This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Madiaba
Pages: 1 ... 25 26 27 28 29 30 31 [32] 33 34 35 36 37 38 39 ... 83
621
« on: October 06, 2009, 08:40:43 AM »
Some AI.py have the option of changing tactics if you lose all of your weapons. These numbers at the end of the Bindings line are the component numbers (sequence of assembly) that if all are lost, then the AI.py will change over to the alternate tactic. Else, they don't really matter. .
622
« on: October 04, 2009, 09:03:01 PM »
......Nice looking arena too. Good work Mad and Trovaner. The base of this arena was already there. Wham started modding this BBEANS arena taking out the middle walls and prop, and  raisers in the corners; till he ran into techy stuff (though he did pretty well on his own:-D). He then turned it over to me, who separated the 4 cardinal walls in the gmf, and then coded each them to operate separately. Then I enlisted Trov (who is extremely generous with his time) to code the timing of the walls and such. The coding in this one is involved. Thanks goes to CB, though, for the base of this arena. *Hope I didn't give away too much* .
623
« on: October 04, 2009, 10:53:52 AM »
Joe, I might suggest that Jousters put some smooth, slippery (non-grippy) component on the side that will rub up against the wall... Tires and such should be inside the chassis or armor, and not touch the wall. This is a cool Tourney, so Trov and I are working on an AI.py that will reduce dependence upon the wall almost totally (special thanks also to Apanx for his input). After RAW2 arena is done we'll finish it. .
624
« on: October 03, 2009, 01:25:31 PM »
Assuming that all the txts are un-cfled, I use the folder 'Search' option, -Then choose "Documents(Word processing,....)", -Then make sure the "Use Advance search options" is selected, -Under it you'll find "A word or phrase in the document" option. -Insert the component name here, to search. .
625
« on: October 02, 2009, 01:46:30 PM »
they are basically AI'd to accelerate as soon as the match starts and not stop at any point...some use left right controls but most can just use weight distribution Joe, (1) You might try lowering both the friction and elasticity to '0' on the center dividing wall in the gmf. Should help bots 'slide' instead of 'bounce' off the center wall. (2) May I look at your AI.py? .
626
« on: September 29, 2009, 06:02:07 PM »
Let's not go there... please. ----------- A thought: 1. We could make an individual gmf, in which there were several separate sets of little semi-transparent balls (low-vertice count), like sets of hailstones. 2. Then several of these individual gmfs could be created and then given different 'x' and 'z', locations; (and even 'y' for different heights and rates of falling hailstones). 3. Then in-game, for what ever condition, each gmf could be inserted (addExtra), one after another,... causing a hailstorm. 4. Then after a certain time of its hailstones sitting on the ground that gmf would be 'removed',... and then recycled (to avoid excess lag). (Maybe give some 'mass' to them to cause effect/damage.) (Maybe add lightning to randomly strike bots, for affect...) .
627
« on: September 29, 2009, 05:38:27 PM »
The main 'hold up', so to speak, is not Inf, but the new Arena that Trov and I are finishing up and testing. So be patient, things are moving along... ...and Sage will run a good tourney. .
628
« on: September 29, 2009, 05:20:27 PM »
so this what click has done (robot as component) won`t work?  the one you suggestet is the "version" of clusterbot fighting i already know. When you 'addExtra...' a geomobject, the python won't control it at all, for steering or weaponry. It seems that if the geomobject is not present at _init_(start), then it is not manipulatable for whatever reason. So I can't see coding any 'added' geomobjects to 'do' anything. But maybe someone else knows a way or can figure it out.. Note: Added objects, though, are at least 'recognizable' by the python coding... because what ever object is 'added' can also be 'removed' via py. .
629
« on: September 29, 2009, 06:50:17 AM »
This IS nice, Phil. I'll check it out when I get a large enough slot of time. When you've got it finalized the way you want it, we'll see about moving it over to the 'Downloads' section.... .
630
« on: September 26, 2009, 11:53:37 PM »
I have an AI.py I wrote a while back, for a 'Photon Blaster' bot. I'll PM it to you... Look it over well and let me know of anything needing explained. BTW: Nice to see you diving into the game... .
631
« on: September 26, 2009, 10:07:36 PM »
-I know that the 'input' command DOES work fine standing alone under 'Tick'.. -I've also have seen a difference when enlarging the analog value for a fire. Made a couple cool AI like that, a while ago though. -As far as the flamethower's intermittentness, I did notice sometimes on a few freak AI I made that there were 'lapses', for lack of a better word, of consistant firing. One of the lapses that bugs many, including me, is the lapse in consistent cannon fire. I considered that the 2 (fire lapse and cannon lapse) might be related since they both use the co2 means of simulated power...but I never followed up on it.
632
« on: September 26, 2009, 02:44:26 PM »
... Since all I want is for the bot to hold the weapon button from start to finish without modifying the driving behaviors, is there any way to get around that? ... Easy to follow method: If you simply want to use the regular AI tactics for AI steering and control, and yet have your weapon(s) fire continuously, then you can: 1. put this line under 'Tick': ....def Tick(self):........self.Input("AlwaysFire", 0, 100) #Analog for flamethrower.
2. then name your in-game analog control the same name: 'AlwaysFire'. .
633
« on: September 26, 2009, 01:20:38 PM »
We ARE objective about ourselves today.... --------- I'm thankful I don't do that about some of my own undesirable traits... As ACAMS already knows I is 6'4", 230 lbs, and -run several miles a day, :-D -work out every other day, :-D -play a lot of Basketball, :-D and dirt bike and go 4 wheeling when I can...  . . . . . . . Oh yea, I also Ice Skate..and was on Sport Illustrated cover:
634
« on: September 25, 2009, 10:09:15 PM »
Phil IS the man... (Phil, I'll try to catch you on Yahoo today or tomorrow...) .
635
« on: September 25, 2009, 10:02:27 PM »
Yep,.. pretty soon, Wham.
636
« on: September 23, 2009, 07:25:40 AM »
I told you i will release soon the big STOCK AI-Pack compilation. As a teaser, here is the installation manual : https://gametechmods.com/uploads/files/PhilEtBabeTeaserUserManual.rar (but indeed, i don't know if anybody cares around here, anyway, that just pleases me.) Je me soucie, Mr. c'est le Francais dude. Y'all is lots appreciated by moi. People like you, Serge and several others have contributed much to this community. So much thanks to you. .
637
« on: September 22, 2009, 04:47:56 PM »
I've worked on one of those motors, ...they're beautiful. The ports on that hemi-head are huge! Very expensive stuff... Nice car. Is that yours, ACAMS? .
638
« on: September 21, 2009, 02:18:59 PM »
Basketball, Gymnastics, Motocross, building nasty Street Machines(if that's a 'sport'). Oh, yea; writing, underwater basket-weaving.
639
« on: September 21, 2009, 07:33:40 AM »
Very nice, FB. A vid would be cool (if you can get it to work)....like moving and SMASHING something... From the pics only, it looks like you utilized custom components and BFE, with considerable effort. Reminds me a bit of Apanx's Battleship. A couple years ago I BFE-ed a 'Mega'-bot like this one of yours (for lack of a better term) called 'Absolute Assimilator'. I fashioned it after Goose's "Donut bot", with a very large square hole in the middle of its chassis. It was AI-ed to move straight over an enemy (via range), and then lift the enemy (via force) up into it's center 'termination chamber', and then dismantle the bot (via damage) limb by limb/component by component,... hehe. I added 'bot-fire' too. The pieces would fall out the bottom as detached. It was never made aesthetic like yours here is, though, and I wanted to add some wav files for effect. I'll look for it and post a vid if I find it... BTW: Nice to see you around... Got more stuff to show?
640
« on: September 20, 2009, 10:18:03 AM »
Here, Wham. I don't want to infringe on CB/FB's work, so I just made it so that you can drive on it. This arena is at very rudimentary stages. The GMFs: https://gametechmods.com/uploads/files/Blah.rar.
Pages: 1 ... 25 26 27 28 29 30 31 [32] 33 34 35 36 37 38 39 ... 83
|