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Messages - Badger
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321
« on: February 28, 2019, 11:03:14 AM »
In RA2 AI code has access to both bot's chassis health values IIRC, so you could make an AI file that gave your bot infinite chassis HP or instantly set your opponent's chassis HP to zero. Pretty sure you can do the same with points, specific component HP values etc. etc.
322
« on: February 28, 2019, 09:36:38 AM »
I would much prefer miniscript, it looks a lot more simple for complete noobies to understand, which I think is important for this specific use case. It also looks quite pythonic, which would make transitioning from RA2 easier in comparison to using something like [moddable].
323
« on: February 26, 2019, 10:42:22 PM »
How the henhouse does your game not crash? Seriously, other than the Ring Ring battle, all of Vespins matches would've destroyed my computer.
The Crash Patch I made specifically for this helps. And I've gotten a few crashes when recording, but nowhere near as much from previous Deathmatch tournaments. Really, it was the Binary Star Systems that were giving me the most trouble in the Grand Final Matches due to some rampant havoks here and there. But that was about it.
Doesn't the crash patch screw with the physics on some bots? I know that it was a problem for other hosts.
As for the tournament, it's a shame the tryhard typhoon spam drum won, but oh well. Plenty of cool entries and the tournament was well hosted overall, so I suppose it can only be considered a success
324
« on: February 23, 2019, 04:05:00 AM »
Yes. I named the smartzone as flip and the control as flip (also tried changing them both to fire but to no avail) as well. Every other robot that I've AI'd with a flipper has worked fine, it's just Gravity that doesn't seem to want to cooperate.
The control should be Flip with a capital F
Just as a note, this is for Flipper2.py. Omni.py should have the smartzone be named "weapon" and the control called "Fire". Smartzones are all lowercase, controls have their first letter capitalised.
325
« on: February 19, 2019, 08:26:14 PM »
a stock tournament designed exclusively for stock rookies
-General stock rules apply.
I'm sure rookies know exactly what those are
It's fine, the tournament will never start so that won't be an issue and if it does start it'll never be finished 🙃
326
« on: February 16, 2019, 12:03:58 PM »
if you really wanted to go for the mclaren theme you would change the drive motors to pigets
327
« on: February 15, 2019, 03:04:34 PM »
design is decent enough, but you folk need to start using colors that go well together
He's going for the McLaren look.
328
« on: February 15, 2019, 02:56:19 PM »
Is this 2.1 or 2.2? It's definitely a 2.1-style build, with the ant battery spam, the multiextender holding the perm and the lack of typhoon teeth. As for hybrid suggestions, hammer/true popup?
329
« on: February 15, 2019, 05:11:28 AM »
Cool, I'm getting RW AoD AI vibes from it weirdly enough. I love the skin and the way you made up the axe shaft
330
« on: February 14, 2019, 09:34:40 AM »
would be nice to have some more screenshots (sides, rear) but it looks solid from this angle. It would really benefit from some colour though, I think.
331
« on: February 13, 2019, 04:39:44 AM »
At least now sine the bill is paid for the next 2 years we have a good amount of time as a community to come up with a plan then for the future instead of trying to rush it like everybody just was trying to do.
imagine if we used those 2 years to form an actual plan for forum hosting 
$190 for another 2 years; who tf is up for it. we got about 21 days left according to the clock.
ps: we actually had a few ideas on how to pay for hosting. kill's main idea was to start a donation pool to collect hosting funds, but I really don't see that working outside of maybe knocking off a few dollars off the total cost.
I'll throw in $100 if someone else commits to the other $90
332
« on: February 11, 2019, 11:45:50 PM »
It sure is an IRL flatmotor VS using typhoon teeth, beater wedges and NPCs. The skinwork on the front panels is nice I suppose.
333
« on: February 09, 2019, 11:09:12 AM »
looks pretty sweet, not gonna lie. add eyes to it tho
334
« on: February 08, 2019, 03:21:39 AM »
> phoneposting
335
« on: February 07, 2019, 09:52:30 AM »
336
« on: February 06, 2019, 07:11:01 PM »
Nice and compact. I really like the skinning job you did on the hammerhead. How stable is it when it's swinging its hammer around? Seems like it would be too smol to be effective
337
« on: February 06, 2019, 08:02:55 AM »
damn, the pit did work in this group.
Nebula is actually such a cool bot, it's a shame that it seems like it fires its weapon very conservatively.
338
« on: February 05, 2019, 10:05:47 AM »
Ok, thanks 090901. Do you know where I can find those scripts?
https://github.com/apanx/RA2_AI - This link contains all the latest versions of all the AI files the community has made for RA2 Click the green "Clone or Download" button, then click "download ZIP". Extract all the files inside the .zip into the AI folder of your RA2 install.
339
« on: February 04, 2019, 02:04:03 PM »
Please insert images into your posts properly. None of us can see them properly as they are now.
You need to make the component(s) attached to the burst motor heavier. Strong burst + light flipper kinda breaks the physics of the game. Firestorm had this problem in DSL 2.1 IIRC.
Does this mean that I'll have to take the weaponry apart?
No, you should just edit the .txt file for the flipper to increase the mass.
Can you please explain in further detail about increase mass
make the number next to "mass = " in the component .txt file bigger. If that line doesn't exist, you'll need to do some GMF decompiling to get to the mass value. There's plenty of tutorials around on how to do that if that's what you're going for.
340
« on: February 04, 2019, 11:00:13 AM »
The thin wedge will probably give you problems in battles. As a general rule flippers work best when they're low and wide.
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