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Messages - Clickbeetle
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1321
« on: January 13, 2011, 12:22:00 AM »
I need help with an custom AI. Basically, the chassis spins vertically while moving with torque reaction. Since the chassis will be spinning vertically, the AI will need to do this
1. A custom inverted handler that switch it's facing 180 degrees. (The back is the front when inverted, so the bot moves in the same direction while the chassis spins).
Here's is the bot for those interested.
https://gametechmods.com/Robot_Exchange/DSL_LW/123savethewhales_LWBigWheel.bot
:O That bot is incredible. It spins way too fast for the AI to detect when it's "upside down" and when not, so the only way I can think of to possibly AI it is to modify def Throttle and def Turning. def Throttle(self, throttle): # if we're car steering and we're not moving much, throttle up if self.bCarSteering and self.last_turn_throttle != 0: speed = self.GetSpeed() if speed > 0 and speed < self.top_speed / 3: throttle = self.last_throttle + 10 elif speed < 0 and speed > -self.top_speed / 3: throttle = self.last_throttle - 10
throttle = min(max(throttle, -100), 100)
if self.bInvertible and self.IsUpsideDown(): throttle = -throttle
self.set_throttle = throttle self.Input('Forward', 0, throttle) self.DebugString(0, "Throttle = " + str(int(throttle)))
Maybe get rid of the line that says if self.bInvertible and self.IsUpsideDown(): throttle = -throttle So then the AI would continue to apply the same throttle when it is upside-down and told to be invertible. You would do the same thing for turning too. The only problem is it might mess up the AI's navigation because the nose will be flipping back and forth... but maybe it will be fine with the throttle and turning modifications. I don't know. Worth a try, I guess.
1322
« on: January 13, 2011, 12:01:32 AM »
Lag amplifies Havok, and there's never any shortage of lag in UHW fights. The sheer number of beater bars almost certainly has something to do with it as well, though. It seems that certain rammers tend to Havok against certain opponents--see Vetearn Destroyer vs. Anti-Christ V.Pincer in BBEANS5. VD Havoked every single match against Anti-Christ, but never against any other opponent. If that's the case, Runtime Error should be less Havoky in its next fight.
That said, I think the "mystery disappearance" of Runtime Error at the end of the last fight was caused by a Havok explosion from Squish. There wasn't enough time for Runtime Error to accidentally drive OOTA, it wasn't anywhere near the blade, and there wasn't any contact between the bots, so it couldn't be the beater bar spam thing. Squish was the only bot to lose motors and you can see an obvious Havok explosion that happens when Runtime Error breaks the BSG holding on Squish's side plow earlier in the match.
However, even if Squish did deserve a Havok penalty it would still win so it's not that big of a deal.
1323
« on: January 12, 2011, 11:41:27 PM »
Hey Squirrel_Monkey, what was that you said about blade HS's being worthless? :P
Also, I am less than three Stealth DESTROYA.
1324
« on: January 12, 2011, 10:55:38 PM »
They can be... I'm just saying that this pack will be similar to infiniteinertia AI in that they're both relatively small, built by primarily one person, and very high difficulty.
1325
« on: January 12, 2011, 10:44:28 PM »
If Nar AI is the Starcore of DSL, this is the infiniteinertia AI. Gonna be a good (and challenging) pack.
1326
« on: January 12, 2011, 10:36:17 PM »
Hmm I didn't think of that... I'll wait and see if I need to fix anything else and then I'll do that.
1327
« on: January 12, 2011, 10:27:24 PM »
What happened to MNB's and Pysc's BBEANS6 late entries (you said they could send their planned entries to this because they missed it)? Did they ever send them?
I never got those bots. They would have been included if I got them. In other news, I finished it!  (First post updated.) Here's the direct link: http://beetlebros.gametechmods.com/files/dsl_bbeans_ai.rarI'll make a section for it on my website later. Just apply it to a clean copy of DSL 2.1 and it should work. (Note: Read the Readme for directions on how to get The Hummingbird and What Sheck Spinner? to work.) Also, some last-minute stuff I added in: - 6 new ingame tournament events: BBEANS2, 4, and 6 1-on-1 and Rumble events. - Lil' Eager V2.0 (original Havoky version of Lil' Eager V2 which I had to give a bigger chassis to fix. This brings the total number of extra bots up to 32.  ) - Changed a few orange highlights to green on the bot select screen. (It needed a bit more green than just the background.) I gave it a quick run-through on another computer but didn't test every aspect. So if you find any errors then post here. Everything should be there though.
1328
« on: January 12, 2011, 10:03:58 PM »
The components are similar enough that JoeBlo can just BFE the correct part names and the bot will work mostly the same, as long as the weights haven't been modified (which they haven't).
1329
« on: January 07, 2011, 02:35:39 AM »
While I agree with the sentiments of Mr. kill343gs's post, I'm still going to spend most of my time in the Chatterbox. I have little to contribute in terms of actual RA2 discussions. I'm a relic of the past; obsolete, if you will. Building bots has gone from simple designs with a heavy focus on a cool paint job to seeing how many spikes can be shoved onto a bot. Oh well.
Doesn't mean you can't still be respected for building in the old way... see dragonsteincole. Anyway, I don't really see a problem with off-topic dwellers as long as they stay on-topic in off-topic... if that makes sense. Like Sparkey and Jonzu play RA2 and have a showcase and stuff (and in Jonzu's case is respected for his building), but both are much more of a troublemaker than you or even Kujii. I think the main thing is that people need to learn what kind of stuff is OK to post and what kind of stuff should be kept to themselves.
1330
« on: January 07, 2011, 12:44:53 AM »
If you say so; you know more about metal properties than me. They just look kinda thin.
1331
« on: January 07, 2011, 12:42:41 AM »
Have you seen ochayedonald's Lego Robot Wars on Youtube? That seems to be more what you're going for here. Graham in particular reminds me of some of the bots in that series.
1332
« on: January 07, 2011, 12:32:29 AM »
That will be awesome if you build it.
The support struts on the center beam for the VS look rather fragile though. Maybe you should cut the front corners on the chassis and beef those up a bit.
1333
« on: January 07, 2011, 12:26:25 AM »
Not necessarily, if the spinners are synced right.
I've accepted bots with dual spinners like that before. (Smoker and AtaxiA)
1334
« on: January 07, 2011, 12:19:30 AM »
But the zombie robot can still be killed, right?
Funny, I always thought the game would crash if your control board broke off. Guess it's just batteries and air tanks.
1335
« on: January 07, 2011, 12:10:06 AM »
I reckon the T connector is well-protected enough to be a viable component in this instance. A rammer's not exactly going to get to it past the discs.
I bet Sarissa could... but yeah, it's safe from any ordinary rammer. Wait... is that bot actually DSL realistic? (aside from the undoubtedly stacked batteries) In any case it looks at least mostly realistic. Which is cool. Also cool how unlike NWB it is.
1336
« on: January 07, 2011, 12:01:45 AM »
Raze is very good but I tend to vote more for originality in BOTM, and there were quite a few original bots this time around.
And yay for olden-days RA2 in Electron. Nice work with the chassis. (PROTIP: Z-teks are hexagonal, so you can put them in a sloped side of the chassis for almost the same weight as a flat-sided chassis, provided the slope is at a 60 degree angle.)
1337
« on: January 06, 2011, 11:46:13 PM »
Phenomenomnomnomnom
Name win Great design, I bet it does better against popups than most HS's with the two "layers" of spinners around it.
1338
« on: January 06, 2011, 11:31:37 PM »
kill343 asked me to post these guidelines I came up with as well. I've noticed that most of the type of threads that people complain about and end up growing into 20+ page spam threads before finally being locked, are threads of a purely personal nature.
So here's a simple test you should all remember when you're about to post. Pass the test and you will be just fine.
Before making a thread, ask yourself: Who does the topic of this thread involve?
If the answer to that is "myself, and possibly my close relatives", and no one else on the forums, then ask yourself: Why do other people need to know about this?
If the best answer you can come up with to that is, "because I need to tell them", then don't post.
Finally, ask yourself this for good measure: "What kind of response do I expect to get from this thread?"
If the answer to that is "sympathetic well-wishes", "shock/horror", "anger/hatred", or any other kind of strong emotion, then don't post.
1339
« on: January 06, 2011, 11:14:00 PM »
Compatibility files isn't in the Infogrames folder, it's like a general folder where a bunch of stuff gets sent from all over your computer, so it's probably in Documents and Settings or something (I don't know for sure because I still have XP, yay dinosaur age).
Try doing a search for either the name of your skin file or for "Compatibility Files" and you should find it.
FYI: this is also where your exported bots will go.
1340
« on: January 06, 2011, 11:09:24 PM »
^That
Also, the grape crate cannon in FB's component pack already shoots egg-shaped projectiles (well... grapes... but they're pretty much egg-shaped), so you could just nab one of those.
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