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Messages - Trovaner

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381
Discussion / Re: visible atttachment points: has anybody made them?
« on: January 29, 2014, 07:38:59 PM »
Turning on wireframe mode (F12) also helps because the collision mesh is just a rectangular prism.

382
Modifications / Re: Robot Arena - Block Components
« on: January 29, 2014, 07:15:35 PM »
Could not get piston to work.  :(

How can I put this as a link on this website under the "Custom Components"?
Downloads -> Custom Components -> Add a download

Assuming that you are logged in, it should bring you to this page.

Edit: I uploaded them for you under your name and added the link to your post. Feel free to edit the description/settings (by going to the page and hitting the "[Edit]" button).

383
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: January 26, 2014, 11:07:31 PM »
I have found the editor in the game to be really limited, slow, and difficult to use.  I want to make something better.
This would be cool.

I figured out how to have more than four robots.
(Image removed from quote.)
I chose twelve.
I would be very interested in seeing how you did this. By my understanding, exhib_robots.gib only receives 4 bot cells from the EXE and I'm not aware of any commands for adding more bots to the arena.

The closest that I've come to it is having housebots inside of the arena GMF. Doing it this way, the only way for a human to control one would have been to copy the movement of a real bot or use the camera buttons (both being very ugly workarounds).

If I had to take a guess, you figured out how to use the mysterious DamageCallback commands. If this is the case, would you mind sharing the syntax?

384
Custom Components Showcase / Re: Pay Tribute With Replicas
« on: January 25, 2014, 09:26:48 PM »
Zeus looks amazing.

385
General Support / Re: 1920x1080 grid texture?
« on: January 23, 2014, 10:53:43 AM »
The bitmap resizes itself depending on how the GIB is setup. Noodle created multiple grid images because the resizing causes some of the points to be inaccurate.

More to point, you'll need to modify the GIB so that it uses relative dimensions instead of absolute dimensions. I've got some time so I'll look into fixing it and edit this post if I have any luck.

Edit: Ran out of time. I'll look at it again when I get back.

386
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: January 22, 2014, 08:05:38 AM »
Those are functions and variables of plus.Arena (the ones that aren't listed are just function calls). Most of them are listed at the bottom with self as the object instance (instead of plus). In my current version, I listed them all and sorted them out better. Like I said, that is a very old copy.

387
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: January 21, 2014, 11:27:57 PM »
I found most of the commands by partially decompiling the EXE. The ones that I somehow missed were found when I told RA2 to list them all for me using the builtin dir function. I've actually gone back and quadruple-checked all my work and methodology so I can say with the utmost certainly that I found them all. Prior to my work, the RA2 community was only aware of something like 80% of the commands.

388
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: January 21, 2014, 10:21:36 PM »
I have a complete list of commands on my main computer... I'm pretty sure Click released a very old copy of my list somewhere on GTM but I can't seem to find his post (edit: found it)

If you run into any issues, please don't hesitate to post some code or questions. Besides myself, there are still a few modders at GTM that can answer your more difficult questions.

389
Modifications / Re: Robot Arena - Creative Mode Expansion Pack
« on: January 21, 2014, 09:11:51 PM »
Cool stuff. I really like the jump and race arenas.
The maps and components will be based around the following game categories:

1:  Jump
2:  Race
3:  Survival
4:  Other  ->  Fight, Bridge/Climb/Obstacle Coop, Save-The-Robot, FLL/FTC/FRC, Sniping...
As far as game modes go, I obviously think you should follow an ingame setup similar to mine (posted in the Arena Ideas thread). As it stands, KOTH is the only game mode that doesn't award points for attacking other bots so it is ideal for task-oriented game types (like racing, jousting, and soccer).

I have come up with a few different methods, though I have yet to act out and decide on one. I have only run some tests with them.  A simple way, for a map like a drag race, I could just have the game add points ~ every 200 milliseconds to the robots, and then immobilize them at the end of the track.  Once immobilized they would not be earning points, therefore their time/score would be locked and can be compared to the other robot once it has finished.  In the end the two players will compare their scores to see who has the lowest score.  It should be pretty easy.
This works but there is no way of checking the bot scores unless you keep track of it on your own. You'll also run into problems with the immobilization counter if you plan on disabling the bots rather than destroying or eliminating them (obviously, you could disable the timers, drop the bot, or use a force/push but these solutions aren't ideal). I can't recall if Clickbeetle ever said what route he was going to go with his race arenas but here are few things that I've done:
1. Eliminate or destroy the bot when it reaches the finish line and use a hack to declare it the winner after the other bots finish (easier than it sounds).
2. Eliminate or destroy the bot and award it negative points equal to the total time it took to finish (I can't remember if you can have a negative total but if not, just subtract from a large number).
3. Eliminate or destroy the other bots.

Have you thought about how you are going to handle the AI? Once again, I've managed to do it in three ways:
1. Custom AI.py - if done right, the AI would be compatible with all the game modes (simply by checking to see what arena or game type was started).
2. Modifying waypoints from the Arena.py - you can feed the AI new target locations by feeding it modified waypoints (preferably using fuzzy locations, target planes, or a navigation mesh).
3. Injecting code from the Arena.py - you can replace methods within the AI.py at startup to cause all AI.py's to be compatible with the arena (combines nearly all of the benefits of solution 2 with some of the benefits of solution 1).
Edit: 4. Registering target zones - Similar to how in a King of the Hill match the AI goes to the top of the hill, you can register/unregister a zone for each location that you want ALL the AI to navigate to. This doesn't work well with multiple AI and I can't remember offhand if it is possible to unregister a zone (I just remember Mad or Click saying something about this).

Some other ideas: PortalGun/teleportation in a map, map with gravity reversed past a certain z value, capture the flag...
Teleportation is really messy in RA2 (and not recommended). The problem is that there is no builtin command for it so you would need to simulate using the limitted number of commands that RA2 does provide. Here are a few different solutions with drawbacks:
1. You could toss the bot to the other location using the force, push, or gravity commands but the problem is stopping them and allowing for a graceful landing (even with a very fast tick interval, I haven't had any luck exerting an equal and opposite force because none of the commands are linear).
2. You could move the platform that the bot is on using a hinge or prismatic but you wouldn't be able to go very fast. This is especially true with prismatics because a glitch in how they were coded causes bots to be launched when they stop moving. Out of all the solutions, this has the best chances of keeping a bot upright.
3. Similar to solution 2, you could enclose the bot inside of an invisible shell and move the object into position using a hinge or prismatic. The shell would compensate for some loss of control but it greatly complicates things and still wouldn't prevent the bot from being inverted.

390
General Support / Re: Srimech issues
« on: January 21, 2014, 07:22:58 PM »
The current code should detect when bots are upsidedown regardless of whether they are in the air or not.

If, however, a component is causing it to be closer to laying on its side than it won't work. Snow.py has some handling for this kind of situation but it wasn't really designed to work universally. IIRC, it used the getDirection command to check the orientation of the bot.

If this is not the case for you, I would double check that the PY supports a srimech, you are using the correct spelling/capitalization/spacing for the control ingame, and the bindings label the bot as not being invertible.

391
Site News and Feedback / Re: Urm...Hi.
« on: January 21, 2014, 08:55:06 AM »
Quote from: Trovaner's PM
I usually tell people that I can't change their username because it is confusing to the other members and it causes all previous references to DeineMutter7 to be invalid. This is especially true for members that have been around for a long time or have been influential in some way. Sadly, it looks like you fall under both categories.

I'm really sorry but I don't think I can do it for your username.
My policies regarding name changes are pretty much the same as ACAMS.

392
Discussion / Re: Battle Cursor
« on: January 13, 2014, 06:19:02 PM »

393
Pusher doesn't have a srimech. However, OmniRam has everything that Pusher has plus the three basic triggers (Srimech, Fire, and Spin).

394
Discussion / Re: Battle Cursor
« on: January 12, 2014, 06:30:31 PM »
Unfortunately, I don't think there is a way of hiding the cursor just in battles. I'd probably change the graphic to something more subtle like a dot or translucent pointer.

395
Other Tutorials / Re: About 3ds max & RA2 (the modder's basic knowledge)
« on: January 10, 2014, 09:21:53 PM »
My sincerest apologies for the long wait. I had to sift through 7 years of RA2 material before I finally found it (it was quite literally in the last folder of my last backup).

I've uploaded it to the downloads section under the name Megabyte's RA2 Export Script.

396
General Support / Re: Display messages question
« on: January 10, 2014, 07:56:47 PM »
I don't recall there being a way to hide the red/green points that fly off bots without also hiding the immobilization counter.

However, you can remove the status meters (names, points, power, CO2, health, critical hits, and background) without removing anything else by modifying your UI/common/statusmeters.gib. The easiest way of accomplishing this would be to open the file up in Notepad and change line 17 from this:
Code: [Select]
Visible true
to this:
Code: [Select]
Visible false

397
Guest Section / Re: password change
« on: January 04, 2014, 01:54:38 PM »
I've reset your password and sent you it via email. Please remember to change it when you regain access.

I look into the password resetting script again and hopefully I'll find the culprit this time.

Edit: I looked into it again and didn't find any issues with the reactivation email system. I got it to send me emails under several different conditions using all of the possible input screens. This leads me to believe that it is either going to your spam folder or another email account. Let me know if you have any more issues.

398
Guest Section / Re: Password Reminder Not Working
« on: December 30, 2013, 08:35:53 AM »
I've sent you an email from my hotmail account for resetting your password.

As far as I can tell, the password reminder service is still working but I'll take a more in-depth look later.

Let me know if you run into further issues.

399
Other Tutorials / Re: About 3ds max & RA2 (the modder's basic knowledge)
« on: December 28, 2013, 07:35:27 PM »
Leadwerk's FBX2GMF was neither created for nor compatible with RA2. Even with 3DS Max 4.2 or 5.1, you would still need a rough understanding of Gabriel Interactive's GMF format (just enough to do what was suggested in Serge's tutorial).

400
Modifications / Action Cam (public release)
« on: December 26, 2013, 12:56:43 AM »
In recognition of the holidays, I think I'm finally ready to release this...

Because it modifies the same file as my Random Arena Selector, I bundled them together. Installing the old download for the arena selector will remove the Action Cam.

Quote
An Action Cam is a type of camera that is completely autonomous and is activated by pressing F3 and F4 at once. This version includes an action cam that tries to give you an unobstructed view from the side of all the active bots.

The download link and complete description can be found here.

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