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Messages - Madiaba

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741
Good point, S-32.  And I can think of several other points that may be a prob too, with that rule...

742
Modifications / > Mad's Mods (more thoughts and tweaks)
« on: July 29, 2009, 10:10:36 PM »
Quote from: JoeBlo;55315
that looks really cool Mad.... I can maybe give skins a go if you send me the map files ?
Thanks for the help, Joe.
 
Quote from: philetbabe;55354
.....about the voice ... whose is she ? ; - |
One of my 'AT+T text-to-voice' modules. I use them to read text back to me when I'm tired of reading. Listening is a nice break.
 
Thanks, Craaig + 3-C. It WAS a ton of work.
 
Quote from: kill343gs;55402
I'd be more than happy to help with skins if you need it-- let me know.
Ok. Thanks for the help too, K.
 
I'll get a hold of SG too.
 
There's another 'Intervention' mode I coded after these vids were taken where the Enterprise shows up to help you, and you're flashed into the Bridge and the front 'Viewer' truns on, then Captain Kirk (or Spock) gives the order to 'Ready Phaser Banks.'. Then the whole of the Arena is shot... to save your bot. I'll try to take a vid of it soon.
.

743
Tournament Archives / Tag Team challenge 2 Info/Discussion
« on: July 29, 2009, 07:04:05 AM »
Old post date, but right on topic, so it's ok; esp since Ian's now back.
If not on topic, you can also PM the member to inquire things.
Anyway, now that he's back, we'll see...
 
Edit: S-32, impressive discernment.
.

744
Custom Components Showcase / ACAMS Custom bots
« on: July 28, 2009, 07:45:42 PM »
Here's another of ACAMS' cool custom bots (hope you don't mind ACAMS).
His Willys Jeep. Though some of its faces are transparent as of yet, it is still very cool IMHO.
It also is using ACAMS' 6-71 blower. It is 4WD, and has cool steering.


 
VIDEO: >>>Jeep_1<<<
(Needs a sound chip with a good blown engine)
 
-(thanks to Serge's compiler)-
 
-reposted for appropriation-
.

745
General Support / I NEED HELP!!!
« on: July 28, 2009, 03:27:16 PM »
I'll look at it (again), when i can this week/weekend.
Thanks for the link. Checking it out...
Do you have the original 3dsMax file?

746
Chatterbox / I agree with the fact im a N00Bweight.
« on: July 28, 2009, 03:20:26 PM »
Your Avatar will magically rectify itself too, as always, 'proportionate to performance'.

747
Discussion / RA1 arenas in RA2
« on: July 28, 2009, 02:39:32 PM »
That's my prob, I don't currently have RA1.
 
Cool. I like the 'Medieval' look. Nice job, FB.
.

748
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: July 28, 2009, 02:35:19 PM »
I WILL look it through, in the next month (your vacation time), Phil.
Cool work, on the perimeter fence(s).

749
Modifications / Arena Ideas
« on: July 28, 2009, 02:30:25 PM »
Duck: Yea, Serges complier is the best so far, IMHO.
What are you trying to do? Send me whatcha got, and I'll help you. Don't fret... You'll catch on in no time.:bigsmile:
 
 
 
Quote from: ianh05;55280
any updates on the robo-zone arena? the one with 2 caged robots at the start of the match and 1 is released after a certain amount of time and so on..
Yea, Ian. I have a beta version but it still needs some tweeks to finish it. With all of the talented help here these days, I hope others will step up and help out with these projects. *hint, hint*

750
Modifications / > Mad's Mods (more thoughts and tweaks)
« on: July 28, 2009, 07:17:51 AM »
I've been asked for this arena several times, but have not yet finished the final tweakings. I need to back off RA2 cause of an extensive work schedule. Only needs some dermatological work and minor py editting. I'll try to finish it and release it soon.
'Battlefield Arena':
The 2 Military bots (sorry my test bots are not army-looking) start behind each brick wall. In the middle is the front line, a river with mines randomly placed (so watch out). (The far bot is AI-ed with ACAMS M-gun; me the User am the Closer bot, of course.) The river has water in it that you must enter and cross to make advancement. The water current will wash you down stream if you're not careful.

 
 
Text: It is a non-traditonal arena. The first 2 vids are the regular game battle, with Blockades for protection, DMZ with both river and mines, and Air Support: (pardon the sound quality--- should have turned it down a little more for recording). If you get past the blockades and Landmines, and then are able to cross the river(cause of its depth and it has an actual current), your opponent can call for "Air Support" and some high altitude Bombers will try to get you to retreat.... But don't worry cause if your opponent comes over you also have some Air Support waiting for him.
I am fighting a couple different Combat AI. The bot "M-Gun-1" is an AI that has an ACAMS prototype weapon that's very nasty.... The skins are about all that's left to do.
Game_1
Game_2
 
--------------
There's an added feature called 'Intervention'. If your losing badly and your bot has 10% or less life, then there's a slim (1 in 10) chance you may get BIG help.
 
The 1st Intervention is from the USS Enterprise (Thanks to ACAMS). The Enterprise will come down, pull and then Beam-Up your opponent part way, and then totally disintegrate him.... Then take off like the end of a regular episode.
ST_1
 
The 2nd Intervention is a Cruise Missle equipped with a 'CruiseCam', that will totally destroy your opponent...... into blazes,..... and pieces.*hehe*
 
Cruise_G_1
 
Cruise_G_2_DestroyUserFirst
 
Cruise_G_2
 
Cruise_G_3g
 
Any skin help would be appreciated....
.

751
Modifications / > Mad's Mods (more thoughts and tweaks)
« on: July 27, 2009, 09:39:44 PM »
Here's some work Trov and I've been working on for the last month or so(as time has permitted). We didn't know if the exe would recognize the new, extra GIB buttons. We modded the GIB to add 4 buttons in the bot Botlab garage, and then tweaked the py to recognize them. I'll skip techy stuff and get to the 'How' it works:
 
Here's a vid:
 
When you're in the practice garage, you can select other arenas in which to test your bot out. Right now we have 4 arenas to choose from. All you do is select the desired arena, click into the lab and back, and your in it.
 
Still to do:
1. Don't know 'which' arenas we should include(5-6 at most) Need input here please....
2. Haven't written in the py coding for the arenas yet until we know which ones they are.
3. The new arena buttons are going to be modded to look differnt, bear the name of the arena, and along with the audio confirmation.
4. There's going to be a textbox that includes the stats of your bot being tested: Weight class, Speed,... (Actually it's already done, I just forgot to add it in before I videoed).
5. Not sure yet if the exe sees 'def Hazards' in the botlab practice.py.
 
I'll run it by CB potentially for DSL-3.
 
I or Trov will update as we tweak this out the few things left..
 
 
(Not quite Raw_Input, but nice.).
.

752
Other Tutorials / DUCK'S GUIDE TO ARENA MODDING V1
« on: July 27, 2009, 09:31:03 AM »
Nice, Phil. Looks good. You guys are getting it...
Are the fences triggered via 'time' or 'botlocation' or something else?
(A vid would help, but NP.)
.

753
Modifications / Arena Ideas
« on: July 27, 2009, 09:27:31 AM »
Joe, which compiler are you using?
 
Note: The BattleBox arena has many goemobjects.  It's probably not a good place to practice. But your call.

754
Modifications / Arena Ideas
« on: July 27, 2009, 06:36:46 AM »
Quote from: DuckRA2;55026
...EDIT: Damn, will I ever be able to import objects with out making them green or missmatching all maps of my arena?????
Duck: Don't get discouraged, it sounds like you just don't quite understand the correlation between the maps/skins above, to the geomobjects below. Here is how the comp knows which skin to put on what object:
 
Skin reference#(top of each skin section): ...................*MATERIAL_REF_NO 0
Geomobject reference#(bottom of each G-object section): *MATERIAL_REF 0
 
Make sure the numbers are the same, and not used for another object already.
Also, when you move an object from one gmf to another, always take the original skin with it, and then correlate their 'reference #s' (above) to match.
Put the original map/skin.bmp in the 'Maps' folder too(edit at will).
I can help you some on Yahoo IM too, NP.
-------------------------
Quote from: JoeBlo;55123
I read through ducks tutorial and was all set to do it but there was no arena walls or collision in *GEOMOBJECT so it kind of stupped me ??? if you could help me out that would be great
Joe: Sometimes the Geomobject is named generically (like 'box'). Just look at its size and then it's location to determine what it is. This will become easy after a short time. I don't know which gmf you're tweaking, so I can't help. If you want me to look at it send it my way, NP.
.

755
Modifications / How is such a thing possible?
« on: July 26, 2009, 07:19:31 PM »
Code: [Select]
                if (abs(h) < 0.3 ):
                    self.Turn(0)
                    self.Throttle(100)
                    self.DebugString(8, &quot;Boost&quot;)
                 if (abs(h) > 2.8 ):
                    self.Turn(0)
                    self.Throttle(-100)
                    self.DebugString(8, &quot;Anti-Boost&quot;)
Couple thoughts:
1. Would be nice to move the abs. heading range (0.6 in this case) over into the Bindings line, and make it tweekable, for different apps/bots..
2. Should this 'radian parameter' be moved from 'center' (0 and 3.14) to start a bit sooner for perhaps straighter driving?
3. Navigation: Moving this parameter's 'center' might be a good way of 'steering while spinning'...left or right; to both avoiding detected hazards, walls and such, and possibly facilitate better steering toward enemy.
.

756
Modifications / Arena Ideas
« on: July 26, 2009, 04:39:32 PM »
Oh. ok. They probably will not spring up as quickly that way. But with Havoc you never know. 1 sec and I'll post the py stuff:
 
 
self.spikes1 = Hazards.Spikes(prism, 40000, (-3.7, -2.2, -5.2))
 
Increase or decrease this red number. This is the main way to adjust power.
 
BTW: Don't forget there are 2 spike hazards, if you want to do both.

757
Modifications / Arena Ideas
« on: July 26, 2009, 07:02:02 AM »
Joe: Did you get the walls how you wanted them? I can look at them quickly, if you still need some help.
 
Duck: To help others learn and maybe get more invloved, you might explain how to adjust the py to strengthen the spikes power (and any other nice tweeks).

758
Modifications / Robot Arena 2 - What goes on behind the GUI
« on: July 25, 2009, 10:30:41 PM »
Well, thanks guys. I put in too many hours reading up on py commands and recipes to no avail, and then just gave up a few months ago.
I'm not an expert by any means with DirectX, so the ball's in your court to assess if it will work, or even if it's worth the effort...(though I have a couple cool tweeks raw input could facilitate).
.

759
Modifications / How is such a thing possible?
« on: July 25, 2009, 10:14:01 PM »
Told you guys. Apanx, is a coding wiz..
I'm not holding my breath till you get it, for sure...
Thanks, Phil. I'll get back.

760
Modifications / How is such a thing possible?
« on: July 25, 2009, 04:12:51 PM »
I had several ideas for the keyboard (raw input) for some arena tweeks; but since it seems to be such a burden, it may not be worth it. Just picking brains, checking for any insights you might have... Thanks anyway.
 
Nice FBS.

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