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Messages - Clickbeetle
3061
« on: June 01, 2008, 08:48:01 PM »
That racing arena might actually be a really great idea. It depends on how the AI pathfinding would work.
Firebeetle recently made some code for the "Custom" game mode where the AI imports a list of coordinates, then follows them with priority over the normal attack routines. Basically they drive on a set path and don't attack unless you hit them. It's used with an updated Drag Race arena, which is coded so that as soon as one bot crosses the finish line, all the others are eliminated. Snow Job is suddenly the ultimate challenge. (Still needs a bit of tweaking though so don't expect a release soon.)
The KOTH approach could have some advantages over FB's method, most notably that you can't score points by attacking, the Hill has AI priority over attacking, and it wouldn't interfere with any existing arenas (FB's code interferes with the Batman arena and Hamster Ball and others in DSL). I'd like to see how it would work.
As for the arena with the saw blades closing in, Firebeetle already tried something like that. He tried to make a Trash Compactor arena like in Star Wars, where the walls slowly close in, but it didn't work because bots can always push the walls back no matter how heavy and powerful they are. So, sorry but that idea won't work.
3062
« on: June 01, 2008, 07:46:35 PM »
Well, since people seem to be slow in getting around to installing 2.1 (can't really blame you though; I was slow too) I might as well post this. It's a slightly updated 2.1 patch with a few extra tweaks: -Upside down connection point on BSG fixed. -Generic tribars have more HP. -180 degree Beta motor is less glitchy and also has a slightly bigger arc. -Collision on NPC motors and TWM3 motors is more forgiving (you can now put stuff in the inside angle). The link is the same: http://beetlebros.gametechmods.com/files/DSL21.zip
3063
« on: May 27, 2008, 09:13:13 PM »
So, I've heard a lot of reports lately about components being visible that are supposed to be hidden. Some of them crash when you click on them, and some are just annoying because they clutter the list or make it hard to tell what's stock and what's not (especially in DSL).
Just recently this suddenly happened to mine and FB's copy of DSL, and we were able to figure out what caused it. It's a modification FB did for his cheat pack to RA2.cfg.
To fix the problem, open RA2.cfg (in the main RA2 folder), and find the line that says "AIHelpers=1". Change this to "AIHelpers=0".
Firebeetle's cheats will still work, but no messages will be able to be displayed in the F9 window. You can always change AIHelpers back to 1 whenever you want to use the cheats, but it's best to keep AIHelpers=0 when not cheating.
3064
« on: May 27, 2008, 08:32:08 PM »
Yeah. Flipping is Crown of Thorns' main weakness, since it can't self-right. That middle Typhoon spike lets it drift aimlessly around a bit, but otherwise it's helpless. Fortunately, the Panic skirts keep it very stable, so it at least never flips itself.
3065
« on: May 27, 2008, 08:19:42 PM »
Nice designs. Impregnable looks like an excellent balance between offense, defense, and control. With the concept of balance in mind, I'd say I2 is superior, but it really depends on what bot you're fighting, and how quickly you can usually get KOs.
The End is just crazy. That one is all offense--it must be even harder to control than Blue Moon.
3066
« on: May 27, 2008, 08:08:57 PM »
Well Piece of Cake is certainly original. You don't see too many three-wheeled bots. I'm guessing the strategy is to strafe around your opponent and sideswipe them with the spinner? If that's the case, I think the bot would be better if the weapon spun the other way, so it would push your bot away from the opponent after a hit.
3067
« on: May 27, 2008, 07:43:17 PM »
B-b-b-b-bump bump ka-THUMP. Over a year since I last posted a bot? I've been gone longer than I thought.  I was hoping to get this bot done for the Bot of the Month contest, but alas, the final tweaking and skinning took too long. Nothing too extraordinary about Crown of Thorns--just another LW horizontal spinner--except that it has a pretty darn big weapon for a LW. That's a 150 cm disc with 12 Typhoon spikes, powered by a Perm 80. It's tilted at a slight angle so it can hit wedges in the front, or it can turn around to whack off hammers. 1 mm titanium armor, Astroflight drive, 2 red battlepacks for power.
3068
« on: May 27, 2008, 07:29:08 PM »
will you do the AIing again? or follow the new trend of the self-AIed bots? Self-AI'd bots? As in bots that AI themselves? Or bots that are AI'd by the builders? I don't know that the former exists, but if you mean the latter, then the answer is self AIing is welcome but not required. Meganerdbomb: DSL 2.1 has been slow, but if beta testing ends up taking THAT long, I'll just run a DSL 2.0 event.
3069
« on: May 27, 2008, 06:48:47 PM »
CB, 1. I like the arena. Was this your work, FB's, or a co-effort. Good job to whomever. 2. Will BBEANS 4 still be MW, DSL? (I've no preference...but some do above.) 3. Any estimate for a Tourney date? 1. It was designed, built, and skinned by me. I used some of FB's lexan textures, though. 2. Still MW DSL. 3. After the 2.1 patch is released.
3070
« on: May 27, 2008, 06:43:19 PM »
#2
3071
« on: May 23, 2008, 09:21:36 PM »
I'm surprised you were able to beat Grog and Big Metal Friend. That weapon motor looks like it would be a very juicy target for them. Do you ever have problems with it falling off?
Also, I wouldn't call that "weak weaponry". Two 70kg hammers is quite respectable, especially considering that bot's drive.
3072
« on: May 23, 2008, 08:45:48 PM »
Can we write our own .py for the AI or do we have to use stock ones? Any type of AI is allowed, custom or stock, as long as it doesn't do anything a human can't do (for example, hurl bots around with psychic power or deal invisible damage). But anyway, the BBEANS Tournament Arena is finished now, and also available for download. Here are some screenshots:  General overview of the arena.  The walls are low enough to be flipped over, but high enough that it won't likely happen accidentally.  For the first half of the match, the only way the blade is going to be a threat is if you get flipped into it. But after 1:30...  ...the walls retract into the floor, exposing the blade. (I edited the timer to take this screenshot.)  The blade is dangerous enough so you don't want to drive into it, but it's no more powerful than any weapon you can put on a heavyweight. It won't launch you out of the arena like the blade in the DSL Spinner Arena.  It's even possible to stop it if you try really hard. So it's not a one-hit-you're-dead thing--but it certainly adds some excitement to that usually dull second half of the match. I've uploaded the arena to my website. You can try it out here. I've also made the Electric Arena 2 available--it's been a BBEANS prize exclusive long enough.
3073
« on: May 18, 2008, 09:11:27 PM »
Unlike Clickbeetle and MikeNCR, not all of us are engineering geniuses. Heh, I wouldn't call myself an engineering genius. Physics was my least favorite subject in college. And if you look at my videos of Defy Ant, you'll notice it didn't exactly dominate the competition. If I had the resources and know-how (and motivation) I would build a HW with a lifting arm like Wedge of Doom's, but on the other end there would be a claw, so when the arm went up the claw would come down and crush bots. It would use a lift, flip, then turn around and crush strategy.
3074
« on: May 18, 2008, 08:38:37 PM »
Make the hammer shorter? Less weight, less vulnerable, more stability, and you can put more spikes on.
Just like in real life, the world needs more hammer bots.
3075
« on: May 18, 2008, 08:28:16 PM »
Actually a sloped front would probably hinder that design. You don't want bots to slide up on top of the piston, you want them held in front and repeatedly punched.
Good bot. I wonder if there could be a better place for the ice picks though.
3076
« on: May 18, 2008, 08:19:30 PM »
Two purple batteries are way enough for 2 RADs.
Two pinks: imput +200 2 Rads: imput -160
One nifty: +400
Got this from Clickbeetle's site. But actually the nifty weights the same as 2 pinks, so... Yeah, but you also gotta take into account the total power. Small battery packs have 7000 total electricity, and Nifties have 24000. Two SBPs have 14000 total, so they last just a little more than half as long as a Nifty. It's pretty much the bare minimum for a LW--it works fine, but after 3 minutes you'll be visibly slowing down. That said, I think inf's bot is nicer. They're both great, but the fact that inf's weapons are more protected behind the casters while retracted and he has the more efficient space utilization makes it a little bit better I think.
3077
« on: May 18, 2008, 08:04:35 PM »
Excellent! Is going to have the BBEANS 2 rules (Double elimination, 2/3 only in the semis and finals)? Double elmination, 2/3 for all fights. The only thing I'm still deciding is whether to do 2 minute or 3 minute fights (if 2 minute, the blade walls will lower after 1 minute).
3078
« on: May 18, 2008, 07:59:07 PM »
The wedge is attached by flipper segments that go under the shell, and it's far enough forward that the teeth don't go through it.
Also please direct any other comments on my bots to my showcase. Let's keep this thread on tournament things.
3079
« on: May 18, 2008, 07:52:25 PM »
Note: BBEANS4 isn't officially starting yet. This thread is just for information since there's some confusion about it.
That means no entries are being accepted right now.
But here's the scoop:
Weight class: MIDDLEWEIGHT (<399.0 kgs)
Mods: DSL
I intend for registration to open soon after the 2.1 patch is released, so naturally the DSL 2.1 patch will be allowed.
Special rules: DSL Realistic Rule. You're probably all familiar with this now, but a quick recap: No part can intersect another part that couldn't have a slot cut in it in real life. Example: Spinner blade passing through armor plate or chassis=OK. Spinner blade passing through wheel or battery=Not OK. There is a small margin of tolerance, though. If a spinner blade just nicks a motor or something, that's OK. Basically this rule is just intended to stop burst-enhanced overlapping spinners and their ilk like you see in stock RA2. For reference, all of the DSL stock AI would be legal in BBEANS.
Arena: Official BBEANS Tournament Arena (TBA)
The making of the arena is delayed due to computer trouble, but it's almost done (the arena, not sure about the computer). It's an 11x11 meter square (a little bigger than the RA2 T2 arena's short dimension) with low boundary walls you can flip bots over to eliminate them.
But here's the cool part. In the center of the arena is a horizontal spinning blade surrounded by walls. The only way to get hit by the blade is to be flipped over the walls into it. The idea behind this hazard is to prevent box-rushing. In an open arena, all AI fights always begin with a giant box-rush--I thought it would make for more interesting fights if the bots are forced to maneuver around at the beginning.
And after 1 minute 30 seconds of fighting, the walls around the blade retract into the floor, adding a new twist halfway through the fight (assuming no one has been flipped into the blade, which also lowers the walls). So for the first half of the match, it's just the bots. No unlucky hazard hits to worry about except for being flipped. But for the second half, once the bots are all beat up and the match might start losing momentum, the blade comes in to finish things. My hope here is for the event to have no boring fights. Any fight that lasts more than 90 seconds with no action should still be interesting and still possibly end with a KO :grin:
I'll post screenshots here once the aforementioned computer trouble is over with.
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