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Messages - Clickbeetle
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481
« on: April 28, 2012, 05:21:48 PM »
All right guys, I'm back after almost a month of some crazy IRL stuff. Thanks to NFX I now have rubber wheels and (mostly) Vlad wheels done. As for your question, I'm putting the attach points flat on the wheel surface, not floating... so if the wheel is concave like a Techno or Overkill, the attach points will be in the wheel. Example of what I'm going for with the wide ant wheel: The exception to this is if the wheel is concave on both sides and would overlap the motor if you put the first attach point inside the wheel. In that case just put the first attach point as far in as you can. (The second attach point should always be all the way in.) One last thing: Gazea asked me how to move the attach points and I figure I'll post my response here since other people might want to know. To move attach points, just adjust TM Row 3. This is the X,Y,Z coordinates of the attach point. And it's really easy with wheels since all wheels face the same direction. You want to move the second attach point you add in the -Z direction to get it on the other side of the wheel... so just subtract the wheel's width from the third number in TM Row 3. To invert the direction of attach points, just multiply all the numbers in TM Rows 0 and 2 by -1. That's all there is to it. Hope to get more work on the wheels done this May before June gets busy again, and hope you guys can help me.
482
« on: April 02, 2012, 02:29:38 AM »
EDIT: BTW, Clickbeetle: there's a metric TON of Lapis in the castle. If you go in the door to the glass room by the farm (if you're on the server you'd get this, everyone else) there's a small room with two chests. one has about a half dozen or more stacks of the loose ore. You can take that and make blocks if you'd like.
:O Thanks The Bud dome also has a cool "locker room" under it... and IMO if you build something that intricate, it doesn't matter whether it's "legit" or not.
483
« on: April 02, 2012, 02:14:01 AM »
Does it fire upwards? I've found that doesn't work as well as it does in DSL. I've found that it does, but only on wammers. Which this bot is, so I expect it's good, although 4 razors is kind of paltry. Also, obligatory "that bot is awesome" comment. I even see some spike strips in there.
484
« on: April 02, 2012, 01:17:05 AM »
FRACTURE Y U PUT TOP ARMOR I might have a shot at the finals if it wasn't for that...
485
« on: April 02, 2012, 12:56:54 AM »
VS: The one type of bot I didn't plan for. I was expecting an HS/wedge fest. woah what click did BAD in a tourney? Lol that's nothing new. But don't say I did bad yet, there's still the loser's bracket.
486
« on: April 02, 2012, 12:07:17 AM »
Poor april fools joke.
It's not an April Fool's Day without an obligatory RA3 thread. Someone had to do it.
487
« on: April 01, 2012, 11:58:39 PM »
Because it is unbalanced and ghey. =P Although c3:++ used it pretty well, I thought.
We accepted the SnapperII with loving arms...
Actually no. For the first couple years that I was on the official Atari forums, the Snapper II was considered a cheat part. Even Emergency wedges and other AI parts were considered cheating back in the day. I don't know how exactly, but over time the Snapper II became gradually more accepted until it became standard on just about everything. I expect the acceptance of the 140cm square extender will also be a gradual process.
488
« on: April 01, 2012, 11:46:20 PM »
No joke, it's totally legit. If it was a prank I'd say that all wheels will have 1 HP or something. I'M SORRY I DIDN'T GET AROUND TO DOING A PRANK THIS YEAR. Wait... still technically April 1st... Click to download DSL3 Alpha 1
489
« on: April 01, 2012, 11:23:40 PM »
I use FB's cheat mode and enter fly(). Quicker way of applying force with Python.
490
« on: April 01, 2012, 11:10:56 PM »
So I've heard a lot of people saying that I don't want/need/ask for help with DSL3. This is partly true... I think I am very slightly obsessive-compulsive, and have trouble delegating tasks to other people for fear that they won't do what I would do. But the other reason is that there are not that many skilled GMF editors here, and of those that are, there are even fewer that have the time or motivation to work on this. BUT I have here some grunt work that anyone with a moderate understanding of the GMF can do. Here's what I need: - Pick a wheel GMF besides the ant wheels. (Edit: or shiny hubs.) - If they exist, delete all the Light objects (they are not necessary and Serge's compiler will not compile them.) - If necessary, move the attachment point so it is flush with the wheel, not floating in space. - Add a second attach point by copying the first one, inverting its direction, and moving it to the outside face of the wheel. Make this point Attach = Axle_M, Generic_M. - In the RBCollection, change the Simulation Geometry of the "wheel" object to 5 if it uses a display mesh. If it uses a collision mesh, change it to 6. wheel_rbodies and wheel_traction should stay at 2. - Final object count should be 8. Compile the wheel using Serge's compiler. (Either Dummy's or Serge's will successfully decompile a wheel, but only Serge's will compile them.) - Send your wheels to me. Post in here what wheels you're doing so no one else picks the same wheels. Don't worry about the txt file; I'll handle that. WHEELS: Buster Micro Mini Growler Hypno Backlash DSL 1 DSL 2 Granny Pussycat Tornado Tazbot SlapH T-Minus Motorcycle Motorcycle 2 Motorcycle 3 N12 Fatboy Mud Techno S3 Slim Overkill Ford Cobra WBC
491
« on: April 01, 2012, 10:42:43 PM »
I know I said this thread would be updated soon, but you guys will have to wait a bit longer. You've waited years already, you can wait another week or so right? This past 2 weeks has been crazy busy, and on top of that I ran into some unexpected complications with my wheel mods (yep, I'm redoing the wheels). My ideas are still going to work, just not quite as dramatically. To compensate for the lack of finished products, here's a summary of what I plan to do. 1. All wheels will have grip, HP, and weight balanced with a formula, weighted towards grip (meaning grip is more costly than HP, so a wheel with tons of grip will have paltry HP, but a wheel with tons of HP could still have decent grip). Also, all wheels have less HP on average so you will need to protect them more. 2. All wheels will have simulation geometry = 5. In simple terms, this means that your controls won't be reversed when driving on top of other bots or obstacles in the test garage. In even simpler terms, it will be slightly easier to escape from gut-rippers. 3. All wheels will have a second attach point on the outside face of the wheel where you can attach spikes, armor, etc., instead of using long axle motors. The long axle motors will thus be removed. 4. All wheels will have more realisitc weights. I mean think about it... Hypno wheels are heavier than ripping teeth? Seriously? This is where I ran into complications, because apparently wheels less than about 6kg won't support a bot's weight. I originally rebalanced all the wheels so the ant wheels were 1kg and now I have to redo them. But most wheels will still be lighter on average. 5. No more 2.3 grip wheels. Grip ranges from 0.8 - 1.2 (except for treads which have 0.6). (This part is finished.) 6. Combine #4 and #5 and you may realize... 4WD is more efficient than it was. Wheels contribute both less weight and less speed toward a bot's total max speed, and more emphasis is placed on motors. 7. Resistance is adjusted depending on the wheel's width and texture so each wheel will make your bot handle slightly differently. For example, a narrow smooth wheel like the motorcycle wheels have low resistance, so your bot will skid and drift more. A wide rugged wheel like the mud tire has high resistance for tight, controlled turns. (This part is finished.) Pics and stuff to come once I actually finish all this! Edit: Just posted a thread where anyone with a moderate understanding of GMFs can help: https://gametechmods.com/forums/index.php/topic,9998.msg491150.html#msg491150
492
« on: March 17, 2012, 11:13:57 PM »
because if stuff just goes through them like they weren't there it would be silly.
This is how it works. I thought you would've realized by now that RA2 physics are silly. :P Or else you would notice when you tested that bot. So yeah, tribars are worthless as armor... but that will still be a pretty good bot if you get some razors on them.
493
« on: March 17, 2012, 11:01:52 PM »
If you could get that look consistently for all the UI it would be pretty stylin'. It reminds me of the games FB and I used to make in The Games Factory.
494
« on: March 17, 2012, 10:15:44 PM »
No no no, all of those were balanced formulaically (even if said formula didn't necessarily result in ideal balance). Think, what type of component almost universally has 3000 HP regardless of what weight it is and has barely any thought put into its other stats? But I'm not just rebalancing, there'll be some other cool improvements as well.
495
« on: March 17, 2012, 09:52:32 PM »
So I finally gathered enough Eyes of Ender to activate the end portal on my single player game. Not knowing what I was getting into, I thought, "I'll just go in, scout around, see what I need to do, then go back to get supplies before returning to beat the Ender dragon." Turns out this was a BAD IDEA. At least I had the good sense to leave my most valuable items behind...
496
« on: March 17, 2012, 08:35:45 PM »
What if instead of swords, you put flippers on those DDTs? You'll quickly learn that wedges are critical on almost any bot for getting under your opponent, or at least preventing your opponent from getting under you. I think 2 DDTs is powerful enough that you'll still be able to self right. The wedges might not be very good with the DDTs so high though.
497
« on: March 17, 2012, 08:10:27 PM »
Jonzu... not my ideal matchup. I had a tough time deciding which bot to use against him and I'm still not sure I made the right choice.
498
« on: March 17, 2012, 08:01:18 PM »
Dang, how'd you guess? Yes, I am reworking the hidden Cassius II tab (it's a 1 pixel wide bar that lies between Power and Extenders). :P
499
« on: March 17, 2012, 07:58:19 PM »
RAZORS!
Component TYPE... meaning one of the tabs in the bot lab.
500
« on: March 17, 2012, 07:54:08 PM »
Using multiple hovercraft engines reduces the amount of bobbing. Knowing this, you can make a bot with the chassis (and hover engines) high up, and then build down to a few inches off the floor so the bot looks like it is just skimming. This would work better in DSL since you have more big armor plates to give the bot a more solid appearance. I think heavier bots also float lower so you can try making a SHW or UHW. Edit: I haven't tried it but you MIGHT also be able to make a really tall chassis, and raise the hover engines up inside it so the bottom of the chassis is closer to the floor... but not sure that would work.
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