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Messages - WhamettNuht
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141
« on: July 05, 2019, 04:17:48 PM »
Yes! Exactly like those! (Apologies - work has been a stress fest this week; my mind is barely hanging on at this point haha!)
Ah I see no problem! I was only asking out of curiosity haha! Still living for what you've displayed though, your entire team and you are doing an AMAZING job!
142
« on: July 05, 2019, 04:11:10 PM »
Its a little impractical, but is something like this what you had in mind?
Not quite... I was thinking more along the lines of how a lot of four wheel drive robots work, with two motors connected to two sets of belt systems, in turn powering four wheels in parallels of two. (I could draw up a quick diagram if that helps??) I love seeing what you did there though! It's gonna be perfect for drum spinners and dual vertical spinners!
143
« on: July 05, 2019, 01:53:00 PM »
Not gonna lie, I was really hoping for some sort of belt drive and you guys have more than delivered once again! Cannot wait for the next build!
Out of curiosity - can the pulley system be 'doubled up' to potentially create two shafts powered by one motor? (For example, two wheels powered by the one motor)
144
« on: April 23, 2019, 11:07:21 AM »
Sorry for the newbie question, but should AI tournaments be determined by the AI, or an external referee? Could the AI be good enough? What if "damage", "control", and "aggression" were done in a reasonable way by the AI?
It depends on how it can all be coded. I suppose if the AI was to 'judge' matches, 'Damage' could be determined by overall negative component HP caused on another robot, 'control' to be judged by stating areas in the arenas that would be ideally avoidable (such as hazards) and how often a robot drove over/near one of them, and 'aggression' to be judged by time/rate that a robot is near another or making contact. Since there are 3 criteria, the robot who scores most in 2 or all 3 criteria wins the fight. Just an idea though!
145
« on: April 22, 2019, 08:35:58 AM »
Hey! Absolutely loving the game as it is so far!
Just a few ideas and stuff I've had on how to make it absolute perfection (Apologies if I'm just spouting stuff that's already been advised/in progress!) -In the bot builder, in addition to having the 'Snap' setting, I think it could also do with a user-variable for 'grid' size and rotation amount (To allow precise rotation of objects to be exactly 90degs, 45degs, 33.3degs, ect.) -Some sort of 'Mirror' function... Maybe with the critical components (motors mainly) but especially with extras. Kind of like how in the old Bamzooki Creator you could place an object/limb onto the body and it would be automatically mirrored on the other side to make for easier, quicker building. Would also be especially helpful with the blueprint editor and future decal painter. -With the blueprint editor, having the option to import vectors in the shape of a circle, triangle, and even the option to create curves would be very useful. -The blueprint editor would also be a lot more effective with the ability to scale the vertices much like how you can scale them once they're rendered into 3d. I know it's possible to just move the vertices around but scaling would be beneficial with complex shapes and if the circles, triangles ect. got offered, would allow users to create shapes similar to that of, for example - Typhoon or Megabyte's shells. Also, smaller dots to represent the vertices for precision.
That's about all I can think of at the moment... Hope this helps in some way! Please do keep up the amazing work as it is phenomenal!
146
« on: April 22, 2019, 06:59:09 AM »
Well... I feel a bit foolish posting these after the amazing Bite Force rep by Arcane, but nonetheless, I've been loving playing this game even at this stage so thought I would contribute these! Hypno Disc - Works just like the real thing! Probably my favourite rep I've made so far! Panic Attack - Had to create quite a lot of new shapes for the decals and stuff, but thankfully the game allows for the creation of precise polygons. Cannot wait for the decal painting system to be working! Tornado - The framework was fiddly but fun to do. Again - works just like the real thing! Pussycat - First rep I made. Gets caught on its butt and jigs back and forth but hopefully once the AI system has been developed that should solve it. Razer - Not entirely accurate but you can tell what its meant to be... Doesn't crush but can catch bots and push them around nicely and believably. Storm 2 - Currently working as a full body hammer. That said - still effective! Stinger - I think it looks great but doesn't operate that well at the moment... could do with a 'rubber' material for the tyres? Has the same problem as Pussycat when it comes to driving aswell. Dominator 2 - The axe does work but naturally the Ai doesn't know when to fire it yet. Gabriel - (See Stinger) Oh! And I had a bit of fun with my own bot: Dynamo - Small but a powerhouse. I have a few ideas for how to make the game even more effective but I'll post them on the main thread since this is for currently posting bots atm! But yeah basically loving the game and having loads of fun with it!
147
« on: April 27, 2018, 08:10:16 AM »
Thank you soo much everyone!! Since I've been away from the forum I've learnt a number of things from my other projects I've had going on which I'm applying to this season - happy to see it looks like it's paying off! Yo, how'd you make the arena!? I wanna make some of my own, so I'm very interested as to how you did that...
Not gonna lie, it was all made by editing the GMF in Notepad++ (Dunno if there's been any new methods introduced, but I still like the oldschool way haha!). I use a simple arena as a base (this originally started off as the Containment Cube) and from there I just keep adding and editing nodes until I have something I'm happy with! The only thing I'm still not 100% on is the .py file editing, but it'll get there slowly! (Currently taking an online course for fun on Python coding, so hopefully that will shed some light on things!)
148
« on: April 27, 2018, 06:18:43 AM »
(Very sorry to DP!)
Here is the latest update - the all new arena!!
The arena was completely made by myself. I'll also be updating the first post from now on to contain all current info and updates.
Hope ya'll like!!
149
« on: April 24, 2018, 06:42:25 PM »
Thanks everyone!! To answer TheRoboteer’s question, this has pretty much been a slow WIP for about 3/4 years now along side my education, work and career. I even at one point had a completely different set of robots built but wanted to start over once updates like the DSL 2.2 and IRL components came out. I think it’s worth noting that the body and shape of every robot in the lineup is made from extenders and armour plates! I wanted to do this to give an even bigger damage factor to the show (and something I feel is missing from the game itself. I mean - don’t we all love it when a spinner actually tears a robot to pieces including its chassis?)
I have the next update prepared already in which I shall be unveiling the new arena! It will also include a pretty big preview as to the editing style and ‘hosting layout’ of this new season! Stay tuned!
150
« on: April 24, 2018, 11:03:31 AM »
What's up gang?! Sorry this thread has been pretty dead lately... Had a tonne going on in personal life aswell as a number of issues when editing the series. HOWEVER, I am FINALLY making progress *touch wood* So, here is a quick preview for you all - I give you the competitors of Wild Robots 2018!  (Hopefully the image attaches all ok) The seeded robots have numbered brackets after their names. Next update to come soon! Also, I know I said April for the launch of the season but as I'm sure you know it's only like 6 days until May, so I'm not putting an official release date on the series until I actually have something(s) to upload! (A method I should have undergone from the start... Ah well!) Until the next update!
151
« on: March 17, 2018, 01:21:34 PM »
That's awesome thank you!
Does anyone have the LittleMetalFriend.py file? It seems to be missing
LittleMetalFriend comes under the 'Other.py' file (Unless someone has made a new version - I haven't been on the forums in a while lol)
152
« on: March 17, 2018, 10:26:06 AM »
Dunno if this helps this thread but thought I'd post this here instead of starting a new thread. Finally getting round to uploading one of the old Wild Robots arenas Mad helped me with. It's the one with the walls that allow for you to be flipped out three times before you're eliminated? Anyway, since I don't have any of the old WR stuff and this was salvaged from a backup I had of my old RR AI pack, I just did a quick and lazy retexture and rename to 'The Second Chance Arena'. Enjoy! https://gametechmods.com/uploads/files/3274secondchance.rar(Hopefully it all works for ya'll!)
153
« on: March 04, 2018, 05:15:41 PM »
Thanks everyone for the really kind words! Running into the occasional snag in regards to editing and stuff but I should have some special 'First Look' videos for ya'll soon! Cannot wait to show them to you's! :)
154
« on: February 13, 2018, 02:29:47 PM »
Well, here I am folks! For those of you who probably don't remember or don't know (it has been 8 years afterall) I used to run my own RA2 tournament called Wild Robots. The series ran for 3 seasons and even featured a spin-off series called Wild Robots Live. Now, 8 years after the last episode was uploaded, I'm going to be bringing it back! Bigger, harder, and much, much better. I'll be posting more details about the upcoming series in the leadup to the first episode in April, but until then, here's High Flyer 3 disposing the old WR logo and making room for the new one :) Thank you, and I'll be back soon with more details! The Lineup:  The Arena:
155
« on: February 07, 2018, 03:31:20 PM »
Thank you for the fast reply!
Been having a tinker, but it's still not quite right, just wanted to make sure I'm getting it right (been a while since I've done all of this advanced coding lark lol)
When you say 'Invert the weighted_dist modifier' am I inverting this value:
if not plus.isHuman(enemy): weighted_dist += 3 As for the Action Cam, am I adding the self.players.remove value straight after the 'self.expiration' line? Also, does the (id) value work on a 1-4 basis (as in 4 is robot number 4) or the typical RA2 method of 0-3 (so that 3 is robot number 4)?
Apologies for my newbness! (There's a word I haven't used for some years lol)
156
« on: February 07, 2018, 02:25:22 PM »
Hi all! Long time no see!
Just a quickie - I can remember from ages and ages ago I was told how to edit a value in some sort of file so that AI robots don't go after human players, but for the life of me and all of my poking around in RA2's files I cannot remember where this value lies.... Just wondering if someone would happen to know where one might find such a thing??
Also - can someone super savvy advise me on whether it would be possible to alter the Action Cam to only focus on say 2 robots when there's 3 in the arena?
Thanks guys!!
157
« on: July 29, 2015, 01:02:52 PM »
Thanks guys!! Man, the Oil Rig looks really good. Very close to the one in AoD. Do you have plans of doing other arenas of that game? Like the Rooftops or the Sao Paulo Scrapyard?
Maybe...
158
« on: July 25, 2015, 04:53:02 PM »
There's like a thousand things they could add to this game that could improve it from it's RA2 predecessor. I am excited for the game, but I do question how good the research put into the game will be, and how realistic they can make it. I also worry that because RA2 was kinda simple it made it easy to mod. If they make this new one realistic that could make it difficult to mod it successfully as it may all rely on certain animations, ect. for it to run properly. But I guess we'll see!
159
« on: July 25, 2015, 04:45:49 PM »
what does the helipad do exactly?
Not a whole lot, but I have found that if you have a pusher/rammer you can score a pretty good OOTA if you lure a bot on the pad then push them over the slanted walls.
North Sea Oilrig
The drill does go down when a robot is pushed under it, however it stays down. I need to add a code that enables the drill to go back up again. I also need some help with collision lines as atm the AI are just running into pillars and stuff which can be annoying in an arena such as this. I also wanna add some barrels, and while the GMF experiment I did with barrels worked, the PY code I need to enable it's physics doesnt.... As I'm sure you can tell already, anything PY will be a recurring theme in this!!
Firstly, how in the did you make this? 3DSM? Looks so similar to the AoD one.
Can you post up your current arena.py for this? I'm not sure what you've got in there at the moment - you could just be lacking something simple or it could be more problematic.
Re collison lines: are your AI bots' radius values high enough? Want to confirm it's definitely an issue with the arena.py and not just that.
Also, what are you trying to do with the barrels in the py?
Robot Wars Series 1
This was my first go at playing with Omni's.
What are omnis? Can't comment on the difference till I know what it is :P
I've already had a peek at the Combat Box in your troubleshooting thread. Currently I'm stumped but I hardly knew any GMF/arena py in 2011, let alone today.
Nah, just a whole lotta GMF stuff xD I hardly remember the 3DSM I used to do haha! I can send it to you on FB if you'd like? Don't really wanna put out stuff on here until I'm happy with it. I use a value of like 300 or 500 or something for my robot's radius', and on other arenas they react to the Collision Lines. But for some reason its not until I change an existing CL or add one that they don't recognise it. And the barrels need a material property and for their physics to be recognised. Currently I can make objects that can be moved, ect., but they have no mass, friction, ect. which is what I need the PY for. Omni's (I think thats what theyre called) are the lights in arenas haha! And that was my old one. Still haven't been able to get it to work yet though :L No, it's definitely something in the GMF, I've seen mention of it before. I just can't remmeber what they are or what they do.
I wouldn't have thought of that! If you do remember anything I'd be grateful for any info! EDIT: I thought you was talking about Collision Lines for some reason.... Just realised you was talking about Omni's xD duuuuuuuude the combat box is awesome
Cheers! I might add some hazards to it when I learn how to, but for now it's quite good at being a simple 'No Where To Hide, Fight To The Death' style arena.
160
« on: July 25, 2015, 04:19:11 PM »
This is just gonna be a thread where I can showcase some of the arena's I've been working on lately. North Sea Oilrig   Based off of the iconic RW:AoD venue, the arena features a working drill and helipad that can be an effective push off point. Things to be worked on: The drill does go down when a robot is pushed under it, however it stays down. I need to add a code that enables the drill to go back up again. I also need some help with collision lines as atm the AI are just running into pillars and stuff which can be annoying in an arena such as this. I also wanna add some barrels, and while the GMF experiment I did with barrels worked, the PY code I need to enable it's physics doesnt.... As I'm sure you can tell already, anything PY will be a recurring theme in this!! Robot Wars Series 1  I liked the simplicity of the first Wars arena, and so am trying to make it in RA2. This was my first go at playing with Omni's, and while its not a very prominent feature, it does notice and make a difference when playing the arena. I'm also really proud of the texture so far! Things to be worked on: Still a lot to do. Spikes on the blocks, the pendulum, the back wall, and also the spikes in the CPZ's. But it's already a very visually appealing (IMO) and fun arena to play in already. When the basic arena is done, I would like to do other versions of it for the Gauntlet, Sumo, ect. Combat Box   A kinda simple arena. It's sorta Small Arena meets a stripped down Battlebox. I might just use this as a basic tournament arena. Things to add: Wanna add some collision lines for the perimeter of spikes, of which also need a material that causes them to damage bots that come in contact with them. I tried adding the relevant codes, but again they don't appear to work with the AI's. There will hopefully be more arena's coming (I have some ideas) but firstly I need some MAJOR help with PY work. If anyone doesn't mind educating me on where I'm going wrong with the PY, I would be really grateful! (I know Trov's kinda helped me already and put out some tutorials, and I am grateful for them but I am still lost xD)
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