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Messages - Trovaner
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1241
« on: February 18, 2009, 04:27:25 PM »
I prefer to do it manually because although it works okay for some bots, the AI.py list is very limited and your basically typing in the exact same thing without writing the variable names.
1242
« on: February 18, 2009, 04:19:44 PM »
The numbers represent the ID number of your bot's weapons (you could also write the id number of other components if you want). If you just want to make a quick test, you can write in random numbers because the game doesn't check to make sure they are weapons. If you want to make your bot as effective as possible, use apanx bot exporter to see the ID numbers of all the components that you want to break off before the AI switches tactics.
1243
« on: February 04, 2009, 06:14:22 PM »
I'd love to continue alpha and beta testing for you. I'm really interested in this pack and I can't wait until its released.
As I promised in the past, I can fix the DSA reflection maps as soon as I get the most recent version of all the bots so that you don't need to repeat updates.
Do you still have the height slider graphic (and gib) that I sent you because it looks like I deleted my old one (so if you could send it back to me that would be great). I also have a more updated version that is on my other computer that I think would be better for the pack. I could also make some rectangle and circle slider charts if your interested. If anyone has any other ideas that require messing with the gibs feel free to mention them because I have a really good understanding of how to mod them.
I still don't really like my remake of The Troll because it is way too unstable. If anyone want to update it, feel free because I don't think I'll have enough time to fix it.
1244
« on: February 01, 2009, 07:32:27 PM »
Another addition to accuracy. (if using stock)
Ive added a line pointed out by the red arrow. moving the slider gives you the minimum height for a z-tek motor :)
Measure line for chassis fitting a Z-tek
Just move the slider to that line and you have the perfect height!
This is just beta. More time i could add more precise lines with Text! I made one of those for Starcore V4 (after alpha2 was sent out) that had all the component heights (even the heights below zero) labeled in the Help menu and all the heights from 0 to 105 (counted up by fives) next to the slider. Edit: I forgot to mention that it only appeared next to the height slider (not in any other screens because I added a graphic to the .gib). I could probably upload it if any of you want it, tomorrow. I also tried making the ruler more accurate but gave up because I couldn't get it to match the lengths of extenders (a 20cm extender should equal 20cm). Your ruler looks better than my attempts anyways. I also made a new disk skin for determining the speed of a motor but I'm still not satisfied with it.
1245
« on: January 15, 2009, 09:45:48 PM »
That's a great question, looking at the code i do not see much difference between spinner and directionnal spinner. Is there really a difference ? where is it defined ? The only significant difference that I can see is that Spinner uses the RobotInRange function to do something while DirectionalSpinner doesn't.
1246
« on: December 12, 2008, 06:26:00 PM »
A couple years ago, Click made a bot that had a burst motor that could do 180 degrees by editing the start and end points in the .bot file.
1247
« on: November 26, 2008, 11:30:14 AM »
Personally, I used plus.getHitpoints(ID,0) to figure out the difference of hitpoints between two differently sized bots but your way worked too.
Cool thread BTW
1248
« on: November 26, 2008, 11:14:59 AM »
I was trying to do something like this a couple weeks ago and I came to the same conclusions about how RA2 calculates bot weight (but I didn't know that it was listed in PyRA2). The EXE calculates the surface area then multiplies it by the armor's weight value then adds the component weight values for the total weight value.
In fact, I learned that if you divide the total weight of the bot chassis (in game) by the armor's weight value then multiply it by the armor's strength value and round it then you get the total HP value of your bot.
1249
« on: November 09, 2008, 04:04:25 PM »
I think it would be cool to have more skins like this.
1250
« on: November 09, 2008, 04:00:32 PM »
Wow, this thing works really well...
1251
« on: July 28, 2008, 11:33:05 PM »
With 30 minutes to spare, heres my entry:  The collision mesh of the maces protects it from most frontal assaults while the angled sides and small chassis make it very effective against HS. Edit: forgot to mention that the battle results were AI vs AI
1252
« on: July 23, 2008, 06:46:52 PM »
Personally, I like things the way they are now. This way you can't blame him for playing favorites (by driving into one bot and putting them at a disadvantage).
BTW to make the opponents ignore user controlled bots, all you have to do is change this line: "if not plus.isHuman(enemy): weighted_dist += 3" (from AI\__init__.py) To something like this: "if not plus.isHuman(enemy): weighted_dist += -99" You could also change make the value zero (if you want the AI to treat you fairly) or higher (if you want the AI to attack you more than other bots)
1253
« on: July 15, 2008, 12:23:16 AM »
3DS Max is the only modeling program that will export to .gmf (and only with a special addon). Thats why he is asking for help in turning his models (from a different program) into actual components.
1254
« on: July 15, 2008, 12:16:56 AM »
The only immediate problems that I can see are: -that if you have both DSL and stock armors, people will choose the DSL armors because they have more hitpoints for less weight -partially transparent armor won't work because you have to edit the .bot file to do this (and even then I don't think you can make it partially transparent but I'm not 100% positive) -I don't think you can make your own reflection map for custom armor so sparkling won't work -there is currently no way to use the reflective property of shiny hubs without editing the .bot file
Anyways, good luck and if you have any questions feel free to ask.
1255
« on: July 13, 2008, 04:18:22 PM »
1256
« on: July 11, 2008, 01:30:01 AM »
I might enter but I have very little experience with DSL so I doubt it. Good luck to everyone participating (I hope you get more entrants, too).
1257
« on: July 09, 2008, 10:52:40 PM »
Thanks Goose
1258
« on: June 28, 2008, 12:44:44 PM »
I'm not exactly sure what the problem could be but it shouldn't be because you installed Python...
That being said, it might have something to do with a file that RA2 uses (but doesn't install). So if you have the a Windows CD laying around, I would try reinstalling it.
1259
« on: June 26, 2008, 11:08:47 PM »
A minor thing to add is that the .cfz is just a compressed version of the .txt files so all you really need to do is put the .txt files in the Components folder if you don't want to mess with the .cfz (all drop-down components have .txt files that go into the Styles folder)
1260
« on: June 19, 2008, 06:51:02 PM »
I use the Wii remote with and without the nunchuk and my main characters are Link and Meta Knight.
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