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Messages - Madiaba
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501
« on: December 16, 2009, 06:56:10 PM »
Joe, since you need to include everything for your AI's to run, this should include my SZs, NP. Go for it. (This goes for anyone contributing to the game, no need to ask.) I'll d/l and check it out on my comp later,... unless you find by then.
502
« on: December 16, 2009, 06:50:07 PM »
Sky High crashes. I don't know if any more do.
Reier, not actually looked at anything yet, but since it works for Ashman12, do you have the SZs installed? Looks cool Joe, i'll check it out. EDIT: I can't seem to get the Clash Cubes 3 arena to work, it'll crash as soon as i start a match.
Triton, do you have the 'HazardsBlueRay.py' installed? (Again, haven't had time to see what's in the d/l file..).
503
« on: December 16, 2009, 06:32:45 PM »
There's quite a bit of info on Philetbabe's AI chart here (I think): https://gametechmods.com/uploads/files/3830AI-Chart-2.rar
This 'AI-Chart' the collaborative work of SC, CB, Apanx, Mad, and Phil. I'll get you my latest refence sheet, Trov's (if he hasn't given it to you yet), and an 'All_Game_coding.py' (All RA2 py files put in one single py doc for quick reference/searching). Thanks for helping out, Apanx.
504
« on: December 16, 2009, 09:30:00 AM »
Hehe. Nice Nar. Maybe a Jewish one saying "OOOIIIIIIIIIIIIIIIIII...." I'm an Admin on another forum; may I use some of these there?
505
« on: December 16, 2009, 06:34:04 AM »
Exe's (non-compressed) can be very dangerous. Most 'pro-phylactic' software will not allow such by default. It should be rar-ed/zip-ed to d/l.
Joe is this arena mod-ed in any way from what I gave you? I'll use the latest version....
506
« on: December 15, 2009, 04:27:25 PM »
Nice RS. A few 'Stereotypical' ragetoons would be cool....(done in good taste, of course).
507
« on: December 15, 2009, 08:00:16 AM »
Hehe. -------------- I liked this one:
508
« on: December 13, 2009, 07:41:57 PM »
sharenakedgirls.com is available
Reier, I would BAN this guy even before he can join.... Probably a Spambot.
509
« on: December 12, 2009, 02:41:08 PM »
You know, I might do a lego Digital Designer forum. I've never seen one out there.
Not heard of such a forum either. Sounds cool, Reier. BTW, I checked out your site and it looks like a good start.
510
« on: December 11, 2009, 08:27:16 PM »
The entrant bots should be interesting. ---------- I, le sage, vont se battre contre ces robots pouilleux! Salut, maman. Fixed:
511
« on: December 10, 2009, 02:45:44 PM »
>Gramer Fale.("Visons of GF icons, dance through their heads") >If you've spent a lot of time in the game you don't need them marked, for sure. But, it's hard to believe that, even for an expert, it wouldn't make lining up APs a bit faster... I can see pros, but no cons. What are the cons?
512
« on: December 10, 2009, 06:45:45 AM »
NP. Just one of the 'conditions' in the equation: There's: ....self.bInvertible
And if you want to move a bit deeper into the tactics: ....self.ai.bInvertible An AI.py like that might be handy, Nar/Joe. Go for it...
513
« on: December 09, 2009, 08:09:02 PM »
It IS possible. Just use this command:
....plus.isUpsideDown() figure out your conditions, then control your AI bot whatever way you want.
514
« on: December 08, 2009, 10:19:29 PM »
Hehe. Nice work there, Nar.
Interesting site, Serge. Didn't know such existed...
515
« on: December 07, 2009, 09:34:04 PM »
Actually, while clubbing him,... she was abusing her Woods.
516
« on: December 06, 2009, 01:09:21 PM »
Man, all you guys diving into the game is really awesome. Other options: ....The pits could open AND close at strategic times/situatons. ....The pits could open AND close quickly, like a cuttlefish would 'clamp onto' and/or just 'consume'. ....(could make S-32's PS work a real arena skin... Also maybe make the eyes follow the victim, just before the attack! hehe)
517
« on: December 04, 2009, 10:05:37 PM »
518
« on: December 04, 2009, 09:49:31 PM »
How many of you jokers tried to get into the admin panel?
I did... Bwahahahaha...!
519
« on: December 04, 2009, 09:34:24 PM »
To make your own new (weapon) component: 1. Copy both the component folder and its txt. 2. Rename both as desired. 3. Open the component folder and rename the gmf, and its preview.bmp. 4. Open the txt and rectify the info in it to the gmf and preview in the component folder that you just renamed(#3 above): ....name = My Killer Weapon (Component name as it will appear in-game.) ....dir = KillerWeapon (Component folder name) ....preview = KillerWeapon.bmp ....model = KillerWeapon.gmf ....type = weapons (In-game component category) ....base = Weapon (Tells exe the 'kind' of component this is.) The rest (damage, sound,...) to tweak in the txt you can learn from BB's site. I chose weapon here for you.
4. Place both (Component folder and its txt) back into the general 'Components' folder. Start up game and look for this component under its designated category. -------- Once you have it working 'in-game' then, 5. Mod the gmf to be whatever you want it to be...... Go in-game, or better yet use Serge's gmf viewer, to check out your work. (Note: the exe for whatever reason, doesn't always look in specific folders for skins, so while tweaking your gmf vertices, you may want to rename the skin.bmp names, and then their names in the top skin "*MATERIAL_LIST" section of the gmf.)
520
« on: December 04, 2009, 08:57:07 PM »
#Yea, thanks, Nar, SSG. #We need to write an AI.py in which the builder can control some of the AI.py contents more out in the Bindings.py: 1. Choose AND Change your own AI tactics: ....list.append(("Fabiot","TACTICAL_CONTROL",{ StartTactic: "Engage", NoWeaponsTactic: "Ram", BackUpTactic: "Evade", .... The 'BackUpTactic' needs some criteri-a/on (maybe 'no weapons'+'higher points' than opponent then scram....) 2. A customizable 'Range' that would trigger any 'Controller-name' command: ....'Range_1_command': 'Fire1', 'Range_1': 1.5, 'Range_2_command': 'Spin', 'Range_2': 5. 3. Attack during 'Immobilization' option: ....'Immobilization_Attack_Y/N': Y, .... These are rough examples. I've thought of more AI.py 'coding controls' that could be placed in the Bindings.py to facilitate the 'Builders choice', but I can't think of any of them right now. If any have a suggestion for moving some adjustable parameters inside the AI.py coding out to the Bindings.py, then post it here. We'll check it out.
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