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Messages - WhamettNuht
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61
« on: December 25, 2019, 11:02:47 AM »
A thing we have been talking about on discord. There should be a function to fuse all the smaller part as a one part. Atleast on weapons only. The issue is that some amazing looking bots are made out of a lot of smaller pieces, including the weapon. Now evrn on 20%damage, they all fall off too easily because they mostly have less than steel 5 on them, and that can be a problem
If the hit points are super small, just disable their collider.
Im sceptical about this. You see if a spinner is made out of small parts, that means that the spinner may not have collision where its needed, which will be a big problem. I recommended having an option to group parts together to have combined hp so that way atleast the whole weapon will fall off
I think that’s what he was saying - the collider would just be turned off on the part in terms of when receiving damage, but the part can still collide and will deal damage to its parent part(s).
62
« on: December 24, 2019, 07:03:20 AM »
What's just occurred to me is that the issue might relate to both weapons technically being spinners as far as the game's concerned. It might struggle to deal with them being moved not on their axis of rotation.
EDIT: Okay... Now I'm confused. This old version works fine, but the modern version with all the decals removed doesn't. The only practical differences between this and the unpainted modern version is that this version had motor-driven skirts because I didn't know sprung hinges were a thing, and everything is still wheel-fixed on this one. But the modern one still had this issue when it was wheel-fixed. So... could it be the sprung hinges?
EDIT 2: I just made a copy of one of the broken Panic Attacks, and swapped the hinged skirts for motor driven. That had no effect. So that isn't the difference. I guess... Maybe re-wheel-fix the weapons, see if that works?
EDIT 3: It was the absence of the wheel-fix. So it hasn't been rendered obsolete just yet, the current physics model is so unforgiving to low-geared spinners that motor-driven lifters still need the wheel-fix to avoid having their ability to steer nearly removed.
FOUND IT!
The Weapon_Blur_Cylinder was still being added to the srimech on the newer version of Panic Attack.
This shouldn't be happening, but it was.
It turns out that I was making the check to see if the motor had angle limits (instead of spinning all the way around) too early in the robot reconstruction process.
In the end I created a workaround that checks to see if the motor EVER has angular limits on its hinge joint. If so, then it will destroy the blur cylinder.
Thank you so much for sending both robots. It was key to figuring out what was happening. You are amazing!
The game is building now. I will try to get an update out amidst the holiday festivities...
PS - Hopefully this build means no more wheel fixes! :)
OMG I'm sorry but that is AMAZING!! It's annoyed me how axes, even thwakbots (like Toe Crusher) would get the cylinder blur! You are a legend!
63
« on: December 24, 2019, 04:55:24 AM »
Oh yeah one thing that i figured out but forgot to tell. When a wheel/weapon falls off spinning motor screws up the physics AFAIK - When a part completely falls off, the motor will spin completely and gyro like hell.
This! My Dr Inferno rep has done it a few times. Quite comical watching him break dance lol. Also, the gyro is messed up afterall. My drum bot Technetium is like severly gyro-ing. Sorry to add to the list of whats wrong hahaha!
64
« on: December 21, 2019, 02:22:08 PM »
What version of Unity is being used to build the game? (If at all relevant).
I might have a go at seeing how easy it would be for a beginner to create something for the game potentially.
65
« on: December 21, 2019, 10:27:03 AM »
Steel Sandwich Ziggo Snowflake Backlash Dr Inferno Jr Toe Crusher (P.s. the servo makes a great feather/lightweight drive motor)
66
« on: December 20, 2019, 05:03:54 PM »
I think I've figured out what visually broke on Panic Attack, with the chassis scaling. There are weird seams on it, so I think what's happened is that the outer layer of the chassis scaled properly to 08/09/08, but the inner layer stayed at 1/1/1.
I've just tested with a giant box scaled down, and that definitely is the problem. If you resize the chassis using the standard scaling tool, the inside layer of the armour doesn't change.
I can vouch that this is true. The same happened on some of my reps where the chassis was scaled.
67
« on: December 20, 2019, 03:57:53 PM »
New build: Damaged components do something very comical in that they float in place once they've been broken off... Kinda like it becomes a fighter bonus reward or something. The same also seems to happen with robots with a flipper piston system. They just kinda float around.
I also managed to try out the mirroring properly. AMAZING!! Exactly what I would have hoped for! Even with the wiring!! Bravo! Would it be possible maybe to incorporate a similar system in the plot gird for custom components & the chassis? Maybe set up a rule with it that all start and end points need to be on their corresponding mirror axis/plane (so if you wanted to mirror on the X, the first and last points must be on the middle line on the X axis, if that makes sense?)
68
« on: December 20, 2019, 06:14:21 AM »
I would say the painter might be a good idea for a lot of this to be honest. I think it might help with a lot of the damage system woes at the moment as we won't have to worry about decals falling off ect. We can all appreciate it for the raw, solid parts that fall off.
Speaking of the damage system, to go with Badnik's idea, I was thinking about a 'Size threshold'? I dunno how it would work but as an example, a lot of detailing I do is making bolts with a half sphere scaled to -0.2, -0.1, -0.2. A lot of CC decals are set to 0.001 or 0.01 aswell. Would there be a way of telling the system to ignore parts under a certain size threshold and instead to only break off the parts they are connected to that are over this threshold? Just an idea!
Very happy to see an update though. The mirroring (from what I've briefly tried) is funky!
69
« on: December 14, 2019, 05:36:13 PM »
Hahahaha!! Cheers dudes! Some moar: Ankle Biter Heavy Metal Noise Bad Attitude El Diablo Sunshine Lollibot
70
« on: December 09, 2019, 08:23:19 AM »
Cheers my dudes Some more: New design, Evacuation Four wheeled front hinged lifter. Insanely good at controlling opponents around the arena and trapping/pinning them against something. And some reps: Updated Diotoir Hydra Iron-Awe 2.1 T-Minus
71
« on: December 08, 2019, 05:32:44 AM »
Been a while since I've been able to upload, had so much to prioritise lately it's been ridiculous, but here are some new bots: Here was my bot from SvL 1: Nuclear Nelly And here are my currently unconfirmed bots for SvL 2: Nelly 2: Nuclear Boogaloo Technetium Reactor Core And some reps: Killerhurtz Mute Deadblow Complete Control Hazard Tentomushi
72
« on: December 07, 2019, 04:05:47 AM »
Jesus you two - that is amazing!! Thank you so much!!
Has anyone worked out/remember how to edit the AI string in the .rr2bot file? I have so many AI's to update now but I would prefer to do it via Notepad++ lol.
73
« on: December 05, 2019, 08:17:17 AM »
Ok then, no problem.
Just to be clear on my stance on this:
Wheelfix on Wheels: Yes
Wheelfix on Weapons: No
Wheelfix on bots like HUGE and Gabriel: Yes UNTIL the game doesn't make non-wheel fixed items have a spin blur around them, and therefore glitchy.
Wham 2020
74
« on: December 05, 2019, 08:02:06 AM »
... Weren't you the one that was pissed off about me being anti-Wheelfix? Well, uhh... I guess Imma post a survey to see if either Wheelfix is required or banned. Either way, Flippers and Hammers require it regardless of the result. Vote ends on the 20th.
With WHEELS. I'm all for the wheel fix being used on actual wheels, not on weapons.
75
« on: December 05, 2019, 02:57:36 AM »
Plus lets face it, the aspect of losing a primary weapon does add some extra excitement xD
After Season 1, I don't feel like it is so much '2 hits and they fall off', there was quite a good while of fighting with weapons still on!
76
« on: December 04, 2019, 06:26:08 AM »
Oh my god that looks amazing!! Cannot wait to try it out when I'm back on my laptop! Cheers man!
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« on: December 04, 2019, 05:27:04 AM »
I'm all for the weapons not falling off ect, my issue with the wheel fix on weapons however is the fact once this is in effect it no longer classes it as a weapon and instead as a wheel. After a while of battle, once a robot deals a hit with it's spinner the robot itself is dealt damage rather than the opposing robot.
I just feel like from here this would be easily exploited by having robots with static weapons beating those with spinning weapons (which lets be honest, it would be very rare for a static weapon to beat a spinner).
That's just my two cents on the topic though.
78
« on: November 29, 2019, 11:17:44 AM »
Sweet, put me down for 3.
79
« on: November 10, 2019, 02:52:13 PM »
Nah nah I get that, and I honestly cannot believe that this entire game has been made thus far without any of us having to pay a single penny (In all honesty though I would happily contribute to a Kickstarter for RR2 than what Robot Champions attempted aha). I'm literally just stating a fact that it's been a little while since we had an update and I get bored easily hahaha (I still think I have a mental condition but I'll put off testing it for a while longer lol). And I've seen! I would enter the Parsec one but at this moment in time, I literally cannot commit to anything scheduled due to personal life matters. Any AI tournaments though put me down for 100%! I've also had a bit of time/motivation to make these bois: HexaDecimator Tazbot Overkill Mechavore
80
« on: November 10, 2019, 02:43:50 PM »
"Let's make Nuclear weaponry more family-friendly"
Ok but he literally read my entire robotics aesthetic perfectly lol
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