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Messages - Clickbeetle
3101
« on: March 25, 2007, 03:26:28 PM »
You can make the practice arena into a fight arena pretty easily--no advanced knowledge required--but if you fight in it, it's just like a normal battle arena with scores, immobility counters, time, and fog.
3102
« on: March 17, 2007, 05:25:47 PM »
If you just want to make bot skins, you save those as .bmp's, not .tga's. You can do it in Paint if you have to.
3103
« on: March 17, 2007, 05:18:32 PM »
I've never heard of that happening. Did you install the right version of DSL 1.0? There is a CD version and a downloaded version.
3104
« on: March 17, 2007, 05:16:01 PM »
MK1 looks the best. A dual perm on a servo is just madness.
3105
« on: March 17, 2007, 05:01:05 PM »
If they're flopping around they might be mounted too high.
3106
« on: March 17, 2007, 04:51:09 PM »
It's a pinned topic so it doesn't matter.
3107
« on: March 03, 2007, 08:02:50 PM »
I stand corrected. Guess I haven't checked in a while. I want some of those...
Apollyon is looking really nice now.
3108
« on: March 03, 2007, 07:48:05 PM »
Well, it would seem that glitch is related to something in stock RA2, not DSL, so it's probably not going to be fixed anytime soon.
Is that a middleweight Hedgehog?
3109
« on: February 24, 2007, 06:55:18 PM »
Once the AI start spinning it's almost imposssible to get them to stop. You would have to add some code into all of the py files that said, if MatchIsOver, stop spinning. But it's easier said than done... in order to make Inertial Deathlock III stop spinning when it started getting immobile, I had to add that about 6 different times in 4 different definitions, some of which had to be copy/pasted from __init__.py, and it's still not perfect.
So... bottom line, it's more work than it's worth.
3110
« on: February 23, 2007, 11:02:19 PM »
Terrible Abomination has always been my biggest vertical spinner... in fact, one of the biggest vertical spinners I've ever seen, with a 250 cm disc covered in teeth. Until now. Now I have a bot that dwarfs any other. How big is it? ...THIS BIG!  This is Phasmatodean... a heavyweight (not SHW, although it might look like it) vertical spinner with a bar four and a half meters in diameter tipped with 70kg hammers. It's powered by a double Perm gearbox, 5 Battlepacks, Magmotor drive, and has 1mm titanium armor. Battleshots 'n stuff:  Phasmatodean pushes the max sphere to its limits. The bot just barely fits inside the size limit; moving a few pixels in any direction will make it too big. It has a very long spinup time (hence the Infinity arena), and it's quite fragile if you can get a few hits on it, but it delivers some MASSIVE hits. It can easily punt bots clear across the Combat Arena, or up off the screen, and 10000+ damage isn't uncommon. Here is about the biggest hit I've seen...  Sir Killalot is just that indistinguishable blur in the distance. :twisted: You can also see some chunks of debris way out there if you look closely. Phasmatodean isn't that great at actually beating most opponents, mostly because of the spinup time but also because it sometimes flips itself from the recoil of those huge hits, and it can't self-right unless it's really lucky. But it's definitely the most powerful HW I've ever built, and a blast to fight with. Trivia: Phasmatodean is the scientific term for walking stick insects, in the order Phasmatodea. I called it that because it's all thin and stickly, and "Walking Stick" or some derivation like "Spinning Stick" just doesn't sound cool. In case you can't see, the front of the bot says, "If you can read this, you're too close."
3112
« on: February 21, 2007, 05:47:28 PM »
For some reason the skirts are really glitchy. I fixed them up a bit for the 2.1 patch so they no longer make vertical spinners unbalanced, but they still occasionally collide weirdly. I think I'm going to try just making totally new objects with the same dimensions and see if it helps.
For now I can just suggest not to put too much weight on the skirts; that tends to make them sink into the floor, especially when they're the angled kind and the weight is concentrated on the point.
3113
« on: February 21, 2007, 05:38:43 PM »
Actually making the connection points visible on the bot wouldn't be possible. I could reskin the extenders so there would be spots where the connection points are, but that would be a lot of work and it would look kinda weird, especially on the polycarbonate extenders.
But it's actually not that hard to rotate extenders precisely once you figure it out. They rotate in discrete increments of 10 degrees. So, just count the number of times it "clicks" while you're rotating it. To rotate it 90 degrees, just rotate it 9 clicks, for example.
3114
« on: February 17, 2007, 01:04:56 PM »
 Megawhirl V, middleweight, double magmotors for the weapon, 1 PC545 for power, 1mm Al armor, NPC-T64's for drive. It sounds crazy, but I wanted to make a shell spinner with powerful drive so it could push around other bots. I also wanted to put a wedge in the front so it could get under bots and hit their undersides, and prevent other bots from doing the same. The wedge also makes it really easy to tell which end is the front. It ended up working pretty well... Megawhirl V performs sort of like a cross between a shell spinner and a popup wedge 8) Its weaknesses are that after about 2 minutes it starts really slowing down, the shell isn't very hard to stop if you hit it from the side, and if other bots can get under it it's probably done for.
3115
« on: February 10, 2007, 10:27:44 PM »
That one does work. The game runs fine and so do the tournament events. Definitely will be included with the 2.1 patch.
3116
« on: February 09, 2007, 08:13:33 PM »
So how effective is ICC? Bots with single spinners are, in theory, better than bots with tons of small spinners, but I wonder if that's true in practice.
Kimya looks like a certain other bot whose name rhymes with bee-yeast. I'd try getting rid of the srimech and making it invertible though.
3117
« on: February 09, 2007, 08:01:13 PM »
Maybe with Max you could convert RA1 arenas/components into RA2 stuff, but not with Dummy's compiler. I've tried decompiling RA1 stuff and it works about as well as importing an RA1 bot into RA2.
3118
« on: February 08, 2007, 05:45:03 PM »
I agree with editing Razer... it's on the to-do list for 2.1; I just have to decide how it will be different. It will either be a Peer Pressure-style crusher where the crusher flips up then down, or a That Darn Dustpan style "crusher" powered by an arc-limited servo and a frequency weapon.
3119
« on: February 08, 2007, 05:37:27 PM »
6th will most likely be one of Andy Sauro's bots (he was a member at AU). Forgot to mention that. It will either be Slap Em Silly or the new HW Sir Loin.
3120
« on: February 03, 2007, 04:30:44 PM »
No, you would have to totally redo all the collision on the arena in order to add a pit. It would be easier just to make a completely new arena.
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