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 - Clickbeetle

Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 14 15 ... 174
141
Tournament Archives / Re: Ironbot Jr. - SBV
« on: December 24, 2015, 04:24:31 PM »
I still like Ironbot's format.  Thank you for doing this tournament so I can see how it plays in other RA2 versions and in different weight classes.

Conclusion: DSL and Ironforge matches need more time.  And maybe LW's should not get a spare control board, or something to prevent so many unkillable weaponless bots running around (doot).

Also, GO MJOLNIR.

142
Stock Showcases / Re: Mystic2000 crap showcase
« on: December 24, 2015, 02:53:51 PM »
That design is better as a regular popup, but making it a poker is cool for the novelty of it.

See if you can space the wedges further apart, and try using 8 razors instead of 6 irons for better damage.

143
Robots Showcase / Re: Near Chaos Robotics
« on: December 24, 2015, 02:13:55 PM »
Awesome.  Flails are probably the way to go when spinner speed is limited.  Lets you rack up aggression and minor damage points where a standard spinner would just stop.

Also that huge gap between the weapon and the chassis is going to give a lot of hammer bots serious trouble...

144
Modifications / Re: The DSL 2.2 preview and news thread
« on: December 24, 2015, 01:58:24 PM »
Both.  It's the same mod as DSL3, I just changed the version number back to 2.2 when I decided to make it backwards-compatible with DSL 2.1.  (DSL 3 was not backwards-compatible so none of your old bots would work in it.)

It also lets me get away with using the same UI and stuff.  :rolleyes:

145
Modifications / Re: The DSL 2.2 preview and news thread
« on: December 24, 2015, 01:51:38 PM »
Is Vlad still gonna spasm around when it gets flipped?

Nope, I changed the srimech from a piston to a Judge burst that mimics a piston in its movement.  It has enough power (barely) to self-right without exploding.

146
That makes sense for anyone who's tried doing this kind of thing:

Code: [Select]
__
[__]
 ||
 ||
 ||_______
 |________|
        |SN|
        |AP|
        |PE|
        |R2|

147
Discussion / Re: slamopponentfuriouslyintowall.py
« on: December 24, 2015, 01:34:57 PM »
TopPusher does have support for spinners and burst weapons (though it only uses one smart zone, so the weapons and pushing zone need to share).

Just copy/paste this into a txt file and save it as TopPusher.py.

Code: [Select]
from __future__ import generators
import plus
import AI
from AI import vector3
import Arenas
import Gooey
import math
import Tactics

class TopPusher(AI.SuperAI):
    "Uses a smart zone to keep pushing bots even when they are on top of this bot."
    name = "TopPusher"
    # Needs a separate analog control named "Push" wired to the drive, and a smart zone named "Push".
    # Put 'tactic':"Ram" (or "Charge") in Bindings to make the AI use rammer/pusher tactics.

    def __init__(self, **args):
        AI.SuperAI.__init__(self, **args)
               
        self.zone = "Push"
        self.triggers = ["Fire"]
        self.trigger2 = ["Srimech"]
        self.reloadTime = 0
        self.reloadDelay = 3
        self.compinzone = 0
        self.spin_range = 3.0
       
        if 'range' in args:
            self.spin_range = args.get('range')
     
        if 'triggers' in args: self.triggers = args['triggers']
        if 'reload' in args: self.reloadDelay = args['reload']
       
        self.triggerIterator = iter(self.triggers)
 
        if 'tactic' in args:
            self.theTactic = args['tactic']
            if   self.theTactic  == "Charge" : self.tactics.append(Tactics.Charge(self))
            elif self.theTactic  == "Ram" : self.tactics.append(Tactics.Ram(self))
            elif self.theTactic  == "Shove" : self.tactics.append(Tactics.Shove(self))
            elif self.theTactic  == "Engage" : self.tactics.append(Tactics.Engage(self))
            else: self.tactics.append(Tactics.Engage(self))
        else: self.tactics.append(Tactics.Engage(self))
       
    def Activate(self, active):
        if active:
            if AI.SuperAI.debugging:
                self.debug = Gooey.Plain("watch", 0, 75, 100, 75)
                tbox = self.debug.addText("line0", 0, 0, 100, 15)
                tbox.setText("Throttle")
                tbox = self.debug.addText("line1", 0, 15, 100, 15)
                tbox.setText("Turning")
                tbox = self.debug.addText("line2", 0, 30, 100, 15)
                tbox.setText("")
                tbox = self.debug.addText("line3", 0, 45, 100, 15)
                tbox.setText("")
           
            self.RegisterSmartZone(self.zone, 1)
           
        return AI.SuperAI.Activate(self, active)

    def Tick(self):
        # Push when a bot is in the smart zone
        if self.compinzone == 1 and not self.bImmobile:
            self.Input("Push", 0, 100)
        else:
            self.Input("Push", 0, 0)
           
        # fire weapon
        if self.weapons:

            # spin up depending on enemy's range
            enemy, range = self.GetNearestEnemy()
           
            if enemy is not None and range < self.spin_range:
                self.Input("Spin", 0, 1)
            elif self.GetInputStatus("Spin", 0) != 0:
                self.Input("Spin", 0, 0)
           
            targets = [x for x in self.sensors.itervalues() if x.contacts > 0 \
                and not plus.isDefeated(x.robot)]
           
        return AI.SuperAI.Tick(self)

    def InvertHandler(self):
        # fire all weapons once per second (until we're upright!)
        while 1:
            for trigger in self.trigger2:
                self.Input(trigger, 0, 1)
           
            for i in range(0, 8):
                yield 0
               
    def LostComponent(self, id):
        # if we lose all our weapons, stop using the Engage tactic and switch to Shove
        if id in self.weapons: self.weapons.remove(id)
       
        if not self.weapons:
            tactic = [x for x in self.tactics if x.name == "Engage"]
            if len(tactic) > 0:
                self.tactics.remove(tactic[0])
               
                self.tactics.append(Tactics.Shove(self))
                self.tactics.append(Tactics.Charge(self))
           
        return AI.SuperAI.LostComponent(self, id)
               
    def DebugString(self, id, string):
        if self.debug:
            if id == 0: self.debug.get("line0").setText(string)
            elif id == 1: self.debug.get("line1").setText(string)
            elif id == 2: self.debug.get("line2").setText(string)
            elif id == 3: self.debug.get("line3").setText(string)
           
    def SmartZoneEvent(self, direction, id, robot, chassis):
        if id == 1:
            if robot > 0:
                if direction == 1:
                    self.compinzone = 1
                elif direction == -1:
                    self.compinzone = 0

        return True
   
AI.register(TopPusher)

This seems like a useful-enough feature that I might just add it to Omni.py for the DSL 2.2 release.

148
Modifications / Re: The DSL 2.2 preview and news thread
« on: December 24, 2015, 01:17:19 PM »
Merry Christmas GTM!  It's good news/bad news time!

First, the bad news: The DSL 2.2 release will be delayed.  It's not coming out on the 26th.

But the good news: It will ONLY be delayed for another week, or perhaps two at the very most.  Let's say the new release date is January 10, with the possibility of an early release on January 2.  I don't know how much time I'll have with the holidays and everything so I can't nail it down.

I know I said I would release whatever I had done on the 26th even if it wasn't complete.  And I would do that if I still had a long way to go.  But, it's like 99% done now.  It seems a shame to push out a 99%-completed project when I could just take another week or two to put on the finishing touches.

You all have been patient for years so far.  You can be patient just a little bit longer.


In the meantime, here are the new Vlads!



I have tremendous respect for Darkrat and all he did to create DSL.  I stand on the shoulders of superheavyweights.  But, some of his old replicas... well, they're showing their age.  Just compare the old DSL 2.1 replicas with the new 2.2 versions and the photos of the real bots, and I think you'll agree that with a little tweaking, we can do a lot better.

And these Vlads are a blast to drive.  You really feel like Gage Cauchois, putting one of these in the Battlebox.  I mean, just look at this:




Oh, and that big Vladiator spear is a stock part now (in addition to the old Vlad spike, now renamed the Mini Vladiator spear).

149
Whenever I make or update a new replica bot, I look at all the new components I made and think, "Would any of these make good stock parts?"

In Apollyon's case, I looked at the wedge and thought, "Yup, you need to be able to do this in standard DSL."



(Don't mind the 123AI UI.  That's just on my computer, not in the final release.)

It comes in titanium and steel, 30 degree and 45 degree flavors for 40-120cm lengths.


I was also inspired by the new multiextender in RWRA2 and made this.



Tired of struggling with baseplate anchors to get your extenders even with the edges of your chassis?  Just slap one of these babies in the corner and go to town with extenders and armor.  It has connection points on all sides, including the bottom, so you can easily add popup defense.

150
Stock Showcases / Re: Mechadino's stock showcase
« on: December 12, 2015, 02:39:29 AM »
Wow, I haven't seen that glitch before.  Nice stack.

Have you tried using irons on that bot?

151
Custom Components Showcase / Re: Clickbeetle's other bots
« on: December 12, 2015, 01:43:32 AM »
I'm sorry, but someone had to do this.



Man, these bananas are seriously OP... please nerf for the next update.

In the meantime, everyone go build your own banana spinner because this is where the Robot Wars metagame is at.

 ;)

152
Robots Showcase / Re: Snappy Robots
« on: December 09, 2015, 11:55:54 PM »
Thank you but that felt very much like a hollow victory as Newton and Fhqwhgads (the eventual winner) got basically DQed for being stuck.

Yeah I thought it was weird that somebody didn't stop the match to unstick those two.  Newton was clearly still working but it had wires wrapped around its weapon shaft.  I meant more general congratulations for winning the Annihilator and stuff.  And for making a bot that can take hits and not suffer some random failure.  Half the battle is just getting through without breaking.

153
Sweet.  I love how detailed it is  (I'm starting to notice some pattern going on here).  Also, what exactly does "TopPusher.py" do that is used specifically for Apollyon?  Besides the hinge.

You know how when an AI bot is directly underneath another bot, it doesn't know what to do and just sits still?  TopPusher.py uses a smart zone on top of the bot to tell the AI to keep driving forward.  It results in more exciting pushing and wall slams, especially for bots with shallow wedges.

154
Robots Showcase / Re: Craaig's Real Robots - Mr Snappy and Friends
« on: December 09, 2015, 01:11:44 AM »
Any footage of the event?

I found some videos from Riptide Robotics.  One fight with Mr. Snappy in it. 

FHQWHGADS should have been DQ'd in that fight for using its electronics as an entanglement device. :P

Congratulations on the win Craaig!

155
Real Robotics Discussion / Re: BattleBots Season 2 CONFIRMED
« on: December 09, 2015, 12:45:54 AM »
The deadlines are unreal; only 7 days left to submit applications, which have to include videos, CAD files, a whole lot more than just a form.

Whoa.  I guess they want to make sure competitors have plenty of time to build so they don't get any no-shows.  Still, with such little time to think of a design... seems to encourage already-existing bots, which is perhaps also what they want.

I wonder how much you can modify your design after it is accepted?

156
Discussion / Re: Robot Arena 3!
« on: December 09, 2015, 12:19:05 AM »
I'm like 95% sure this is a troll by someone from GTM
lolwat
Just the way the survey is set out and the questions asked doesn't seem like something a game dev would do, along with the barebones nature of the website, the sh**tyness of the logo and the lack of proper promo material. Not to mention the fact that I don't know why a dev team would continue a series that was shovelware to begin with and has been dead for 10+ years rather than make a new IP.

I mean I really, really hope I'm wrong, but it just doesn't seem likely to me.

I was rather surprised at the survey.  It didn't seem very professional.  Did you notice on the last two questions it said "That wasn't supposed to happen" and "Sorry, totally missed that" at the top?

I still think this is way too elaborate to be a prank (looking at the email exchanges earlier in this thread), but it does raise some concerns about the amount of effort they're putting into this game.

Regardless, I put in my ideas on the survey.  I made sure to mention what I feel are the most important game mechanics missing from RA2, in the "What question should we have asked" part:

What game mechanics/features would you like to see?  Answer: Multiple linkages on components (i.e., link two wheels with a chain, strengthen frames with crossbeams); distributed shock damage (i.e., hitting an armor plate can damage components it is attached to); bots can collide with themselves (so you can make gears and levers); ability to create custom components, arenas, and AI opponents.

157
I can has ultra-HD skins too?



The proportions still aren't quite right, but the only person likely to notice is MikeNCR.  It looks good and fights a lot better too.  The wedge is on a hinge and it uses the new (well, new-ish) TopPusher.py I made for Slambot.

Didn't i see something in another thread about HereticBlue's Razer being included in this next release of DSL. is this still true?

I didn't know this was public.  I guess I can talk about it then.  HB offered to give me Razer a while ago, but I was initially hesitant to accept because Razer was already in DSL (which I spent quite a bit of time upgrading!) and I wanted to minimize overlap between DSL and RW RA2.  Now that I know HB's Razer won't be appearing in RW RA2, though, I'd gladly put it in DSL.  It should be in at least one mod.  I told this to HB but haven't actually gotten the bot yet.  So, it's probably still true?

HB also has a Kronic replica that apparently won't be appearing in RW RA2 and may end up in DSL.

158
Modifications / Re: Robot Wars RA2 - OFFICIAL MOD
« on: November 28, 2015, 06:47:06 PM »
I'm a little late to the party, but I just got this and tried it out... I am VERY impressed with not only the quality but the sheer number of bots and arenas.  This mod looks and sounds great.  The bots also perform well in combat, and I've noticed they even seem to have a different "feel"... I'm not sure what it is exactly, but I made a bot and it seems to drive slightly differently.

If I have one criticism, it's that it doesn't stand on its own as a bot-building game.  It's great for fighting with the prebuilt bots, but the Bot Lab would be almost unplayable if it wasn't for all the DSL components included.  And for the new components, the attach points are sometimes awkward and the balance is way off.  The new motors, especially, are just crazy for how powerful, small, and light they are.  And you can do ridiculously OP things with the mega adapter.  But I don't know, maybe it wasn't your intention to make a bot-building game.  If you just want to fight bots, this mod does the trick wonderfully.

159
Real Robotics Discussion / Re: BattleBots Season 2 CONFIRMED
« on: November 28, 2015, 02:44:08 PM »
This is great news.  There have been a lot of robot combat TV attempts that never went beyond one season.  It looks like Battlebots has found a new permanent home.

I hope they move the show toward more of a science focus.  Like explain how some of the bots work and the physics involved in their weapons.  For example, Warrior has a really cool and innovative kinetic energy-powered flipper, but you would never know that from watching the show.  You would just think it was springs or something.  And I didn't even notice that Overhaul was a shuffler until RFS pointed it out on Battlebots Update!  This would also create more interesting filler material and calm down all those fans who complain about it.

You can't have a flying unit that weighs more than 10 lbs, so I guess you'd have something like a flamethrower shooting downwards

Which would be completely ineffective, moreso than a normal horizontal flamethrower.  Flames burn upward.  You would end up cooking your own bot.  One of these projectile weapons that are apparently allowed now would work better.  Or maybe a vertical saw blade for the sole purpose of throwing sparks?

160
All right, I figure it's time for another update.  I got a lot of stuff done since my last post!

Instead of posting pictures and trying to explain how the new replicas are different, I made a quick preview video of the newest revamped replicas.  I've gotten most of them done and I'm on track for a December 26 release date.  (That's December 26 of THIS YEAR, mind you.)  The only replicas that still need what I would consider a "major overhaul" are Apollyon, Biohazard, and Vladiator.



Featured in the video: Shrederator, Complete Control, Tazbot, MechaVore, OverKill, Robot X, The Judge, Ronin, Whirl Wep, Cleprechaun, Ziggo, and Billy-Bot.

Astute observers and fans of obscure Battlebots will notice that Billy-Bot is lacking headgear.  The real Billy-Bot famously (well, "famously" in a relative sense), famously had a cowboy hat over the weapon motor, or what I assume is the weapon motor.  This is beyond my skill to model, so if anyone wants to contribute a cowboy hat GMF object, I will greatly appreciate it!

Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 14 15 ... 174