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 ... 64 65 66 67 68 69 70 [71] 72 73 74 75 76 77 78 ... 174
1401
« on: December 13, 2010, 11:49:38 PM »
Bleh, My LW RA2TC bot.
And the chassis just HAPPENS to also be a cube shape for no particular reason. In my experience, single JX's aren't as good at flipping as two BSGs so you made the right choice there.
1402
« on: December 13, 2010, 11:35:20 PM »
The extenders are legal if the tourney host says they're legal. But you're right that they're not generally accepted in most cases.
About the bot: don't those extenders break quite easily? Looks cool though.
1403
« on: December 13, 2010, 11:25:43 PM »
Eh... the only people who might have any experience are Serge or apanx, but really I have no idea.
1404
« on: December 13, 2010, 11:22:33 PM »
Actually, the txt file for the 140 cm extender already exists. All you need to do is the last part with the styles list to make it appear.
If it didn't already have a txt file, you can bet it would be banned outright and there wouldn't even be any argument over whether it should be a stock part.
1405
« on: December 13, 2010, 11:11:51 PM »
Because of you and Sage, there will be no more sites hosted on gametechmods and when you finish this tournament I am locking your site!
:O Mine too?
1406
« on: December 13, 2010, 01:57:32 AM »
If it's hazy lighting you're after you could maybe do plus.emitSmoke, maybe changing the smoke puff .tga as well if you don't mind also changing the smoke that the bots emit.
That would create extra lag however, and the arena already looks good.
Edit: example smoke code just in case you want to use it. Imma go sleep now so I won't reply to your next post.
plus.emitSmoke(a, (x, y, z), (xv, yv, zv), (xs, ys, zs))
a is the amount of smoke particles to generate per puff. 30 is a good number for a nice dense cloud.
x, y, z is obviously the coordinates of the puff. xv, yv, and zv are the velocity of the particles in each direction. And xs, ys, and zs are how much the particles will scatter, or how much variance there is in their velocity.
Also, it's different from addParticleEmitter in that it doesn't constantly emit smoke once you activate it; you have to tell it to emit smoke every tick if you want a constant stream.
1407
« on: December 13, 2010, 01:43:45 AM »
First one in! Er, second counting JoeBlo, I guess. Lucky I happened to check the forums once more before going to sleep, or it might have been the end of the week before I saw this. Also, sorry for the topic title.  But CC is almost as big as BBEANS, I had to do it. Edit: Dangit Zog covered it up.
1408
« on: December 13, 2010, 01:16:03 AM »
The wall still looks pretty low; I bet something like AntonYYYm could get a bot out in one shot.
What are the spikes in the outside corners for? Is that where you were going to put lightning but decided not to?
Nice-looking arena, my bot isn't going to like the relatively tight confines though.
1409
« on: December 12, 2010, 11:08:33 PM »
Lolwut, I don't even know what he did there. Some kind of debug menu? Is that even doable on the Genesis, or just in an emulator?
1410
« on: December 12, 2010, 10:54:54 PM »
Bane is a LW.
1411
« on: December 12, 2010, 10:45:54 PM »
I thought the 4-mag had simulation geometry 3, which fills in concavities in the collision mesh with invisible collision. Maybe it's just the 6-mag.
1412
« on: December 12, 2010, 10:38:48 PM »
You shouldn't be able to get the drive in there. Was that a lucky stack... or something more sinister?
Looks like a great bot anyway.
1413
« on: December 12, 2010, 10:14:45 PM »
I guess that's one way to make a Ditto bot... just take an existing bot and skin it pink with a Ditto face.
Also, Abra = Nasty Pickle.
Edit: Missingno would be better if you put the rear Z-tek externally on a baseplate anchor, as it would leave less exposed chassis. It also only needs a Nifty for power. With the extra weight from doing those you could upgrade to HP's or add more weapons or bigger discs. But it is quite a good start. And LOL at the infinite Emergencys.
1414
« on: December 12, 2010, 09:55:42 PM »
Yours might be possible to make good, or at least decent. Maybe use angle motors for the face spinners? It would probably be more stable that way. Or you could do a juggler-type face spinner, but the spinners would be on short hammers, so they could fire and hit bots underneath it, but they would be positioned in such a way that they could also be used as regular face spinners. Not sure if that would stray too far from the original design though. Anyways, there's a lot of stuff you could do with a FS hammer if you think outside the box.
1415
« on: December 12, 2010, 09:48:14 PM »
Oh man, a HW flipper... that's gonna be hard. Especially because I've never even tried to build one. It could be worse though; at least I didn't get Doom Dreidel or Vroom, or a bot with sledgehammers.
1416
« on: December 12, 2010, 09:34:31 PM »
Just start out with a cube, attach components onto it and see if it works.
At the risk of going off topic... this made me think of something amusing. Remember the "Build a bot using a dice" thread? Assign a number to every component in the game, then generate a random number to determine which component you attach next. (If it can't attach anywhere, generate another number.) Continue until you have a functional bot.
1417
« on: December 12, 2010, 12:18:56 AM »
The only FPS's I've played. Ohwait... correction: I also played Terminal Velocity, Fury 3, and Hellbender, but you're flying a spaceship in those so it's not really the same. Oh and there's MechWarrior 4... but that's more of a sim than... ah I give up, I guess I have played quite a few FPS's. I tend not to like FPS's so much, but the free-roaming, exploration/adventure aspect of the Prime series (and the other games I mentioned) make it better. I also played Hunters and dabbled in multiplayer a bit. I was determined to use Noxus and get good at him just because he was the least used on the usage stats.  Plus you can't beat freezing someone and then shooting them in the face at point-blank range. I won more when I used Sylux though.
1418
« on: December 12, 2010, 12:05:15 AM »
Yeah... you know how when you're like 8 years old, you can play the same game over and over again and never get tired? (RA2 doesn't count.) Sonic 3 and Knuckles was that game for me. Probably played through every stage with every character at least 10 times. Except the Doomsday zone... I think that was more like 2 or 3 times.
I remember trying to hit Robotnik when he took the giant emerald in the Hidden Temple zone over and over again, even though I knew you couldn't beat him... lol.
1419
« on: December 11, 2010, 11:29:43 PM »
I'd like to see some better pictures of Eye of the Storm. Also some possible stormy names. Storm Front Stormwall Highstorm (Way of Kings reference  ) Storm Warning Dark and Stormy Night Also, Storm Chaser is by far the best name out of the three you came up with. Especially if it is to be another pusher.
1420
« on: December 11, 2010, 11:11:19 PM »
Your spinner is probably going to push the other bot to the side, so it might be more worth it to have wedges everywhere so not to get flanked
^This^ In the UHW class, you have no excuse for not putting wedges on all sides... I would do it on Gigawhirl if I had weight. Remember that the two halves don't have to each be 2500 kgs; you could have 2000 and 3000 for example. Also, putting a static ramp outside the shell, like on Gigawhirl, could help get bots into the barrel on top.
Pages: 1 ... 64 65 66 67 68 69 70 [71] 72 73 74 75 76 77 78 ... 174
|