Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Jaydee99

Pages: 1 ... 61 62 63 64 65 66 67 [68] 69 70 71 72 73 74 75 ... 97
1341
General Support / Re: AI Trouble
« on: December 02, 2014, 09:55:00 AM »
There's a py called LaserGuidedV3, which I assume is subjectively better.  Here's the pack with it plus a bunch of other good ones to have:
https://gametechmods.com/uploads/files/8459AI-Chart-2.3.rar

You do not need any smartzones for version 3.  use ServoFire as the command for the weapon and, in the binding, ServoRange to determine how far the weapon should try to reach.  My Bamm Bamm replica has a pretty small reach and has it set to 6, to give you a frame of reference.
You're a godsend. Thanks.

1342
Modifications / Re: Robot Wars RA2 - OFFICIAL MOD
« on: December 02, 2014, 09:54:11 AM »
Progress on the AI has halted for the time being due to my graphics card melting. This bloody game has been the death of my PC now too :(. Good thing I already had a replacement on the build :P
That's a shame, man. Hope you get it fixed soon :)

1343
General Support / Re: Lazerguided V2 AI giving me trouble
« on: December 02, 2014, 04:58:17 AM »
And, the weapon won't fire. The first time I AI'd this I did not place a smart-zone and it didn't fire (when the coding appeared). Now I've place two smart-zones named "weapon" and the turret won't spin accurately and the weapon won't fire

Also, does anyone mind if I keep this thread open under the name "AI trouble" so anyone having the same kind of trouble post in here?

1344
General Support / Re: Lazerguided V2 AI giving me trouble
« on: December 01, 2014, 04:09:01 PM »
Thanks to both of you. Also, Virus Bomb, like your new avatar.

1345
General Support / AI Trouble
« on: December 01, 2014, 03:54:09 PM »
So I've AI'd a robot using an axe on a turret. The robot is performing perfectly however random lines of coding appear on the game screen IE
Throttle = 100
Turning = 0
Engage = 80 (you get the jist)

Is there any way to hide the coding?

1346
Modifications / Re: Robot Wars Combat Arena Reskin
« on: November 26, 2014, 10:44:11 AM »
Lol

1347
Modifications / Re: Robot Wars Combat Arena Reskin
« on: November 26, 2014, 09:50:45 AM »
Cool.

1348
General Support / Re: Tips for dealing with AGOD in wheels?
« on: November 26, 2014, 04:06:27 AM »
Are you sure it's agod ? To me it looks like a nasty pickle.

If it is indeed a nasty pickle, then make the chassis bigger.
It's Stinger though. It didn't have much body.
This problem happened to me with tank treads. I put a tank motor on it and it stopped the glitch. If it's any help.

1349
Modifications / Re: Robot Wars RA2 - OFFICIAL MOD
« on: November 25, 2014, 11:09:23 AM »
Mine does this too. I figured out what the problem is.
Keep the fans clear (if it's a laptop) and when you figure out it's overheating after it turns itself off a couple of times leave it for 5-10 minutes.

1350
Custom Components Showcase / Re: Pay Tribute With Replicas
« on: November 25, 2014, 01:30:59 AM »
like your other one way better cos it's way more accurate

That is absolutely amazing. I didn't know that was even possible to do the body.

1351
It's vital to replica building. How could I bfe this number.

1352
One more thing, is there any way to mod the game so I can attach more components to something like a motor?
One thing that really annoys me when I'm making replicas is where I'm attaching a number of components to a burst motor or baseplate anchor and it stops me after a certain number of components. Any way that I can increase this number?

1353
You mean BFE ?

well, you need to edit their XYZ coordinates in the bot file.

First you need to open the bot file with Notepad++ (not normal notepad). and then seek the component parts of the bot file. Each component of the bot is in here, and is setup like this :

0.333172 0 -0.324167
0.707107 0 0 0.707107
3.14159 0.1
SpinMotor
Components\Styles\TWM3Rdrive.txt

here, the first line corresponds to X and Y coordinates (keep a 0 between both), and the third line is rotation, in radians (3.14159=pi=180 degrees) (first number) and elevation, in elevation clicks (second number).

also the first component you put in your bot will be the first component part in that list, and the last will be the last in that list, etc.

be extra careful when modifying, take a save of the bot file because if you are careless and make an error in typing you can ruin the bot file. However if you simply change numbers it will not be a problem.
What I was looking for. Thanks a lot.

Sonny, I still need help with chassis bfe but that'll wait. If anyone could possibly send me a pm about chassis bfe then please do.

1354
Guys?

1355
General Support / Re: AI for the Linear Actuators or Servo Pistons?
« on: November 14, 2014, 10:09:44 AM »
On topic, I tried this AI setup with the servo piston and it didn't move at all.

Does anyone know if there's a technical difference between the commands lefthook and righthook?
What bindings name do you have to give a robot with a control called lefthook and smartzone named squeeze?

1356
Custom Components Showcase / Re: Pay Tribute With Replicas
« on: November 14, 2014, 07:04:27 AM »
That's completely impossible.
Ok, sorry then. Why?

Because the entirety of the drum uses the same texture. Either the entire drum is visible, or not - there isn't really a half-and-half, unless you fancy editing the drum's .gmf.
I'd have a go at it :)

1357
Modifications / Re: Mortis-style AI Release
« on: November 13, 2014, 05:00:16 PM »
Thank you. This is really helpful for jaydee wars.

1358
Custom Components Showcase / Re: Pay Tribute With Replicas
« on: November 13, 2014, 04:46:28 PM »
That's completely impossible.
Ok, sorry then. Why?

1359
Custom Components Showcase / Re: Pay Tribute With Replicas
« on: November 13, 2014, 09:57:02 AM »
Arena Killer.
(Image removed from quote.)

Want to see where I got the shiny red texture from?
Only just seen this. Pure awesomeness but just one thing. Have you tried making the bottom of the drums invisible?

1360
General Support / Re: AI for the Linear Actuators or Servo Pistons?
« on: November 13, 2014, 09:53:26 AM »
I'm gonna try it. I have the same trouble posted at the top.
Is there one for a frenzy style axe and a burst flipper?

Pages: 1 ... 61 62 63 64 65 66 67 [68] 69 70 71 72 73 74 75 ... 97