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Messages - Clickbeetle

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1581
DSL TC Showcases / Re: Enigma's Showcase
« on: October 25, 2010, 05:48:12 PM »
I'm guessing concussion does damage to surrounding components as well


Piercing does more damage to chassis. Concussion does more damage to components.


No and no.  I believe I tested both of these theories in the Mythbusters thread.  As far as I can tell, there is no difference between piercing and concussion (which is why I combined them into one stat, DP).  But I'm not saying there is truly no difference--I think there should be, we just haven't found out what it is yet.

1582
Stock Showcases / Re: Gazea2's Stock Bot Bananza!
« on: October 25, 2010, 05:38:45 PM »
Now that you've made the challenge, you won't be able to make a good wedge. :P  Maybe the "must be unshowcased" rule wasn't such a good idea...


On average though, VS's tend to have worse wedges than popups or jugglers.  I think it has to do with the higher center of gravity.

1583
Good match... certainly worthy of two such high-profile bots.


Protip: You can pause the game after pressing F10 to orient the camera to the proper position without missing any of the battle.  Then, you can easily cut out that segment in editing (or just stop recording when you pause and then start again).

1584
Chatterbox / Re: The most memorable and funniest quotes thread.
« on: October 24, 2010, 09:04:52 PM »

Bump


Thanks for bumping that algorithms thread Gigafrost... you unearthed a gem of an old quote.




Yaaaaay Algorithms, something I can work with.


Oh, so next time I have trouble deciding whether to use a binary heap or varnish's b-heap I'll come to you for help.

You'll be in a heap of trouble if you do!

1585
Off-Topic Discussion / Re: Best comic (animated) ever ?
« on: October 24, 2010, 08:32:11 PM »
homestarrunner.com


They just have a fantastic sense of humor I haven't seen anywhere else.  I can quote sooooo many things from that site.




WHY did they have to mysteriously stop without warning, leaving a tiny thread of hope that someday there may be new toons again instead of just severing said thread and being done with it?

1586
Stock Showcases / Re: Pwnator's Stock Showcase
« on: October 24, 2010, 06:13:21 PM »
And I would LOVE to make those motors static. But if you think about it, HPZs that high would be useless. >.<


Backyard Gut-Ripper.


Nice bots, both of them... the stock Disturbance Strategy would be better with angled spikes so it could hit wedges better though.

1587
General Support / Re: Scale down an entire arena
« on: October 24, 2010, 05:27:42 PM »
But resizing objects has always been a snap with the magic of Excel.


Step 1 - Copy and paste all of the MESH_VERTEXes into Excel like so.





Step 2 - Make a duplicate of the three columns of numbers.





Step 3 - Enter a formula into the top right cell; this can be anything.  To shrink the object by half, type "=" (the = sign designates a function) "J1" (the copy of that cell that you made; this represents an original value to work with since you can't create a circular reference by telling a cell to divide itself) "/2" (simple divide by 2.  You can also do *2 or +2 or /10.5 or (J1+1)/3 or anything).





Step 4 - Click the little black box in the lower right corner of the cell and drag it down.  This copies that formula you typed into all the cells in the column, automatically increasing J1 to J2 and J3 and so on, so you can halve the whole column at once.  Then click it again and drag it across the remaining two columns.  Presto, instant resize.





Step 5 - Copy and paste the MESH_VERTEXes back into the gmf file, MAKING SURE TO INCLUDE ALL OF THE EMPTY CELLS TO THE LEFT TOO.  If you don't paste those back in, the indentation will be off and it won't work.  Also, when you paste from Excel it automatically does an Enter and starts a new line under your selection.  Get rid of this too so there are no blank lines in the mesh.





You can easily do this with any size of object.  Resizing something with over 9000 vertexes is really no harder than resizing something with 8.


The only other thing is, if you're resizing an arena, you also need to resize all of the TM_ROW3 coordinates in the RBCollection and in the start points and lights.  This can get tedious if there are a lot of objects as there is no quick way to do them all.  But if there are just a few big objects, then Excel should make it easy.

1588
Discussion / Re: Not sure if possible but would be cool...
« on: October 24, 2010, 04:22:10 PM »
Can realistic dirt can even be done in such a physics engine anyway without LAGGING THE GAME TO DEATH ?


Nope, you would need to use a cheap substitute, like a big block that falls down and plugs the pit, or possibly even a small pile of bricks. But not actual dirt.

1589
Discussion / Re: A.I. Tutor?
« on: October 24, 2010, 01:31:31 PM »
Thank you Click, that's exactly the kind of information I've been looking for.  Do you think you could do another quick tutorial on some other AI topics?  Specifically "radius," "throttle," and optimal smartzone placement; I've always found those three troublesome.


Most bots work well with a radius of 1.  It's only really huge bots that need a bigger one.  In that case, I just gradually increase the radius in increments of 0.1 or 0.2 until the bot successfully avoids hazards.


Throttle hardly ever needs optimizing.  In fact, I can't even think of any reason you would use any value other than 100.  Topspeed you occasionally may want a cap on, however, if for example you have a fast bot that flips itself if it rams the opponent too fast.  (Why topspeed and not throttle?  Because in a shoving match, a bot with low throttle will not push the opponent with all its power, even if it is moving very slowly.  A bot with low topspeed will apply full power until it reaches the topspeed, at which point it will slow down.  Much better in shoving contests.)  Since you really only need to bother with topspeed on very fast bots, a starting value of about 'topspeed':5 is pretty good.  From there, just do some test battles and make it as high as you can go without the bot flipping itself.


Smartzone placement is a bit hit-and-miss.  There are some general rules though.  For true popups and hammers, the smartzone should be placed so the edge is aligned with the tips of the razors in the down position (or whatever weapon it uses).  For flippers, the smartzone should be placed as far back as is reasonable, so the bot gets maximum leverage on the opponent.  Do a few test battles--if the AI sits under the opponent doing nothing, then the smartzone is too far back.  But if the AI fires its flippers while the opponent is only sitting on the tips, which may cause the flipper to pitch forward, then the smartzone is too far forward.  And for forward-firing popups, the leading edge of the smart zone should generally be aligned with the edges of the razors while they are in the VERTICAL position (halfway between fully extended and retracted).  You want the razors to be like flippers, not little hammers, so you have to make sure the smart zone is not too far forward.  On the other hand, you often have to compromise and put the smartzone further forward than it really should be, because bots may not even reach it if it is too far back.


Also, toggling F12 makes placing smartzones 100000000x easier.  It used to be you had to place it about 20 times to get it right... that wasn't fun.

1590
Discussion / Re: Raging DSL MWs
« on: October 24, 2010, 01:11:31 PM »
<3 Up, Up, and AWAY.  It looks like a clone of my Darkling Larva, but better.

1591
Tournament Archives / Re: Clash Of The Titans Signups
« on: October 24, 2010, 10:07:14 AM »
I don't really have a good bot for this........  Maybe I should send something anyway just to participate.


:O  The inventor of the UHW class doesn't have a good bot for the UHW tournament.  What about that VS that outweaponed Hammer of Judgment?  It will probably get tossed out by flippers of course... but flippers will beat anything with a good enough wedge.  (Except for my entry.  I have a nearly 100% foolproof way to beat flippers.  But I will let you wonder what it is.)

1592
Site News and Feedback / Re: Bring back ignore topics!!!
« on: October 24, 2010, 09:42:03 AM »
I am VERY close to turning GTM over to somebody else......G.K. whining about his daddy's filter......nobody wants to do right......I try to code something and and takes 3 days for it to work!!!!!
 
damn it!


Who would you turn it over to?  :confused:


I've thought about this too, and honestly it worries me.  I mean, we all depend on ACAMS to provide a place to talk about RA2, post bots and run tourneys.  And unfortunately we all sort of take it for granted.  What would happen if we didn't have ACAMS?  Ever think about that?  At the moment, all our eggs are in one metaphorical basket.  We used to have goose too, but now it's just ACAMS.


Keep at it, ACAMS.  I appreciate all your work for this place.  And you know what they say about power... those who want it are the least deserving to have it (and, presumably, vice versa).

1593
Custom Components Showcase / Re: Pay Tribute With Replicas
« on: October 17, 2010, 09:55:48 PM »
Is there any way to create a component and then BFE it into place? I still have all the old skins backed up in the proper directories.


Easily done.  Just open the .bot file in Notepad++ (regular notepad works too but takes a long time to open .bot files), do a Search and Replace for the original file name and replace it with the new one, making sure to include "styles/" at the beginning if it is in the styles folder.

1594
Stock Showcases / Re: FOTEPX'S Stock Showcase
« on: October 17, 2010, 09:51:18 PM »
Looks great!  Probably near unbeatable in the combat arena.


Actually... come to think of it a Nifty would be enough to power this.  That would let you upgrade six of the razors to maces or irons, two on each disc (14 kgs + the 4 you have left over), which would help against HS.


And cropping pictures=  :claping

1595
Custom Components Showcase / Re: Pay Tribute With Replicas
« on: October 17, 2010, 05:16:21 PM »
Hence why Resetti suggested you make a backup...

1596
DSL TC Showcases / Re: Stags bot showcase
« on: October 17, 2010, 04:27:37 PM »
But the extenders are 1 kg lighter than an axle.  It could add up... 4 of them is a whole additional axle's worth of weight.  Take off the DSL bar, use a bit lighter armor and he could get 2 more axles + 2 more razors, which could be attached directly to the disc.  Presto, 10 razors (with 3 ants!)

1597
DSL TC Showcases / Re: The DSL Designs of The Ounce
« on: October 17, 2010, 04:23:18 PM »

Fastest MW Beta flipper I've ever seen.

That is extremely good chassis management, well done. If you used straight panels for the front armour, and added a Small Wedge component to the front wedge, would that help?


He said the wedge is already pretty good.  If anything, it needs a bit more battery, but obviously that's not going to happen.

1598
DSL TC Showcases / Re: Stags bot showcase
« on: October 17, 2010, 03:55:30 PM »
What should I use instead?


Moar razors.  Bane X has 12, and Stanley 2 has 10.  You can get away with 8 and it will be good against most bots, but you risk being outweaponed by other HS.  You can downgrade the chassis armor too to get weight.


I wonder how good using 2 razors per flail is compared to one razor per flail like most bots.

1599
Stock Showcases / Re: The Stock Showcase of The Ounce
« on: October 17, 2010, 03:38:18 PM »
Very nice bot.


Now that BBEANS is over, some of the dedicated DSL builders may be moving back to stock for a bit.

1600
Stock Showcases / Re: FOTEPX'S Stock Showcase
« on: October 17, 2010, 03:20:13 PM »
Regarding the bot itself, it would be better if you made a tribar-shaped chassis and put the Z-teks in a triangular pattern.  It would be more stable and more protected on all sides, and would make a quite fearsome Bumble Bee-style SnS.


Also, please do crop your botlab.

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