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Messages - Clickbeetle

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1541
Stock Showcases / Re: Sage's Showcase
« on: November 07, 2010, 01:52:38 AM »
I have to admit, a popup was the last thing I expected from you for that challenge.  I thought for sure the hammer weapon requirement was an invitation to build VS's.  And the hammers are so heavy and awkward to attach on popups.


Also, I wouldn't think the armor is necessary, since sledgehammer bots aren't going to be scoring one-hit KO's, or even 2 or 3-hit KO's.

1542
Stock Showcases / Re: R0B0SH4RK Stock Showcase
« on: November 07, 2010, 01:45:27 AM »
Well hai guise. I haven't posted since the 8th :|
University will do that I guess. I've lurked a little here and there, and I got a couple of (generic) things built today. Yay.


I just thought today, "Hey R0B0 hasn't posted in a while, I wonder where he is."  And here you are.


Great bots, I like the realistic design of the drum (especially the wheel setup), and the popup looks cool because of the ramplate skin.

1543
Stock Showcases / Re: RedAce Annihilators
« on: November 07, 2010, 01:21:24 AM »
Ah, the good old days when a million battleshots were a prerequisite to posting any bot.  Kids these days can't even be bothered to test bots before posting them.


The splash for Click Me made me feel all nostalgic for the SC2/SC3 era when Jimxorb, need4speed, clutch, foolishevil, and Metal Virus were around.  As long as you ignore the Snapper II...

1544
DSL TC Showcases / Re: CUDAS DSL showcase
« on: November 06, 2010, 11:57:08 PM »
also use something other than Hypno teeth because they have a tiny collision mesh.


BUT THEY LOOK AWESOME.   :gawe:

1545
DSL TC Showcases / Re: CUDAS DSL showcase
« on: November 06, 2010, 11:38:38 PM »
Now the side wheel guards don't look like they're doing much.  That bot would much rather have armor in the front IMO.


If you add long weapons, such as iron spikes or Sir Killalot drills, to the sides/edges of the discs, it might protect the chassis somewhat.  Alternatively, you could just upgrade the chassis armor.


I personally like that bot, just because of the way it looks.

1546
DSL TC Showcases / Re: SKBT's showcase
« on: November 06, 2010, 11:32:45 PM »
BRAVO for doing a UHW hammer.


I thought about it... but when it came right down to it, I didn't have the guts to try building one.  It's a risky move.


Also, what everyone else said about the spinners.  I would put another two plows above the lower set in order to protect the Betas and trap bots.

1547
DSL TC Showcases / Re: Scorpions Showcase
« on: November 06, 2010, 11:24:31 PM »
im not going to except the "could technically be done" robots in CCIV


If you're not going to except them... that means you will include them!  Right?  RIGHT???  :gawe:


Anyways, you can easily make that bot realistic if you downgrade the drive (most HS's don't need Mags) and put batteries where the Mags used to go.  Also make the chassis flatter, possibly wider as well for stability.

1548
DSL TC Showcases / Re: Clickbeetle's bots
« on: November 06, 2010, 11:13:38 PM »
It's been in Tournament Discussion for a while now...


I guess somebody doesn't keep up on upcoming tournaments. :P

1549
DSL TC Showcases / Re: CUDAS DSL showcase
« on: November 06, 2010, 11:06:00 PM »
Awesome chassis design is awesome. :mrgreen:


I would get rid of those carbon extenders and DSL bars and upgrade the wedge (metal hinges).  You could also take out a few batteries (you only need 3 minimum, 4 ideally) and add more weapons to the sides of the discs.

1550
DSL TC Showcases / Re: Clickbeetle's bots
« on: November 06, 2010, 10:56:49 PM »
Some CC4 rejects.


Saw*Saw*Saw (Saw3)


The idea was to clamp on the sides of bots and cut off wheels and flippers.  And it actually works... sometimes.  In fact, 2 years ago this bot would have been top-tier stuff.  But it's not 2 years ago and now it's just average.  Also, the lack of invertibility really hurts on a bot that's supposed to be an anti-flipper.

Cube for the win (CFTW)


I really like this bot.  It's fun to drive and it has a very powerful (if fragile) weapon that chews up wedges like nobody's business.  But mostly I like how it actually has INTERNALLY MOUNTED COMPONENTS AND IS OBVIOUSLY A CUBE, unlike most bots where the cube chassis requirement hardly affects design at all.  Kinda like a LW Allomancer.  If I didn't have a better bot, this would be my entry.

However, it doesn't stand a chance against wedgeless VS's (which will likely be abundant) and it is easily outweaponed.  And the wedge is good but not awesome, and you really need an awesome wedge to do good in tournaments.

????


And this is probably my entry.  That's all you're seeing of it for now.

It's a great counter to both flippers and VS's, so I'm confident it can do well.  And that's all I'm saying about it for now.  :trollface

1551
General Support / Re: Help
« on: November 06, 2010, 10:07:54 PM »
That can be easily copied from daleksec's arena.


So the regular RW arena with a shallow pit and smoke is really all you need?


If so I will see what I can do about that this week.

1552
General Support / Re: Help
« on: November 06, 2010, 10:04:10 PM »
Uhhhh... you can't post a truckload of bots and arena mods and expect someone to do all your work for you.


At least ATTEMPT to learn to AI yourself... and if you run into problems you can't figure out, then ask for help, making sure to describe the problem in as much detail as possible.


About the arena, it looks like daleksec converted the flipper into a flame pit (just looking at the py) so bringing it back will require some more in-depth editing.


Perhaps it would be easier just to take the unmodified RW arena and make the pit shallower.  Is that kind of what you're looking for?


And mirroring the arena would basically require rebuilding it from the ground up (not quite but close), so don't expect that anytime soon.

1553
Also make sure you are editing the right material.  Oftentimes there will be one for the display object and one for the collision.  If you edited the collision material but not the display, it will remain gray.

1554
Modifications / Re: Whams Mods Thread
« on: November 06, 2010, 09:32:52 PM »
bad news, the arena floor, inner and outer walls and pillars no longer show up.


I have to admit that I'm stumped.  Everything looks like it should.  You even copied the TM_ROWs of the objects into the RBCollection, which I forgot to tell you to do.


The only thing I can think of is to get rid of the arena_display object--change the arena_collision RBCollection so it looks like this


Code: [Select]

         *GMID_HAVOK_RIGIDBODY
         {
            *NODE_NAME   arena_collision
            *MASS   0
            *ELASTICITY   0.3
            *FRICTION   0.6
            *OPTIMIZATION_LEVEL   0.5
            *UNYIELDING   0
            *SIMULATION_GEOMETRY   5
            *GEOMETRY_PROXY_NAME   (null)
            *USE_DISPLAY_PROXY   0
            *DISABLE_COLLISIONS   0
            *INACTIVE   0
            *DISPLAY_PROXY_NAME   (null)
            *NODE_TM
            {
               *NODE_NAME   arena_collision
               *TM_ROW0 1   0   0
               *TM_ROW1 0   1   0
               *TM_ROW2 0   0   1
               *TM_ROW3 -1.520575E-05   2.517098E-12   1.43092E-05
            }
            *HAVOK_GEO_TYPE   Standard
            *NUMBER_OF_CHILDREN   0
         }

and then delete the object at the top of the file (reducing the object count by 1 afterwards).

Then go through the materials and change all the *MATERIAL_FALLOFF "Other" to "In".  I've had the game crash because of that before... but never objects that don't appear.

If none of that works, try messing with the simulation geometry in the RBCollection.  5 should work, but I know that if you get the simulation geometry wrong, the objects won't appear, which is consistent with your problem.  A quick explanation of simgeo numbers:

2, 3, 5, and 6 are the ones you usually see.  I'm not sure what (if anything) 0, 1, and 4 are used for.

2 is for objects with no concavities and no collision mesh.  If there are concavities, they will get filled in with invisible collision (it is invisible even with F12).

3 is for objects with no concavities and with collision mesh.  Same deal with the concavities, but it only applies to the collision mesh, not the display mesh.

5 is for objects with concavities and no collision mesh.  Concavities are not filled in with invisible collision.

6, as you have probably guessed by now, is for objects with concavities and collision mesh.

And another thing, switching between simgeo 2 and 5 can fix issues with bots' controls getting reversed.  I don't remember the exact conditions under which controls are reversed, but usually if they get reversed, switching the simgeo can fix it.

Edit: OH WAIT I just thought of something.  Just delete arena_collision entirely... you don't need it since you are already putting all that stuff that used to be part of arena_display into the RBCollection as collidable objects.

1555
Modifications / Re: Making Flamethrowers and cannons
« on: November 06, 2010, 08:50:42 PM »
I don't even know what causes that, much less how to fix it.  It seems to happen more frequently the more cannons you have on your bot though.  I've noticed it more often with the laser rifle than with the grape crate or the stock cannon.

1556
Tournament Archives / Re: Replica Wars 2 Brackets Vids and Other Stuff
« on: November 06, 2010, 08:14:41 PM »
Tentomushi! <3  One of my old favorite IRL bots.  One guess why.


Very creative use of the Ziggo shell and chassis design.


But boy, is it havoky.

1557
Tournament Archives / Re: NAR AI WARS 1 SHOWCASE, MATCHUPS AND VIDEOS
« on: November 06, 2010, 07:49:47 PM »
Quote from: Naryar
WEAKNESSES: Crippling overspecialization. Most of the time a wedge gets off the ground and it fails.

Uh-oh.  This only rarely happens on my computer.  Why do I have a feeling the wedges are going to magically start flying up in the tournament?

1558
Tournament Archives / Re: Clash Cubes IV - Plans
« on: November 06, 2010, 07:11:48 PM »
Seeing as I have gained access to a computer with a high speed connection, I believe I am going to attempt to build a bot for this.

So much for retirement...


Or...


4Head is already roughly cube-shaped.  ;)

1559
Chatterbox / Re: there is lots of hope for pie!
« on: October 31, 2010, 12:58:09 AM »
*internal debate about whether to lock this thread or move it to playground*


Hmmm.... LOCK.

1560
Modifications / Re: Making Flamethrowers and cannons
« on: October 30, 2010, 11:54:59 PM »
Ah yes, I had a feeling it might do that but I wasn't sure since it's been a while since I made a cannon.  I guess TM_ROWs don't work for adjusting cannons.  You need to edit the actual mesh, like you already did.

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