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Messages - Clickbeetle
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1301
« on: January 16, 2011, 11:23:57 PM »
Edit2: Can you show the binding you used for this?
Here: list.append(("LW - Big Wheel","TRFBD",{'invertible':True,'range':5,'radius':1,'topspeed':99,'throttle':100,'turn':100,'turnspeed':1,'weapons':(0,)}))
1302
« on: January 16, 2011, 11:05:50 PM »
so Im guessing you make it like the cannons make the cannon balls? only edit the mass in the RIGIDBODY ?
Exactly. In fact, the shield generator is already set up to be a cannon since that was my original plan. I just changed its base component type to make it a regular component after I found out how glitchy the cannon version was. Moving it around on the floor is very easy. Trying to get it to actually fly is going to be a lot harder then I thought.
Check out FB's bot in the original Rocket Jets thread. He made an effective flier with hover engines and a semi-effective flier without them.
1303
« on: January 16, 2011, 10:51:27 PM »
*cough*SMisusinghersisterasasecondentryslot*cough*
:O S_M IS SECRETLY A GIRL Hmm... I was hoping to test my entry out in the real CC4 arena and make updates as needed, but it looks like I'll need to just send the updates I have and hope they're good ones. Expect updates soon.
1304
« on: January 16, 2011, 10:40:46 PM »
Isnt there an AI for slow bots so they dont get stuck when being counted out?
EcoOmni.py. It doesn't guarantee that bots won't be counted out, it only makes them turn off all weapons, put all power into driving, and then drive in one direction as long as possible (instead of driving forward and backward according to a timer).
1305
« on: January 16, 2011, 10:35:00 PM »
Yup, my bot was a fail. You just can't build good flippers in stock. At least I got lucky and got one win. And Dailymotion is being sloooooooow for me right now. Can't watch most of the videos.
1306
« on: January 16, 2011, 10:26:46 PM »
If you want to run a tournament where you request entries to be sent, you must do it through the official system in the Tournament section of the forum or risk this thread being closed. It's the new rules.
To continue doing an unofficial tournament here, you can only use bots available for download in AI packs or from other tournaments.
1307
« on: January 16, 2011, 10:00:00 PM »
Oh I see. Any chance you will have an AI that knows how to return to it's shield bubble until it breaks?
No, but I could probably modify Hide.py to do such a thing. If you decide to make some AI bots with shields for Space Arena I'll see what I can come up with. I will have to look closely with that Bubble.. I was trying to do a similar attachment method with tiny little spikes or spike balls, having them drop off the robot and stay static.. I just couldn't figure out the detract part.
was going to call them wheel spikes like the things police use to stop cars in pursuit..
Unfortunately that will only work if you pause before loading the bot. If you make components with separate objects that have mass, they will start falling as soon as you attach them in the bot lab, and will remain miles under the floor when you do a battle. You could do the same thing as the shield and give them 0 mass but of course then they'll be immovable and despite being much smaller, you could still effectively hide behind them.
1308
« on: January 16, 2011, 09:32:53 PM »
Looks great. Definitely need to include this.
If it's directly connected to the chassis, it is indestructible regardless. I can change that and give it a fixed HP and see how that goes.
If I give it mass, would that allow the shield to travel with the bot? Or would that lift the shield bubble off the arena floor? I am thinking a mobile version would be cool too.
It's not directly connected to the chassis. I originally wanted to do that, but it gives you the "baseplate components must fit inside the chassis" error if you try it. I made it "invincible" with 900000001 fracture. If you give it mass, it will just fall through the arena floor into oblivion. The bubble is a separate object in the gmf so it's not really connected to your bot. So it's not possible to make a mobile version unless you make it a cannon, which unfortunately is extremely glitchy (see the ingame description).
1309
« on: January 16, 2011, 09:09:06 PM »
Introducing Firebeetle's Component pack version 6, with a whole... two... new components. Yeah... I was procrastinating the release of this version in the hopes that either me or FB would come up with some other new components to include, but with 123's Space Arena in the works, I thought now is a good time to get it out. It's being distributed as a patch to version 5.1 because it's so small, so you don't need to re-download the whole rest of the pack for two new components. Get it here> http://beetlebros.gametechmods.com/files/fbcomps6.zipSo what are those two components? One of them isn't actually new, it's the rocket jet that FB released a while back in this thread: https://gametechmods.com/forums/index.php/topic,4518.0.htmlThe other one is actually totally new though, and in my opinion it's cool enough on its own to justify calling this patch version 6. Meet the Shield Generator.  The Shield Generator makes an impenetrable bubble around your bot. Unlike normal components, it is completely detached from your chassis and doesn't move with you. In fact, it doesn't move AT ALL. You can hit it with Hammer of Judgment and it won't budge. Because it is technically part of your bot, you can easily pass through it, the same way your spinners can intersect your wheels:  But when any other bot attempts to get through...  It's like driving into the arena wall. In fact, that is exactly what it IS. The shield works because it has 0 mass. Objects with 0 mass are immovable, and are used in arena construction so the arena doesn't fall apart. With the opponent thusly kept at a safe distance, the player is free to abuse his weapon of choice, in this case lasers:  The shield also comes in a variety of sizes:  There is even a portable (cannon) version which allows you to drive and then recreate the shield in another spot; however this is quite glitchy and I'm only including it because it was my original plan for the shield generator and if you use it right, it still has some use. 123, feel free to adapt this for Space Arena. (You may want to adjust the HP and fracture; currently the shield is invincible.)
1310
« on: January 13, 2011, 10:41:43 PM »
Nice to see you working on stuff again.
Are you going to mess with the .gib files at all?
1311
« on: January 13, 2011, 10:34:18 PM »
Cool bot, for some reason it reminds me of NWB. Probably the wedge and ram plates. Would be fun to fight it with Sarissa.  (I need to make a Sarissa 2.)
1312
« on: January 13, 2011, 09:21:52 PM »
Start The Flame looks cool but the chassis is horribly inefficient.
Hot Shot is probably the best bot there. Red Heat is also a cool design, though you should use a DSL bar instead of a Ti half sheet for more HP.
1313
« on: January 13, 2011, 08:35:47 PM »
And make sure that bot type wedge is not allowed.
Not trying to sound mean, but I already had made a rule that all wedge shapes were banned, regardless of what form it was in, I made that clear in the first post.
@Click: I don't know if I should ban flamethrowers, but bots that are built to be suicidal are going to be banned, I just don't know the best way to do so.
The best way is probably to just be subjective about it. I can't think of any way to make a set of specific rules that define what a suicidal bot is and what a too-powerful bot is, and even if you did make rules there would probably be countless loopholes to exploit. So I would suggest you just say "no suicide bots, and bots cannot be too powerful" or something similar. When you get bots, look at them and decide in each case whether to allow it or not, and if not, tell the builder what needs to change. The important thing is just for everyone to keep in mind the spirit of the tournament. Casual, sportsmanlike, a good place to try out new and cool-looking designs without worrying about winning or entering a "failbot". As long as everyone thinks like that, the tournament should work.
1314
« on: January 13, 2011, 08:24:28 PM »
Hey Squirrel_Monkey, what was that you said about blade HS's being worthless? :P
In your stock showcase, when you were complaining about how it was impossible to make a decent blade HS. You posted battleshots of Sushi Instructor losing to SFTW and everything.
Just pointing out that seems to have been a rather inaccurate assessment.
Yeah, and you told me about the blade normals being backwards.
Oh, so that WAS the problem. I wasn't sure which way the weapons spun. Also, I am less than three Stealth DESTROYA.
Less than 3 minutes? :P
Write it mathematically... I <3 Stealth DESTROYA.
1315
« on: January 13, 2011, 08:14:23 PM »
Atomic crashed my computer, just if you wanted to know.
Do you have Flipper.py? I didn't include it because it comes with stock, but if you just put in the AI folder that comes with the download and didn't paste over a stock AI folder, you won't have it and Atomic (along with other bots) will crash. I think I might just put in all the py's if I update the pack with Sage's team description idea, so those with computer knowhow can have a ready to go AI folder they can just swap in and out. Click, will there be a BBEANS 7?
Yes, but still not for a while because there's a bunch of other stuff I need to do. For one thing, I think it's about time I got back to DSL3.
1316
« on: January 13, 2011, 08:01:27 PM »
WHAT HAVE I DONE  ^That battle was AI'd. Happened the first time I tried it. So... as you can see, I made a .py for Big Wheel. It was actually pretty easy; you just need to delete that line in def Throttle (I was wrong about def Turning though, you need to leave that as is). *LINK*Then I just added a feature where you can make it spin continuously when the opponent is in range (so it won't stop dead still when the opponent is right under it). Also, you can put 'SpinCycle':x in Bindings to make it spin back and forth for x/2 ticks in each direction when the opponent is in range (so in theory, it would drive back and forth over opponents and trample them, but in practice it seems to work better in just one direction). Just make a new analog control named "Spin" to make the AI do that. Now I hope I don't regret unleashing this scourge upon the tournament scene...
1317
« on: January 13, 2011, 03:00:25 AM »
I can't believe no one has said the "W" word yet. There's gotta be some way to get metal hinge wedges, maybe attached off those flipper segments. Or you could go the wedgeless route and make it a Craaig style VS.
Also, a Ti halfsheet under the chassis would make it quite resistant to popups.
It's a neat design, kind of a wedgy VS that isn't utterly dependent on its wedge to win fights.
1318
« on: January 13, 2011, 02:31:10 AM »
Yay, LW DSL Thwartoise.
The great thing about this design is that it's immune to melty brain SnS's, which often like to get in your rear and keep knocking you to the side so you can't turn to face them.
However, you really need to be able to outweapon them to make the strategy effective... in which case I would suggest downgrading the drive a bit in order to make it more of a tank. You can also flip the NPC's 180 degrees in order to get the wheels closer to the center of the bot, where they will be even more protected, and you won't need such long extenders to hold the weapon racks either.
There probably won't be many popups in CC4 so that bot's main enemies will be flippers and VS's... flippers you can't really do anything about, but if you had extra weight (ha, yeah right), some extra chassis armor might let you unbalance VS's weapons before they can kill you.
1319
« on: January 13, 2011, 02:12:06 AM »
Hey Squirrel_Monkey, what was that you said about blade HS's being worthless? :P
In your stock showcase, when you were complaining about how it was impossible to make a decent blade HS. You posted battleshots of Sushi Instructor losing to SFTW and everything. Just pointing out that seems to have been a rather inaccurate assessment.
1320
« on: January 13, 2011, 12:30:33 AM »
<shameless plug> The updated EcoOmni.py in the (just released a couple hours ago) DSL BBEANS AI can use smart zones for spinners. Just put 'UseSpinZone':1 in Bindings. </shameless plug>
Most spinners are better off without a smart zone, but there are certain bots, mostly bouncy VS's, that can benefit from one.
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