn't very easy to get the name of the AI.py without the extra text around it...

If you would like any more help or explaination, feel free to ask.

1229
Site News and Feedback / moderator/moderators needed
« on: May 30, 2009, 03:09:32 PM »
I think Kill would be an excellent moderator because he is on so much, is willing to help, is well liked by everyone (I think), has prior experience, and has been around for a long time.

1230
Discussion / F10 Camera
« on: May 17, 2009, 02:33:20 PM »
It was made available in the 1.3 patch but in my experience it is only good for looking at the arena because it is too hard to use when your controlling a bot and the orbit camera is easier to control when all the bots are AIed, anyways. I think I added this to the wiki already but I may be mistaken because I have a lot of notes that I've been meaning to add to the wiki after I get them organized.

On a side note, if you have also have Firebeetle's cheat menu installed, you can use the tilda (~) key to open a larger version of the FPS window (F9) that automatically loads plus.showFPS(0) (this allows you to use the print command without it disappearing right away).

1231
Tournament Archives / Robo Zone splash/Vids/Leader board.
« on: April 11, 2009, 03:06:42 AM »
1.Survival - challenged the contestants while not killing them too quickly (or at all)
2.Beat The Box - I think the box could have been better but I liked the destruction scattered throughout the arena
3.Tilt - it had the most surprises but didn't really last long enough.
4.2 on 1 - it seemed a little boring compared to the others

1232
Discussion / I found a new building technique/glitch
« on: April 10, 2009, 08:21:37 PM »
Since your first post doesn't say anything anymore, I'll comment on the comments...

The first thing is that your not the first to use the Pause button while performing something similar to axle loading. You can take a look at the date of the video I have on youtube for proof of that or just look at my ra2wiki page and see when it was added. I originally posted it on the old forums along with some other minor tips for other glitches.

The axle loading glitch is anything that removes the axle/pivot of a component by changing tabs to build up speed.

That being said, I wouldn't mind seeing a vid or pic or description of how you did your glitch.

Edit: I didn't read the entire thread so I just saw your small description and it sounds like something I showed Starcore a while back for a bot that I wanted to add to his pack. It basically had a motor connected to 2 or 3 extenders with 1 or 2 of them using the side attachment point to connect to the side attachment point of the previous extender (like seen for some weapon designs) and then it had another motor attached to the end going into the first motor (after axle loading the first of course). Is that how you did yours?

1233
Discussion / show support for tourney hosts.
« on: April 10, 2009, 08:12:54 PM »
Thanks for the tournaments, they are really fun to watch and participate in.

1234
Discussion / a robot exchange is still up?
« on: April 03, 2009, 06:17:54 PM »
Many of us have known about it for awhile now but I choose not to use it because it is so old and it is good for nostalgic purposes (if I want to see an old bot I sometimes download a couple). It is just like using the RA2 file uploader except you have more of a selection. Personally, I think it would be better to start a thread for links to bots in the RA2 uploader and post a picture.

1235
Modifications / More freedom to shape chassis?
« on: March 27, 2009, 09:08:44 PM »
Quote from: Clickbeetle;31987
That said, here's a way to bypass some of those restrictions without editing the .bot file.  First, check the "Rectangle" option.  Then clear the grid.  Then draw a new chassis.  Then, move the "Height" and "Width" sliders.  You'll be able to move the first four points you place anywhere you want.

I'm glad someone remembers the Trovaner Chassis Glitch (aka Trov Glitch) :D

Quote from: Sonny_Resetti;32013
Something else I've wondered: Is there a way to "collapse" points into one another when shaping the top panel?  I ask because I want to be able to make wedge-shaped bots that go all the way up without that unattractive rectangular bit at the top.

Currently, the only other way besides .bot file editing is to make your bot so that it falls onto its side at the beginning of the match but this method usually causes problems with turning.

1236
Tournament Archives / BBEANS5 Rules and Registration
« on: March 24, 2009, 09:34:02 PM »
I was also planning on sending in a bot for BBEANS but I'm fine with it not expanding. I believe Click gave everyone plenty of warning that the slots were filling up and he also warned us a month in advance before opening registration.

Edit: Last I heard Starcore wanted to get a bot in too.

1237
Modifications / Glitch Vids
« on: March 23, 2009, 12:03:46 AM »
I'm not sure about everyone else but I just consider the Axle Loading Glitch to be anything that removes the axle/pivot of a component by making it build up enough speed by changing tabs (this includes using the pause key, chicken glitch, angle motors, axle mounts, HP ZTEKS, etc.) and the eFFe glitch is the movement of a component as you are placing another component on them so that the new component's collision mesh is out of the way for another component (this includes using this technique on pistons, motors, and all other moving objects).

Any variations in how they are performed makes no difference to me as long as they do the same thing without adding any new opportunities.

Any combinations of these and/or other glitches, can be clearly stated as using a combination of the designated glitches instead of adding a new name for it.

1238
General Support / How to do Evasive Manuevers PY?
« on: March 14, 2009, 12:11:40 AM »
Madiaba and me were discussing this on MSN a couple weeks ago and for the most part he has made coding that tells the bot to avoid the opponent while staying within a certain distance from the center of the arena. Some ideas that we had that I'm still programming for this include: staying away from hazards, keeping an eye on more than one bot at a time, and figuring out where the real walls are and how to avoid them.

1239
Modifications / Need some help on building a Main Menu.
« on: February 24, 2009, 07:52:11 PM »
I'd be willing to show you how to add buttons and other moving/stationary graphics using .gibs but as Madiaba said, it might not be easy to make them do something. I think it really depends on what you want to add. Anyways, if I can be of any help, feel free to contact me on MSN.

1240
Discussion / Nomination Of Fear Raters- First 10 to sign up gets polled!
« on: February 19, 2009, 05:22:44 PM »
I'm interested.

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