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Messages - nightcracker
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441
« on: June 11, 2011, 12:13:30 PM »
I don't have the time ATM, but I think that will change pretty soon.
And since you seem to have the same background as me (C/C++, Lua, Python) I think it will be a good fit :)
I'll contact you when I have the time :)
442
« on: June 11, 2011, 10:31:14 AM »
Hah I knew you'd react like that :D
ALT+P seems a bit vague, is F11 free?
443
« on: June 11, 2011, 10:11:09 AM »
I don't think so, the wheels are VERY safe from threats now, and just wait until I finished the snapper loading a bit.
444
« on: June 11, 2011, 10:07:36 AM »
Well, nvm. A lot of work for very little reward would this be. If I ever get my hands on a LOT of free time then I will do this, but not now.
However, I have an idea for the next version (which will use AutoHotkey):
How about... using F12 for Pause Break for the people that don't have it?
445
« on: June 11, 2011, 10:01:18 AM »
Lol I'm not an average newcomer  I made the drivetrain a LOT better. At first this couldn't drive straight, but now it can because I rotated the wheels o.0
446
« on: June 11, 2011, 08:48:57 AM »
I triplechecked the wiring, and it's fine. I can give you the .bot and perhaps you can fix it?
447
« on: June 11, 2011, 08:37:32 AM »
What will be the effect of the plow on a popup? I think that, if placed properly, it gives you one or more perfect shots at the bottom of the enemy and potentially KO them instantly.
448
« on: June 11, 2011, 08:33:18 AM »
Quick proof of concept for a (potentially) better popup (plow is optional):  Yes, I know there is one regular Z-tek there, it was just a placeholder.
449
« on: June 11, 2011, 06:44:39 AM »
I did because someone (omg nice memory there) corrected me that bursted = snapper'd.
EDIT: Is there a permanent fix for AGOD? My bot suffers from it badly and without pause break my bot is completely worthless.
450
« on: June 11, 2011, 06:31:54 AM »
Alright, here it goes! My first bot, iNCinerator. Not completely content yet. Paintjob still pending :) It's pretty much a copy from NFX's popup. Weapons: 14 razors on two DDT's Wedges: OK! Defense: 6 ramplates + 2 60cm blades Drivetrain: 4WD but it can't drive in a straight line (it has a pretty bad offset to the left, backwards worse then forward, care to explain?) Power: 2 Big Volt's 
451
« on: June 10, 2011, 12:29:30 PM »
Yes, I am a "Python-fluent person". And no, Notepad++ is NOT an API. Notepad++ is not an API, it is an editor. An API is the set of functions you call in Python itself (like print(), and movebot()).
I haven't tried to tinker with the AI.py's yet, I wasn't aware that I could edit them right away without modding the game to the point where it will accept my scripts.
452
« on: June 10, 2011, 06:53:37 AM »
An API is the Application Programming Interface.
In short it provides a programmer a way of communicating with your program using code without exposing the internals. Just like a coffee-machine, you operate it through it's interface (the buttons), but you don't know it's internals (and most likely you don't want to know).
An example, RA2 can provide the function get_position_of_bot() which returns an x and y coordinate without showing the internals of the code.
453
« on: June 10, 2011, 06:30:05 AM »
And my second question? Are there any specs/info about the API?
454
« on: June 10, 2011, 05:56:44 AM »
Do you create your own custom AI with BBeans using Python?
If yes, where can I find some specs/info on the API?
Sorry if this is some noob question that could be answered by one google or something.
455
« on: June 10, 2011, 05:52:50 AM »
Another quick update!
... I haven't been able to do anything. In total I've been online for like 4 hours the past two weeks, of which most on school. The only moments I have been behind my own computer have been consumed by the building of my first "worthy" popup.
I hope I can finish this somewhere this month, but I'm not sure (exams are coming soon).
456
« on: June 10, 2011, 05:47:57 AM »
@RPJK (if you still read this after so long): Sadly it's impossible to create "useful" source code out of a binary. It is possible to create a "source code file" from a binary that will compile, but that's not useful. All the variables will names like "awf2f" instead of "number_of_bullets_left". Despite common belief source code is for humans, not for computers. Oh dear, oh dear. How can people always lose source code in some way? Even the bigger projects only are 1MB of source code in total. If I ever get my hands on a lot of free time I am willing to make "RA3". Before you start yelling "NOT GOING TO HAPPEN" and "YOU HAVE NO IDEA WHAT YOU ARE TALKING ABOUT", yes I do. I can't handle it alone, but if we can get a team together (maybe with http://gamedev.net/) we can do it. Just my 2 (euro)cents.
458
« on: June 05, 2011, 11:19:49 AM »
Ahh that explains a lot. So no matter what I rotate the Snapper II to the secret attachment point always resets to horizontal - relative to the baseplate?
459
« on: June 05, 2011, 10:07:25 AM »
Perhaps you could post an image to further clarify because I don't really understand it (it's very hard to explain this kind of stuff :)).
460
« on: June 05, 2011, 09:42:45 AM »
It's hard to explain.
First I attach an extender to the real attachment point of the Snapper II. On that extender I put the ramplate. Now I must rotate the Snapper II until the ramplate is perfect. Next I attach the drivetrain and Sloaded DDT through an extender on the "secret" attachment point of the Snapper II. All of this must be positioned correctly by rotating the extender. This works fine.
But when I garage and back the extender "rotates back" into the "normal" (non-rotated) position which causes either the drivetrain or the ramplate to be completely out-of-place.
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