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Messages - P3PSl
81
« on: January 09, 2015, 01:48:08 AM »
Sorry should've specified that The Series 7 Version
82
« on: January 09, 2015, 12:33:47 AM »
Did Thor have any decals on the back? I would go and watch a video but good old limited bandwidth internet down here prevents me.
83
« on: January 07, 2015, 06:34:42 AM »
G'day. Today i was wondering why barely anyone makes the series 4 version of Atomic So I decided i would try and now i know why everyone prefers the series 7 version
84
« on: January 05, 2015, 06:17:08 PM »
85
« on: January 05, 2015, 02:19:04 AM »
hello. today i present to everyone... IRON AWE 2  i know that the chassis is too high and the wedge is too short... but considering my other creations I am very proud of this. Taking all criticism :D
86
« on: January 04, 2015, 10:59:15 PM »
so i did this and made my own component but ive got one problem its transparent ive used the component steel80-100.gmf ive decompiled and recompiled it just im annoyed that its transparent also here is the text GMA *GABRIEL_ASCIIEXPORT 3 *MODEL_TYPE Basic Model *SCENE { *SCENE_FILENAME grapecrate.max *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 100 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0x000000 *SCENE_AMBIENT_STATIC 0x000000 } *MATERIAL_LIST { *MATERIAL_COUNT 1 *MATERIAL { *MATERIAL_REF_NO 0 *MATERIAL_NAME 10 - Default *MATERIAL_CLASS Standard *MATERIAL_AMBIENT 0x969696 *MATERIAL_DIFFUSE 0x969696 *MATERIAL_SPECULAR 0xE5E5E5 *MATERIAL_SHINE 0.600000 *MATERIAL_SHINESTRENGTH 0.700000 *MATERIAL_TRANSPARENCY *MATERIAL_WIRESIZE 1.000000 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0.000000 *MATERIAL_SELFILLUM 0.000000 *MATERIAL_FALLOFF Other *MATERIAL_XP_TYPE Filter *TEXTURE_LIST { *TEXTURE_COUNT 1 *TEXTURE { *MAP_NAME steel *MAP_CLASS Bitmap *BITMAP ironaweflip.bmp *MAP_AMOUNT 1.000000 *MAP_DIFFUSE *MAP_TYPE Screen *UVW_U_OFFSET 0.000000 *UVW_V_OFFSET 0.000000 *UVW_U_TILING 1.000000 *UVW_V_TILING 1.000000 *UVW_ANGLE 0.000000 *UVW_BLUR 1.000000 *UVW_BLUR_OFFSET 0.000000 *UVW_NOISE_AMT 1.000000 *UVW_NOISE_SIZE 1.000000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.000000 *BITMAP_FILTER Pyramidal *BITMAP_MAP_CHANNEL 1 } } } } *OBJECT_LIST { *OBJECT_COUNT 6 *GEOMOBJECT { *NODE_NAME plate *NODE_SHADEVERTS 0 *NODE_TM { *NODE_NAME plate *TM_ROW0 1.000000 0.000000 0.000000 *TM_ROW1 0.000000 1.000000 0.000000 *TM_ROW2 0.000000 0.000000 1.000000 *TM_ROW3 0.000000 0.000000 0.000000 } *MESH { *TIMEVALUE 0 *MESH_NUMVERTEX 8 *MESH_NUMFACES 12 *MESH_VERTEX_LIST { *MESH_VERTEX 0 -0.499900 0.000100 -0.399900 *MESH_VERTEX 1 0.499900 0.000100 -0.399900 *MESH_VERTEX 2 -0.499900 0.000100 0.399900 *MESH_VERTEX 3 0.499900 0.000100 0.399900 *MESH_VERTEX 4 -0.499900 0.037400 -0.399900 *MESH_VERTEX 5 0.499900 0.037400 -0.399900 *MESH_VERTEX 6 -0.499900 0.037400 0.399900 *MESH_VERTEX 7 0.499900 0.037400 0.399900 } *MESH_FACE_LIST { *MESH_FACE 0 A: 0 B: 2 C: 3 *MESH_MTLID 1 *MESH_FACE 1 A: 3 B: 1 C: 0 *MESH_MTLID 1 *MESH_FACE 2 A: 4 B: 5 C: 7 *MESH_MTLID 0 *MESH_FACE 3 A: 7 B: 6 C: 4 *MESH_MTLID 0 *MESH_FACE 4 A: 0 B: 1 C: 5 *MESH_MTLID 4 *MESH_FACE 5 A: 5 B: 4 C: 0 *MESH_MTLID 4 *MESH_FACE 6 A: 1 B: 3 C: 7 *MESH_MTLID 3 *MESH_FACE 7 A: 7 B: 5 C: 1 *MESH_MTLID 3 *MESH_FACE 8 A: 3 B: 2 C: 6 *MESH_MTLID 5 *MESH_FACE 9 A: 6 B: 7 C: 3 *MESH_MTLID 5 *MESH_FACE 10 A: 2 B: 0 C: 4 *MESH_MTLID 2 *MESH_FACE 11 A: 4 B: 6 C: 2 *MESH_MTLID 2 } *MESH_NUMTVERTEX 12 *MESH_TVERTLIST { *MESH_TVERT 0 0.000000 0.000000 0.000000 *MESH_TVERT 1 0.800000 0.000000 0.000000 *MESH_TVERT 2 0.000000 0.037000 0.000000 *MESH_TVERT 3 0.800000 0.037000 0.000000 *MESH_TVERT 4 0.000000 0.000000 0.000000 *MESH_TVERT 5 1.000000 0.000000 0.000000 *MESH_TVERT 6 0.000000 0.037000 0.000000 *MESH_TVERT 7 1.000000 0.037000 0.000000 *MESH_TVERT 8 0.000000 0.000000 0.000000 *MESH_TVERT 9 1.000000 0.000000 0.000000 *MESH_TVERT 10 0.000000 0.800000 0.000000 *MESH_TVERT 11 1.000000 0.800000 0.000000 } *MESH_NUMTFACES 12 *MESH_TFACELIST { *MESH_TFACE 0 9 11 10 *MESH_TFACE 1 10 8 9 *MESH_TFACE 2 8 9 11 *MESH_TFACE 3 11 10 8 *MESH_TFACE 4 4 5 7 *MESH_TFACE 5 7 6 4 *MESH_TFACE 6 0 1 3 *MESH_TFACE 7 3 2 0 *MESH_TFACE 8 4 5 7 *MESH_TFACE 9 7 6 4 *MESH_TFACE 10 0 1 3 *MESH_TFACE 11 3 2 0 } *MESH_NORMALS { *MESH_FACENORMAL 0 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 0 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 2 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 3 0.000000 -1.000000 0.000000 *MESH_FACENORMAL 1 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 3 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 1 0.000000 -1.000000 0.000000 *MESH_VERTEXNORMAL 0 0.000000 -1.000000 0.000000 *MESH_FACENORMAL 2 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 4 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 5 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 7 0.000000 1.000000 0.000000 *MESH_FACENORMAL 3 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 7 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 6 0.000000 1.000000 0.000000 *MESH_VERTEXNORMAL 4 0.000000 1.000000 0.000000 *MESH_FACENORMAL 4 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 0 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 1 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 5 0.000000 0.000000 -1.000000 *MESH_FACENORMAL 5 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 5 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 4 0.000000 0.000000 -1.000000 *MESH_VERTEXNORMAL 0 0.000000 0.000000 -1.000000 *MESH_FACENORMAL 6 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 1 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 3 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 7 1.000000 0.000000 0.000000 *MESH_FACENORMAL 7 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 7 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 5 1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 1 1.000000 0.000000 0.000000 *MESH_FACENORMAL 8 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 3 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 2 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 6 0.000000 0.000000 1.000000 *MESH_FACENORMAL 9 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 6 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 7 0.000000 0.000000 1.000000 *MESH_VERTEXNORMAL 3 0.000000 0.000000 1.000000 *MESH_FACENORMAL 10 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 2 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 0 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 4 -1.000000 0.000000 0.000000 *MESH_FACENORMAL 11 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 4 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 6 -1.000000 0.000000 0.000000 *MESH_VERTEXNORMAL 2 -1.000000 0.000000 0.000000 } *BACKFACE_CULL 1 *MATERIAL_REF 0 } } *GMID_ATTACHMENTPT { *NODE_NAME Point01 *NODE_TM { *NODE_NAME Point01 *TM_ROW0 -1.000000 0.000000 0.000000 *TM_ROW1 0.000000 0.000000 -1.000000 *TM_ROW2 0.000000 -1.000000 0.000000 *TM_ROW3 0.000000 0.000000 0.000000 } USER DATA Type = Attach
ID = 1
Attach = Generic_F } *GMID_ATTACHMENTPT { *NODE_NAME Point02 *NODE_TM { *NODE_NAME Point02 *TM_ROW0 -1.000000 0.000000 0.000000 *TM_ROW1 0.000000 0.000000 -1.000000 *TM_ROW2 0.000000 -1.000000 0.000000 *TM_ROW3 -0.450000 0.000000 0.000000 } USER DATA Type = Attach
ID = 2
Attach = Generic_F } *GMID_ATTACHMENTPT { *NODE_NAME Point03 *NODE_TM { *NODE_NAME Point03 *TM_ROW0 -1.000000 0.000000 0.000000 *TM_ROW1 0.000000 0.000000 -1.000000 *TM_ROW2 0.000000 -1.000000 0.000000 *TM_ROW3 0.000000 0.000000 -0.350000 } USER DATA Type = Attach
ID = 3
Attach = Generic_F } *GMID_HAVOK_SIMOBJECT { *NODE_NAME (null) *GRAVITY 0.000000 -9.800000 0.000000 *WORLDSCALE 39.369999 *SIMTOLERANCE 0.100000 *RESOLVER 3 *INCLUDE_DRAG 0 *LINEAR_DRAG 0.000000 *ANGULAR_DRAG 0.000000 *INCLUDE_DEACTIVATOR 1 *SHORTFREQ 5.000000 *LONGFREQ 0.100000 *USE_FAST_SUBSPACE 1 *UPDATES_PER_TIMESTEP 1.000000 *NUM_COLLISION_PAIRS 0 } *GMID_HAVOK_RBCOLLECTION { *NODE_NAME RBCollection01 *NUM_DISABLED_PAIRS 0 *SOLVER_TYPE 0 *COUNT 1 *GMID_HAVOK_RIGIDBODY_LIST { *COUNT 1 *GMID_HAVOK_RIGIDBODY { *NODE_NAME plate *MASS 10.000000 *ELASTICITY 0.300000 *FRICTION 0.500000 *OPTIMIZATION_LEVEL 0.500000 *UNYIELDING 0 *SIMULATION_GEOMETRY 2 *GEOMETRY_PROXY_NAME (null) *USE_DISPLAY_PROXY 0 *DISABLE_COLLISIONS 0 *INACTIVE 0 *DISPLAY_PROXY_NAME (null) *NODE_TM { *NODE_NAME plate *TM_ROW0 1.000000 0.000000 0.000000 *TM_ROW1 0.000000 1.000000 0.000000 *TM_ROW2 0.000000 0.000000 1.000000 *TM_ROW3 0.000000 0.000000 0.000000 } *HAVOK_GEO_TYPE Standard *NUMBER_OF_CHILDREN 0 } } } } jk figured it out too much shine dont worry guys sorry for any inconvenience.
87
« on: January 04, 2015, 03:08:29 AM »
so guys im looking for the armour plate bmp/gmf stuff for 80x100 and i cant find it are you guys aware of what its called in components so i can reskin it?
88
« on: January 01, 2015, 07:39:11 PM »
the download link for reference.zip on the wiki isnt working for me. is there any where else to download it from because i didnt see it in the downloads section either
89
« on: December 30, 2014, 11:06:23 PM »
How would one go about AI-ing a robot like BackStabber (season 3 RW UK) which has a weapon the back Is it possible?
90
« on: December 29, 2014, 06:30:43 AM »
 I have just around 150 robots from robot wars that i made heres a few i could always use tips :D
91
« on: December 27, 2014, 06:24:00 AM »
Im trying to make my own event and i followed the guide but it keeps crashing while loading up or when i get to the event it crashes after [loading...] heres what i have in the event.txt folder any help appreciated 25 The Memeing <text font fg_mcn14>MEMES</text> 4 Arenas\event_results\prizes\Fruit_Punch\Fruit_Punch.gmf <text font fg_mcn14>You didn't win any rounds of this event. All participants get a free six-pack of Fruity Punch.</text> Arenas\event_results\prizes\Value_Meal\value_meal.gmf <text font fg_mcn14>Well, you made it past the first round. All participants get a free Biggie Value Meal.</text> Arenas\event_results\prizes\Hot_Dog\hot_dog.gmf <text font fg_mcn14>You won 2 rounds of this event. All competitors get a free hot dog.</text> Arenas\event_results\prizes\Gold_Cup_Trophy\Gold_Cup_Trophy.gmf <text font fg_mcn14>Wow! You won the event! Look at the cool trophy you won!</text> UI\teamhq\events\trophies\Gold Cup Trophy.tga UI\teamhq\events\ev_fatherdaughter.bmp RA2T#2 Tournament Arena Arenas\lt_arena3\tourney_preview.bmp 2 1 1
92
« on: December 27, 2014, 04:56:44 AM »
how would one go about possibly maybe making a rollover robot is it even possible?
and if so is it possible with components/mods or would i have to edit a robots files?
93
« on: January 06, 2014, 06:39:50 AM »
Thanks :)
94
« on: January 02, 2014, 05:49:25 AM »
title.
Thanks
95
« on: December 27, 2013, 09:49:06 PM »
Thank you
96
« on: December 27, 2013, 08:15:36 PM »
Hey guys,
just wondering if it was possible to AI a robot to reverse into other with rear mounted weapons (Spikes saws etc) without changing the radius to make it face the front?
Thanks.
97
« on: December 12, 2013, 09:23:17 PM »
Thank you so much :)
98
« on: December 12, 2013, 08:20:47 PM »
yup, its called weapon. shoudl it be something else for flippers?
99
« on: December 12, 2013, 06:01:17 PM »
Thanks you guys so much, turns out I cant spell. ahhaha sorry for using your time.
Gah feel real bad again, but would you have any ideas on why the ai robots i implemented won't flip, they sorta just ram?
100
« on: December 12, 2013, 04:22:17 PM »
I tried that and now it doesn't move at all, is it a trial and error thing?
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