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Messages - Naryar
25261
« on: April 21, 2008, 03:25:42 PM »
Some new stuff! I've made a lot of bots but the half were crappy... So: an improvement of Tribute to Mayhem. More offensive and defensive potential than the first, better against horizontal spinners, protected weapons, but not a flipper anymore, and weaker wedges (that is: can't go under the enemy is easily as the first). Unfortunately the weapon touches slightly the ground, making him a little unstable when spinning. I must wait for it to get under the enemy to start spinning. Iron Mayhem V5Type: HW VS Weight: 786.2 Armor: DSA Weapons: A total of 12 iron spikes on tribars, powered by HP zteks. 4 ramplates for defense (not really useful for ramming) and some iron spikes for stability. Power: 1 dark batt, 2 pink batts Drive: 2 GrannyGuards powered by HP Zteks  Still could be better, that is to say more compact. Although I don't see any more improvements to do. I tried 4 ztek drive, but when ramming an opponent even with the wedges, he tips over. I think a stable VS is a slow one. Seriously, in Starcore 3, the best drive I've seen on a VS must be 2 HP Zteks...
25262
« on: April 21, 2008, 03:14:46 PM »
I agree with SD.
By the way, this is not really a drum. It's just a multiple HS.
Not bad at all for a middleweight.
25263
« on: April 21, 2008, 03:04:13 PM »
Yep. Well I was thinking of that too when speaking of three multibots...
Then this'll be a HW tourney I think, or they'll be a lot of multibots if they don't like the HW chassis.
25264
« on: April 21, 2008, 07:59:31 AM »
Good idea, if I have time (so, if the tourney takes place in..., say, two months), I will try it.
I think I'm going to make two MW multibots, just have to see your baseplate CUDA.
I don't even imagine the mess if someone enters 3 multibots... LMAO.
25265
« on: April 21, 2008, 04:53:50 AM »
Not bad for ripblade; i'm thinking of making stock remixes too.
25266
« on: April 20, 2008, 07:37:18 AM »
Use something like two stacked drive E-teks, or servo bursted drive E-teks.
In fact you need drive motors rather than weapon motors, because torque is the key here. And even with drive motors, the discs are quite damaging.
25267
« on: April 20, 2008, 07:34:26 AM »
Second Sentinel and Critical Emergency are easy to go under if you're using a front wedge body with several small wedges on snappers.
25268
« on: April 20, 2008, 01:19:10 AM »
Landmines? You means that you PURPOSELY put triggers of havok explosions all across the map?
25269
« on: April 20, 2008, 01:16:41 AM »
Yes they're quite nice. But isn't it difficult to drive a full body drum with such a small support extender?
And they're SHW's. But the seconds looks quite invulnerable.
Oho, the third is really very tight, good job on that. I'm pretty sure I can win 10kg on my bot because the chassis can be still made tighter.
25270
« on: April 19, 2008, 06:07:16 PM »
Looks mean, nice tight chassis, but you miss a wedge on a snapper. Or perhaps you have already one but we can"t see it?
You mean the glitch that the drive motors are pretty unstable when mounted on burst motors, and they bounce too much? Well its normal. If you want to stack your driving train like that, I'll recommend servos. Way stabler. But it looks like Scrap Daddy put 10 HP ztek wheel drive on two snapper II's...
25271
« on: April 19, 2008, 09:38:09 AM »
...That's it! I've done it! I've done it!  Finally after several fights Pon2n got destroyed. Magmatic Revolt V2As part of the name implies it, this is inspired by Gyratory Revolt by Firebeetle (but less damaging). But I could not spin up properly without ground support, and this is the reason for the presence of 2 DSL bars, to get some grip one the ground for spinning the wheels/weapons. The two bars parralel to the discs are for not getting stuck on it's side. Type: HW... the closest thing I can think of it is an hybrid Giant VS/ Overhead Thwack Weight: 789.1 Armor: 3mm Plastic Weapon: Two 250cm disks fitted with 10 irons each, powered by drive Eteks Drive: Actually it is the weapon Power: One PC625 and one battlepack  + Quite good and continuous spinner damage, without mentionning that his weapon has a wide attack radius + Definitely damaging overhead thwack (the support ground touching bar can be used like a Frenzy type hammer) + Quite difficult to get under safely (very good against popups and most of the flippers) + Difficult to stop completely. + Chassis out of reach for the majority of bots excepted VS's and hammers + Deathpits are not a big threat to him (can even sometimes get out of them) - Slow - Unstable (often ends on one "wheel" if turning") - A lot of inertia (e.g. you must drive him carefully, by example if you turn at full power to do a 180° turn, he continues (a lot of kinetic energy in the discs) and makes 360° turn. Same thing for forward/backward, if you make him charge at full speed against an enemy and the enemy dodges, there are chances he slams into the nearest wall). That makes him a monster to drive. Sentinel is good compared to him. - Way weaker if the support horizontal bar is ripped off - Weakest grip I've seen on a bot. Completely useless in tabletop matches But quite funny to use. Next time, how to make a non-Trinity flying HS... - Weak armor
25272
« on: April 18, 2008, 11:55:55 AM »
He built them or received them from other players. Or used the AI (DSL and stock), of course.
Oh by the way, I'll release a bot for this weekend. But not a full team, finally.
And tell me where I have to send the bot file.
25273
« on: April 17, 2008, 02:57:27 AM »
Yep. Besides, it's pointless to post this here because you won't gain any respect for that.
And for your information it's NOT stock.
25274
« on: April 16, 2008, 10:24:08 AM »
Original flipper-spear design, and he's cool looking.
That chassis could be way more compact. It's not very difficult to build a bot who owns all default bots (the plain old HW VS I posted in my showcase already does that, as the MW)
...But with cheat parts, it's pointless. They're fun, but unbalanced. So try to build a pure stock bot that owns all stock bots, then go Starcore with it.
25275
« on: April 14, 2008, 05:35:16 PM »
I'd like to join.
Not now of course, I will just made a LW/MW/HW team in the future.
DSL parts or Stock parts, or the two mixed already?
25276
« on: April 14, 2008, 06:26:26 AM »
Same process, yeah.
Simply on another file (AI and Arenas in that case)
25277
« on: April 06, 2008, 05:49:36 PM »
WHAT? I saw at BeetleBros's website that you have to put one black batt for 2 HP Zteks to get full power !! Or this applies only to weapon motors ?
EDIT: "If you are only using spin motors, however (no burst motors), you can easily get by with output being only half of input." Oh, nevermind... but that's GREAT!
It isn't that only for the VS. A very offensive one (lots of weapons -drumlike-, or lots of weapon motors) may be able to rip off his hammers and then...
25278
« on: April 06, 2008, 05:04:39 PM »
10WD??? You're more than insane! Wait, that's impossible to stack FIVE batteries on one (to get full power you must have 5black batts, I'm sure you know this)! And if this is true, it means you have... hmm... 570 kg on drive only, if I count well... Ingor 2 is cool, very cool, (I just love hammers) good defense, but actually a good vertical spinner with enough weapons or a popup aiming well could defeat him quite easily. And you should make a U or V shaped front. It stops the spinner easily. And the angled hammer, although good, could have a better shape than that. ...But just wait. I'm absent for a week perhaps, and then i'll be back with a  of a hammer (updating Grip of Violence, exactly)... And then...
25279
« on: April 06, 2008, 03:29:19 PM »
No, you're not supposed to.
But it's a little more difficult than just selecting all the components folder for removing the read only mode. Oh I didn't mentioned that? I mentioned it. I tried like you to select simply the component folder to get rid of the read only -when installing DSL- and that didn't work.
You should go into the components folder, then select all the folders (Ctrl+A), properties for all these (make sure they're all selected when you left-click), and than unclick read only.
Or just select the ballast sub-folder in components folder, properties for this folder, and unclick read only.
Or repeat this for ALL the files in the same sub-folder. But this is just plain annoying.
That should work now. And after all this if you CANNOT MADE A DECENT SHW... I'LL...
... You're lucky, I'm off and no internet for five or six days. But RA2, yes. I'll show you guys plenty of cra... good bots.
25280
« on: April 06, 2008, 01:43:46 PM »
There is a small attempt for me to make a component installation tutorial, because I didn't find one.
INSTALLING COMPONENTS
Before installing a component or a pack of components, a little theory. In your Robot Arena 2 main folder, there are two things essential for components: the Components folder (default C:/Program Files/Infogrames/Robot Arena 2/Components/) and the Components.cfz file (default C:/Program Files/Infogrames/Robot Arena 2/Components.cfz).
The first, the database contains all the different components, each one has it's own folder. Normally, these folders contain some coding about components, the GMF file and the skin here. But this is not important here.
The Components.cfz is the file which is used by the game to make components appear in your bot lab. If you add a component into the Components folder (e.g. the database) without modifying the .cfz file, can't be used.
When installing a component, the RAR file contains two things: another updated Components.cfz file and a folder named as the component. For the first part, it's very simple: you just need to move the new .cfz file into your RA2 directory and overwrite the old .cfz file. The game will make a new slot in the component part of the bot lab.
But it's useless without the folder contained in the package. If you launch RA2 with the new Components.cfz file but not the new component, there will be a blank in the bot lab component tab (weapons, mechanics, extras...) corresponding to the new component. Clicking on it will crash the game.
To use the component, and after overwriting your game's Components.cfz, you must move the component-named folder (which is in the RAR package) to the Components folder.
If you add a brand new component, that should be fine. But if you replace an existing component with another "version" of it, this is more tricky :
You should go into the Components folder, select all the sub-folders, and remove the read only mode (right click, go in Properties and untick the "read only" option, at the lower part of the window that just appeared). (You can also remove the read only mode of just the component-named folder you want to replace, but it's pointless, especially if you want to add more components)
Then move the new component-named folder coming from the RAR package to your Components folder, and you must overwrite the old one.
Example: You want to install ACAMS antiballast. This one inserts into the Ballast entry of the Extras tab in the bot lab. It contains another RAR file named Weight. In this "Weight" RAR package, there are a .cfz file and a Components folder, which only contains a Ballast folder)
-Download it. -Remove the read only mode for all the folders into your Components folder (or simply the ballast folder, located at (default): C:/Program Files/Infogrames/Robot Arena 2/Components/ballast ) -Extract the Antiballast package somewhere. -Extract the "Weight" package into your RA2 main folder and overwrite. This will overwrite your CFZ file and the ballast file into your Robot Arena 2/Components folder. -And now, the new component should work. And you could now begin to build superheavyweights.
-Last thing: Read the help .txt file given with the package FIRST.
(Sorry Scrap Daddy, I insulted you. You're nothing of a n00b)
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