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Messages - 09090901

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141
Modifications / Re: dsl stuff
« on: March 12, 2020, 07:49:41 PM »
Smaller betas from IF as well, please? At least something in between IF and what we have now, the current betas are too huge to be useful on anything (and their hitbox is janky so even if you manage to cover the huge ass motor it can still be hit through you armour panels)
Tbh i could probably model up some burst designs
how about you help me with the belts bru

142
Modifications / Re: dsl stuff
« on: March 12, 2020, 07:08:45 PM »
Agreed with all the community-requested things except maybe overvolting. Overvolting feels like a feature that would just encourage people to spend less weight on aesthetics in favor of try-harding with their overvolted 4 mag overhead with a dumb amount of reach.

Not sure about the 6 mag being cut, but hopefully the weapon buffs would make them unnecessary (like the dual perm gets use from people with a month's experience as it is).

Weapon balancing makes sense, guessing those numbers aren't quite set in stone.

I understand that resizing extenders would help the crashing, but it feels like it'll end up causing awkward chassis heights (specifically 45cm) where the bulder has to choose between perfect invertability and clean extenderwork. ofc this only applies to people that bfe their chassis heights

I'd prefer to have hitboxes match the tooth itself rather than be a standard box. Standard stats though, I'm all in for. I know this would create a 'strongest tooth' based on shape, but the difference shouldn't be as major as, say, typhoons compared to literally anything else.

Also if someone is that sad about losing their bot to this version, they can always rebuild.
there's nothing I or anyone can do game wise to stop people from tryharding. if people want to tryhard in irl, they're going to tryhard. the only way to stop it is via a change in community mindset and better tournament standards

re weapon hitboxes: I agree, however ra2 does not like components with concave angles likebthe ripping tooth.

also post this sh** on discord SMH

143
Modifications / dsl stuff
« on: March 12, 2020, 06:40:31 PM »
here's the ideas people have talked about

-buff spin motors + possibly implement clicks overvolting for both bursts/spin motors. have motor balance be centered around using a single motor for weapons
-add belts to the majority of motors/beltless perms
-greatly increase HP across the board
-buff non-npc drive motors to not be terribly inefficient
-add some more generic shaped weapons (think beaters and typhoons)
- port over things from other mods (extended if drums, etc)

now some hot takes
- cut the six mag and dual perm and have the strongest motor be the perm 132 and maybe the 4 mag.
- balance weapons with a dp limit in mind, equal to the weightclasses (ex: hws get 800dp, cw gets 600, etc). said dp limit would only be used for said artificial limits, and wouldn't be an actual representation of a weapons stats. for instance  small typhoons could have 200 each for a max of 4, and an axe could have 800 for a total of 1, but still deal more than the 4 smaller  teeth
-resize extenders and panels to be based around increments of 15cm instead of 10cm
- standardize weapon stats/hitboxes. example: all small teeth would weigh 20kgs and have the same stats, the only difference would be cosmetic

144
Existing Games / Re: Robot Wars: Extreme Destruction
« on: March 12, 2020, 04:47:01 PM »
Or use discord
How about don't use Discord and try keeping this place alive
this is place is dead dude

the only thing that goes on nowadays is rr2 development

145
Site News and Feedback / Re: "hey can you send me x bot"
« on: March 10, 2020, 03:09:16 PM »
if only people actually used the bot exchange
*gtm in general :^)

146
Site News and Feedback / "hey can you send me x bot"
« on: March 10, 2020, 01:59:50 PM »
stop spamming people's inboxes begging for bots

147
DSL TC Showcases / Re: geese builds dsl [IN THE HOOD]
« on: March 09, 2020, 07:19:02 AM »

148
DSL TC Showcases / Re: geese builds dsl [IN THE HOOD]
« on: March 09, 2020, 07:14:23 AM »
forgot to post this here

has an etek drum now and not zoomer flats. also a srimech

149
Tournament Archives / Re: boomer brawl 3
« on: March 08, 2020, 05:33:59 PM »


 tldr: stock still sucks

150
Modifications / Re: Super Flatmotors
« on: March 06, 2020, 06:31:16 PM »
This thread went down the sh**ter real fast
more like the community/irl meta did

this thread is just proof tbh

151
Modifications / Re: Super Flatmotors
« on: March 06, 2020, 03:33:33 PM »
Smh y'all

Don't you know flats are only for deweaponing and don't deal real damage? It's like you guyz don't even play the new IRL :^)

I, for one, am going to be the brave and flexible soul that lets you make your entire bot out of super flatmotors. This is to encourage creativity and be less restrictive to our newer users. There are going to be no unintended consequences from this whatsoever.

But **** typhoon teeth they're banned and broken and you can't enter a bot with typhoon teeth in my new tournament, signup start now, they end next week, there is no entry cap, and I'll never get around to finishing it bc I got in way over my head and have no ability to deal with hosting a tournament.

Can't wait to see what unique and interesting verts with 32 ant saws off-meta robots you will make under these rules!
wrong

the number of weapons on a bot has no actual impact on its overall effectivemess. they perform relatively the same with less weapons

before anyone says anything, this is an unironic quote from a zoomer

152
Tournament Archives / Re: GTM World Cup 2020
« on: March 05, 2020, 04:46:52 PM »
are the super flats allowed?

153
Modifications / Re: DSL 2.31/crash patch in progress...
« on: March 03, 2020, 12:37:10 AM »

(Image removed from quote.)
That would mean that you need to register every small component as a "Wheel" right? I changed for testing with bfe a "wheel" into a component. The traction zone got a solid hitbox.

Also i have no idea why the bot wont start gyroing since you give it essentially a larger box somewhere else but when it works, i'm down for it!

Please test this on spinners and see if the spinup times are changing. I just don't want someone to make a patch with all xomponents, only to notice that there are still problems with gravity.
spinners work fine. they don't gyro since the component still has mass/an actual mesh

also you need to set an actual traction zone line in the txt, with the node name of whatever you want your traction zone to be.

154
Modifications / Re: Super Flatmotors
« on: February 29, 2020, 07:00:11 PM »
I hope you jump into a ****ing furnace, the lot of you
i'm just giving people the tools they need to catch up with the 1% vets. don't be a hater just because i'm helping even the playing field

i'm like the ra2 version of bernie sanders

155
Modifications / Re: Super Flatmotors
« on: February 29, 2020, 06:16:38 PM »
Guessing the weight is what's making it more balanced.  Is it supposed to say 700HP or 700DP?
it can be whatever you want it to b bb

156
Modifications / Super Flatmotors
« on: February 29, 2020, 05:53:55 PM »


https://gametechmods.com/forums/downloads/?sa=downfile&id=507

although it may not look like it, they are actually more balanced than the original flat

i hope these motors lead to the creation of even more unique signature bots

157
DSL TC Showcases / Re: geese builds dsl [IN THE HOOD]
« on: February 27, 2020, 04:32:27 PM »



50 gamer blades
this is legal according to most tournament hosts btw

158
Tutorials and Tips / Re: Weapon Normals
« on: February 27, 2020, 02:51:12 PM »
Lets theoretically say that you are making a part, what would be the easiest way to figure out where is normal oriented?
the component window on the bottom right

159
Tutorials and Tips / Weapon Normals
« on: February 27, 2020, 05:08:18 AM »
Quick breakdown since I don't think there's an actual guide anywhere on how they work.


Basics:
- Normal determine what part of of a component deals damage
- Normals are set in the txt and not the .gmf
- Components without normals will deal damage in all directions

How they work:

Normals are determined by 3 numbers in the .txt that represent  coordinates on the X, Y, and Z axis. These coordinates lead to a point that determines which side of a component will deal damage based upon which way it deviate from the origin. As for true/false, true means that a component will also deal damage in the opposite direction across the same axis, and as you can probably guess, false is the opposite and it means that components will only deal damage in one direction.

Going back to the icepick, -1 0 0 means that it will deal damage facing towards the -X axis, and false means that it will only deal damage in one direction, and not on the positive X axis.

as for the double-sided icepick:

While the X value is now on the positive axis, having it set to true will cause it to deal damage in both directions.

Other:
- Normals can also bet set at a 45 degree angle. For instance:

normal = false 0.7071 0.7071 0

would be a point at a 45 degree originating from the center. Do note that your values have to be +/-0.7071 for things such as this


- Weapons can have normals set in more than one direction by adding another set of XYZ coords. The typhoon tooth for instance has a value of:

normal = false -1 0 0  -0.7071 0.7071 0

meaning that it will deal damage facing towards the negative x axis, and also the up to the left at a 45% angle with the second point (pretty sure this is what click meant by 1.5 normals)

- If you want to create a disk type weapon such as a saw, a value of normal = true 1 0 0  0 0 1 should be used

true 1 0 0 means that it will deal damage across both sides of the Z axis, and true 0 0 1 means that it will also deal damage across the positive and negative Z axis. While at a glance it may seem that it would only deal damage in an + shape, there's a fairly decent margin of error in how the game calculates the damaging zone. A third value of 0 1 0 can also be added if one wishes to make the top/bottom deal damage (although at this point there's no reason to for a weapon to have normals)

Hopefully this was fairly easy to understand, even if RA2 modding is fairly dead and the average builder cant even reskin a panel  heck

160
Other Tutorials / Re: Beginning Builds- A Beginner's Guide
« on: February 26, 2020, 07:40:05 PM »
re-reading this is proof that it's a good thing new users generally don't join the forums anymore

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