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Messages - Trovaner

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1241
Modifications / Why hasn't anybody talked about this before?
« 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
General Support / Weapons entry in 'Bindings.py'
« 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
Modifications / Starcore v4 Revival & Completion
« 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
Discussion / Accuracy
« on: February 01, 2009, 07:32:27 PM »
Quote from: Slipster;27892
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
Tutorials and Tips / AI-ing (.py files, coding, R+D, and help)
« on: January 15, 2009, 09:45:48 PM »
Quote from: philetbabe;26762
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
Modifications / Burst motor with an extended arc?
« 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
Discussion / Mythbusters: RA2 Edition
« 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
Modifications / Chassis Weight... how to calculate it...
« 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
Modifications / High-Quality Stock Component Textures
« on: November 09, 2008, 04:04:25 PM »
I think it would be cool to have more skins like this.

1250
Modifications / New beta GMF compiler!
« on: November 09, 2008, 04:00:32 PM »
Wow, this thing works really well...

1251
Contests / BOTM August 08
« 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
Tournament Archives / BBEANS4 Rules and Registration
« 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
Modifications / 3D modeller without Max
« 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
Modifications / Armor Addon
« 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
Modifications / Glitch Vids
« on: July 13, 2008, 04:18:22 PM »
I heard that this would allow access to Veoh: http://anchorfree.com/downloads/hotspot-shield/

1256
Tournament Archives / BBEANS4 Rules and Registration
« 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
Discussion / You will have a bot exchange...
« on: July 09, 2008, 10:52:40 PM »
Thanks Goose

1258
General Support / B0rked Arenas
« 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
Other Tutorials / Tutorial : Installing Components For Newbies
« 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
Existing Games / Super Smash Bros. BRAWL
« 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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