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Real Robotics Discussion / Re: EB Games Expo - Australia
« on: May 09, 2014, 12:19:14 AM »
Did anything ever come of those non-competitive bots you were making?
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Real Robotics Discussion / Re: EB Games Expo - Australia« on: May 09, 2014, 12:19:14 AM »
Did anything ever come of those non-competitive bots you were making?
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Real Robotics Discussion / Re: USATL 2014« on: May 09, 2014, 12:12:16 AM »Too bad Shrederator didn't have a better showing, you'd think after nearly 10 years since their last fight they would have fixed most of the issues. That's what he tried to do in updating the motors and batteries. But the new Shrederator was untested in battle, so there were issues. Might've been better if he just ran the same old Shrederator without making any upgrades, but I don't know if that was even an option. Also, Touro Maximus and Polar Vortex are tough opponents. It wasn't just Shrederator's fault that it lost. It was actually spinning for a good portion of its fight against Polar Vortex, but PV still managed to tank all the damage it could dish out and shove it around. 263
Stock Showcases / Re: Wacky Bob's Stock Showcase« on: May 08, 2014, 11:56:30 PM »
Looks good, especially for a 30 minute build. Is it actually good?
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DSL TC Showcases / Re: EL CHICKENADOS SHOWCASE OF... ROBOTIC... robots.« on: May 08, 2014, 11:47:34 PM »"we need a bot that looks like an alligator" Never mind aesthetics and combat effectiveness. The biggest problem is clearly that it doesn't look like an alligator. Give it clamping jaws and a tail, then we can talk details. 265
Custom Components Showcase / Re: Lil' Hammer of Justice?« on: May 08, 2014, 11:19:12 PM »
I feel like I should clarify that Hammer of Justice was Firebeetle's creation, not mine. The small components weren't made just for the preview picture either. There are obvious practical problems with building a bot this big in the bot lab. Firebeetle built HoJ as a normal heavyweight first, and then scaled it up (by a factor of 100, I believe). I didn't realize that the original small components still existed, though.
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Discussion / Re: We have a sad 10th anniversary coming up.« on: May 08, 2014, 10:13:19 PM »And the tenth anniversary of her passing is coming up, so I thought in the meantime we could brainstorm on how we would dedicate October 3rd, 2014 to her. I had some vague plans for DSL3 to make a secret "boss team" of cheaty UHW bots that would be sort of like the ultimate challenge to beat with a normal bot. I don't have all the details worked out, but there was going to be a bot for Darkrat, a bot for Starcore, and a bot for Lu-Tze. Possibly other people too, but those three for certain. I don't know when I was going to get around to making those bots, but October 3rd seems like a good deadline for doing Lu-Tze's boss bot. Thanks for the reminder. 267
Real Robotics Discussion / Re: USATL 2014« on: May 08, 2014, 12:09:19 AM »
I didn't catch the final day. Who won?
Gotta say I enjoyed watching the first two days though. Almost like being at a live event. Last time I was at one of those was back when TC Mechwars was around. 268
Stock Showcases / Re: shedRift Robots:« on: May 07, 2014, 11:48:37 PM »
Oh right. ...So more like a bizarro landmine then. If only there were some way to get them to scatter. Maybe if you attached weapons on long vertical extenders, so they all fell over in different directions at the start of the match.
Edit: OR, you could make a whole bunch of tiny 1-square chassises (chassi? I don't know), scatter those around, and attach weapons to the baseplate. Chassis still get centered, but you can offset the actual coordinate points to scatter them. 269
DSL TC Showcases / Re: Thyrus`Showcase« on: May 07, 2014, 11:35:30 PM »
It's a bit more complicated than that... you need to copy and paste the texture, change the texture count to 2, and then change MAP_DIFFUSE to MAP_OPACITY in the second texture. So it will look something like this when done.
Code: [Select] *MATERIAL
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DSL TC Showcases / Re: Thyrus`Showcase« on: May 07, 2014, 11:18:09 PM »
You could use a .tga with transparency to skin the front plate and make actual slots.
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Modifications / Re: Battlebox arena fix« on: May 07, 2014, 10:20:19 PM »thanks alot for this! Yes, that's definitely why they are so touchy. However, I don't want to make them static. The real killsaws were capable of flinging bots across the arena (especially Mouser Mecha Catbot) and they wouldn't do that if they didn't spin. A little bit of Havok is good, as you get that same fling power. It's just the extreme cases where the saws pop out and fly around the arena I wanted to stop. So far, I haven't seen that. One question: Is there a possible way to have the bots start at a lower point instead of how high it is right now? Yes, but I won't do that right now. I don't want to mess with any BB9 bots (especially big VS) that might start inside the floor if I lower the start points. 272
Modifications / Re: Battlebox .py fix« on: May 05, 2014, 01:50:13 AM »
All right I fixed it. POVs are added. Bots still drive over hazards sometimes, but they're a little better about it.
I also edited the gmf so it supports 4 bots. The reason this update turned out not so quick was because I was messing around in the gmf, trying to further stabilize the killsaws. No such luck. I'll just call it done now and be happy that it's better than it was. 273
Modifications / Re: Battlebox .py fix« on: May 04, 2014, 10:10:45 PM »
AAARGH I derped people.
I forgot to add POVs. What this means is that the AI navigation around hazards won't work. I thought there was something wrong, but that the bots just needed a bigger radius. Now I know. Give me a moment to do a quick update. 274
Modifications / Re: Battlebox .py fix« on: May 04, 2014, 10:07:20 PM »I recieved this code to deactivate the hellraisers along time ago from Classicus. That's kind of an inelegant way to do it, but yes, it works. So much yes. Any chance you could allow four robots at a time? Maybe. I haven't tried editing the gmf and I'm not sure if doing so would mess it up. If this is a thing people need, I'll see what I can do. 275
Modifications / Re: Battlebox .py fix« on: May 04, 2014, 09:36:14 PM »
Yeah, if you really want one-hit-kill hazards, that's your decision as tournament host. You can also change it back so they do no damage if you want. All I'm doing is fixing some major problems in the code. (Try out the new pulverizers; I think you'll be pleased.)
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Real Robotics Discussion / Re: USATL 2014« on: May 04, 2014, 09:30:14 PM »
The Big Cheese is going for a razor guy run!
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Modifications / Re: Battlebox .py fix« on: May 04, 2014, 09:11:18 PM »
That's what I did.
Or rather, I added a metal value of 0.5. None of them had one before. Two of the hammers had code for it, but they referenced the wrong object in the gmf. 278
Stock Showcases / Re: shedRift Robots:« on: May 04, 2014, 09:09:11 PM »With regards to BFE-ing things... This is a cool idea and you should do it. I've done it with a couple razors before, so I know it works in principle. 279
Modifications / Battlebox arena fix« on: May 04, 2014, 08:53:10 PM »
With Battlebots 9 coming up (and me with two bots in it), I thought I would finally wade into the morass that is the Battlebox 2.0 files and try to fix some issues.
Here are the fruits of my labor: http://beetlebros.gametechmods.com/files/BATTLEBOX_2_0.zip This is the complete arena, so just unzip in your Arenas folder and you're good to go. If you already have the Battlebox, overwrite everything it asks. What I did: - Added collision lines and POVs for the walls and hazards. AI will not blindly drive over hazards (usually), and bots stuck on the entry ramps will not try to drive through the wall to get out. Rammers won't back into the walls. - Made the killsaws less powerful so they don't explode quite as often. They're still not perfect, but I think they're a little better. - VASTLY improved the pulverizer behavior. They actually go up and down like a normal hammer now. Not like some hammer that thinks it's a Razer claw. - Made the hazards actually do damage. Not much--a pittance, really--but hazards that don't do ANY damage are just lame. - Added start points so the Battlebox now supports 4 bots at once. -WARNING FOR MASSIMOV- I did not disable the Hellraisers. That bit of code will have to be re-implemented for BB9. 280
DSL TC Showcases / Re: Naryar's DSL showcase - Crush your enemies ! See them driven before you !« on: May 03, 2014, 11:03:07 PM »
The back spinners will definitely hit stuff. The face spinners are small, and they will scoop up bots (think RPB) and bring them into the back spinners.
Looks very intimidating. The name, however, is kind of awkward, unless it's some reference I'm not getting. Edit: D'oh, for some reason I read it as "Man of a Thousand Teeth" at first. Yes, "Maw" is much better. ...Still, how about "Thousand-Toothed Maw"? |