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Messages - Clickbeetle
2261
« on: December 23, 2009, 08:10:21 PM »
I don't know for sure, but my guess is yes. I know it triggered a competition between Barbie, ACAMS, and maybe some other people over who could make the first one that was invertible and with DSA.
2262
« on: December 23, 2009, 06:44:47 PM »
Well I gotta vote for my own tourney. Though I do think CC2 and NW2 are worthy of 'honorable mention'.
2263
« on: December 23, 2009, 05:37:27 PM »
Sent in my bot. Good thing I decided to squeeze in a visit to GTM before Christmas/New Years hits, or I might have missed this! Fun Stats on Entry's
VS - 3 Pop-Up - 1 FS - 3 Flipper - 2 SnS - 5 Whipper - 2 Flail - 2 HS - 2 Juggler - 1 Sawbot - 1
Nice variety of robots there
It will be interesting to see what you classify my bot as
2264
« on: December 23, 2009, 03:29:49 PM »
You could maybe do it the way that Mad made his Matrix arena. Instead of having platforms appear and disappear under the bots, you would have light spots appear and disappear. It wouldn't be smooth, but it would work.
2265
« on: December 23, 2009, 03:22:54 PM »
You mean the None class I used for SHW's? Just go to the very top of the .bot file, and where it says "Class: 1" (or 0 or 2 depending on weight class) change it to "Class: 19658784".
Then if you want to make a custom icon, just edit choosebot_cell.gib (in the UI/exhibition folder) and change the default weight icon image name (it's a small file so it's easy to see what to do).
2266
« on: December 12, 2009, 11:20:44 PM »
Awesomeness! Third link: check out the pulverizer after it smashed the top of that drumbot's weapon  Fourth link: Whoa, that dual VS looks like an RA2 bot, design-wise.
2267
« on: December 12, 2009, 10:38:17 PM »
The guy who made all these bots: http://www.buildersdb.com/view_team_bots.asp?teamid=890Terminal Velocity is one of my favorite current MW's, just because there are so few big VS's left in the upper classes. And K2 is the bot in the famous K2 vs. 2EZ hit.
2268
« on: December 12, 2009, 10:29:10 PM »
(middle one is BFE'd but it's still realistic)
I can't say I agree with this practice. That's opening a can of worms right there. "The Dual Perm passing through the chassis is BFE'd, but it's still realistic."If I just ignore the BFEing, though, that bot looks great.
2269
« on: December 12, 2009, 10:08:01 PM »
Click's Epic Showdown arena would be awesome for this
For the record, Firebeetle did most of the work on that arena. I made the code for the lightning, the sound effects, the torches, and the damaging zone on the edges of the pillars, but the vast majority of the modeling and skinning was FB. When I was making the secret AI for SFTW, the original plan was for it to summon the Eye of the West and all that right in whatever arena you happened to be in. But then FB got it into his head to make a custom arena for SFTW, and went ahead and made the Epic Showdown.
As a result, if you know what you're doing you can remove the Epic Showdown-related code from SFTW's .py and have it do its thing in other arenas. Oh, and that juggler also looks very cool. I like how it's all boxy and armored like a tank.
2270
« on: December 12, 2009, 09:59:39 PM »
Why the normals anyway..? How are they usefull?
Because it's unrealistic that a tooth that's only sharp on one side would do damage with the flat side, and DSL is supposed to be realistic. Or at least more realistic than stock. But in DSL3, components with normals will have increased stats to make up for it.
2271
« on: December 12, 2009, 09:35:23 PM »
Make the samurai sword going the other way on Perturbed, so you can pick up a bit of extra damage. 14 kg weapon, might as well use it while it's there.
Volatile looks too tumbly IMO. Kind of like Flame was in BBEANS3. I would put the battery in front of or behind the drive to make it longer (and hopefully more stable).
Can't think of anything else, they are both excellently built bots.
2272
« on: December 12, 2009, 09:28:30 PM »
i might spread out the weapon motors a bit
I wouldn't. Having them all close together makes for a more focused attack, and easier flipping of bots. It's like a popup, where you want the weapons to all hit at the same time. Also, that bot looks like it would be bouncy. Maybe not though. In any case, it's an awesome design.
2273
« on: December 12, 2009, 09:20:07 PM »
For horizontal spinners, never attach your weapon motors directly to the baseplate (exception: Mad's ArrowHead). It is much more space- and weight-efficient to stack your weapon motors with burst motors.
Then you can start playing around with using extenders to stack multiple weapons on the tribar ends and stuff like that.
2274
« on: December 12, 2009, 09:15:37 PM »
So... what did you do to it to make it better in arenas with uneven height, besides changing the irons to razors? An inside shot would help.
And yeah, use up that extra 25 kg. Either with more weapons, or some kind of protection for the weapon motor.
2275
« on: December 12, 2009, 08:41:09 PM »
The finished arena looks great; better than the old one I think. Pretty cool how you got the walls to cycle around like that.
2276
« on: December 05, 2009, 12:23:33 AM »
Very well built bot. Oh wait... when I first read "6 HP Z-teks" I thought you meant it was 6WD and I thought "Whoa, no way!" but now I see you mean total.
Well, still a good bot.
2277
« on: December 05, 2009, 12:14:22 AM »
Maximum Exposure
I'm not sure if it was intentional or not, but that name fits the bot like a glove, looking at those exposed Snappers and extenders. While you're using up extra weight, definitely put some armor in the front there, maybe a few ramming spikes. On the popup, you should put baseplate anchors where that spike strip Snapper is now and use those to attach the R4 "ears" (I'm assuming that's what you're trying to do). Also, you could switch the position of the DDT's and Snappers in order to get the weapons further forward (that's a good thing on a caster popup). Both bots look overall pretty good though.
2278
« on: December 05, 2009, 12:03:03 AM »
Nonsense ! A single little harmless comment is not going to stop Click from making DSL3.
Nope, I'm like the mailman. Rain, snow, sleet, or hail... grad school... BOTM and other random bot projects. Nothing stops me! Although I can get slowed down. I'm trying to make new tank tread styles right now, but I just found out the hard way that wheel gmf's HAVE to be oriented on the X-Y plane, no exceptions, you can't even rotate the TM_ROWs to fix it. So all that work making a high-poly oval tank track and now I gotta do it all over again >:[
2279
« on: December 04, 2009, 11:45:35 PM »
If you all think it's a bad idea, I'll delete that info from my post. But you DID ask for a tutorial on how to BFE DSA...
2280
« on: December 04, 2009, 11:39:53 PM »
It would be easier to tell you what was wrong if I could see the gmf... it's not just the regular clown head gmf, is it? You must have done something to it.
I THINK it gives you Run-time Error 9 if you have a higher OBJECT_COUNT than you do objects. Try reducing the OBJECT_COUNT (right after the materials and before the GMOBJECTS) until it works.
But it could be something else, like I said it would help seeing the gmf...
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