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Messages - Paranoia
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281
« on: July 29, 2013, 08:43:44 PM »
Looking at the MW Bracket, it looks as if Hysteria might just have a chance. Unless I get shredded by Chief Kamachi in Round 3.
282
« on: July 29, 2013, 07:53:45 PM »
I think that I'm in good standings in the MW division, elsewhere I probably won't have much success unless Mechanical Bull pulls a razor-guy.
283
« on: July 28, 2013, 08:18:29 PM »
I like it. You should power the turnkey with a servo, so it spins slowly like a real turn key.
The turnkey is actually powered by a copal to conserve weight. Let me guess, you wired it to the same control as the drive?
Yeah.
284
« on: July 28, 2013, 09:28:48 AM »
Just a preview of what's to come of Paranoia AI:  This is a lightweight rammer on a Steampunk-themed team. A neat feature about this bot is that the turnkey on the top spins while the bot's drive is active.
285
« on: July 28, 2013, 09:16:23 AM »
Update.
(Image removed from quote.)
(Image removed from quote.)
Replaced the VS with a Bounty Hunter styled flipper.
(Image removed from quote.)
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Wedge is... not exactly the best, but can get under opponents.
Sometimes.
Both look alright, however because of the DSL3 Ant-Battery nerf it would probably be more efficient to use Longs from my knowledge. Have you tested them against the pack's bots? EDIT: Whoop, I'm a middleweight.
286
« on: July 28, 2013, 09:01:52 AM »
wait for the DSl-S tourney fist pls
Nicholas-Cage Bot is in construction.
287
« on: July 28, 2013, 07:43:17 AM »
Was going to enter Sentry Gun, though I then realized it violated the function rule.
288
« on: July 28, 2013, 02:45:47 AM »
Recently made my first custom bindings for a bot on Paranoia AI called "From Russia with Love", here is the code if any of you wish to use it for Clamp/Spinner Hybrids.
from __future__ import generators import plus import AI from AI import vector3 import Arenas import Gooey import math import Tactics
class FRWL(AI.SuperAI): "The Clamp/Spin AI for From Russia With Love!" name = "FRWL"
def __init__(self, **args): AI.SuperAI.__init__(self, **args)
self.tactics.append(Tactics.Charge(self)) self.tactics.append(Tactics.Shove(self)) self.spin_range = 3.0 if 'range' in args: self.spin_range = args.get('range')
self.tactics.append(Tactics.Engage(self))
def Activate(self, active): if active: if AI.SuperAI.debugging: self.debug = Gooey.Plain("watch", 0, 75, 100, 75) tbox = self.debug.addText("line0", 0, 0, 100, 15) tbox.setText("Throttle") tbox = self.debug.addText("line1", 0, 15, 100, 15) tbox.setText("Turning") tbox = self.debug.addText("line2", 0, 30, 100, 15) tbox.setText("") tbox = self.debug.addText("line3", 0, 45, 100, 15) tbox.setText("") self.RegisterSmartZone("squeeze", 1) return AI.SuperAI.Activate(self, active)
def Tick(self): targets = [x for x in self.sensors.itervalues() if x.contacts > 0] if len(targets) > 0: self.Input("Clamp", 0, 100) else: self.Input("Clamp", 0, 0) if self.weapons: # spin up depending on enemy's range enemy, range = self.GetNearestEnemy() if enemy is not None and range < self.spin_range: self.Input("Spin", 0, 1) elif self.GetInputStatus("Spin", 0) != 0: self.Input("Spin", 0, 0) return AI.SuperAI.Tick(self)
def RobotInRange(self, robot_id): "Return tuple of (part-of-robot-in-range, chassis-in-range)" # GetLastDamage returns: component damaged, amount, at time, by player, by component range = self.GetDistanceToID(robot_id) if range < self.spin_range: damage = self.GetLastDamageReceived() if damage[3] == robot_id and (plus.getTimeElapsed() - damage[2] < 1.0): return (True, True) return (False, False) def LostComponent(self, id): #print "Lost Component!" return AI.SuperAI.LostComponent(self, id)
def LostComponent(self, id): # if we lose all our weapons, stop using the Engage tactic and switch to Shove if id in self.weapons: self.weapons.remove(id) if not self.weapons: tactic = [x for x in self.tactics if x.name == "Engage"] if len(tactic) > 0: self.tactics.remove(tactic[0]) self.tactics.append(Tactics.Shove(self)) self.tactics.append(Tactics.Charge(self)) return AI.SuperAI.LostComponent(self, id)
def DebugString(self, id, string): if self.debug: if id == 0: self.debug.get("line0").setText(string) elif id == 1: self.debug.get("line1").setText(string) elif id == 2: self.debug.get("line2").setText(string) elif id == 3: self.debug.get("line3").setText(string)
AI.register(FRWL)
289
« on: July 27, 2013, 09:29:00 PM »
Do we have to AI them ourselves?
No, though you can add smart zones and correct control names if you want.
290
« on: July 27, 2013, 09:04:48 PM »
Love them so far, however have you compared them to other bots in the pack?
Sadly not, I've yet to have a look at the alpha. Just decided to boot up DSL3 and see if I could come up with a theme. Haven't build any DSL3 in a while so it might a nice change.
I have a day off tomorrow so I'm sure I'll sit down and have a look through the alpha.
Edit: Oh hey, post 666 while discussing a team based around Heck.
Double edit: THEN WHY THE HELL DID I CALL ONE LAZARUS. LAZARUS WAS A SAINT. ARGH.
Name it Lord of the Flies. Flies are annoying, though so are flippers.
291
« on: July 27, 2013, 08:58:33 PM »
For Covenant, you could mount regular perms internally so it is more realistic?
292
« on: July 27, 2013, 08:48:43 PM »
293
« on: July 27, 2013, 08:34:48 PM »
Already assembled a team
But first, to clarify things, it's 1 LW, 1 MW and 1 HW right?
Or am I wrong?
In alpha it will be following that format, however more bots will be added as it moves towards its final version. The format will be the same as most AI packs by 1.0.0, all of the teams will use the starcore-styled format.
294
« on: July 27, 2013, 08:09:08 AM »
IRL metagame
competitive IRL
...what.
By competitive, I'm referring to tournaments. Though it is sort of "missing the point", there at least needs to be some standards. I see IRL as an opportunity to put yourself in the place of an actual bot-builder, building an efficient machine which follows real-life physics and constraints, putting yourself in the role without having to dish out thousands to make an actual robot. That is just really my view on IRL, the style isn't defined by an exact description.
295
« on: July 27, 2013, 07:12:58 AM »
What do you mean by major lack of movement, though?
As in the robots dont move directionally. The weapons though do move
Which robots have you tested? They seem fine to me.
The MW in the communist and the Goodbye Kitty are the main ones off the top of my head
Crushchev is rather unstable because of its weapon, and Goodbye Kitty is just plain slow. Could any of you gentlemen provide me information on how to acquire DSL 3?
The beta is on Clickbeetle's DSL is not cancelled thread.
296
« on: July 27, 2013, 06:53:13 AM »
What do you mean by major lack of movement, though?
As in the robots dont move directionally. The weapons though do move
Which robots have you tested? They seem fine to me.
297
« on: July 27, 2013, 06:27:21 AM »
Gonna give it a try. Whats the worst that could happen
Edit: Hit a problem already. Major, major lack of movement made by the bots
The Stock Bots or the bots in the first three teams?
First 3 teams
What do you mean by major lack of movement, though? Inb4 large DSL bars everywhere.
If I have any good ideas I'll send something.
I'm trying to avoid having DSL-Bar overkill, the only bot with a DSL bar right now is Russian Dancing Man.
298
« on: July 27, 2013, 06:04:31 AM »
i might have a team or two to send you. the teams are in the same style as most other ai packs right? (lw, mw, hw, 3 of any weight)
Sure, the three current teams might have several extra bots added on soon.
299
« on: July 27, 2013, 05:59:03 AM »
Ill submit a team. What weightclasses?
1 of each "official" weightclass, meaning Lightweight to Heavyweight and extras.
300
« on: July 27, 2013, 05:22:28 AM »
Gonna give it a try. Whats the worst that could happen
Edit: Hit a problem already. Major, major lack of movement made by the bots
The Stock Bots or the bots in the first three teams?
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