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Messages - Gigafrost
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821
« on: May 30, 2008, 08:07:18 AM »
I was wondering in anyone either created/has created their own games. If so, post what type of game it is!
Edit: Feel free to advertise your upcoming Robot Arena 2 downloads, packs, components, etc.
822
« on: June 09, 2007, 07:52:30 AM »
You can't make a motor run on air, or a piston run on electricity. You can put the correct code in the txt file, but the component doesn't drain any power. If that were possible it would have been done.
It is also impossible (without the source) to make a duplicate flamethrower with different particle effects. There is no option to set the particle tga in the txt file. i'm ok with it not draining any power. but an alternative set back can be that it is an external component or a component that can fall off the chassis(might crash the game though)
823
« on: May 10, 2007, 09:18:38 AM »
Blender is also more confusing to use. compared to studio max, the blenders options are in chinese
824
« on: May 05, 2007, 10:51:36 AM »
he has no pictures...
825
« on: May 01, 2007, 06:34:52 PM »
https://gametechmods.com/ra2dsl/dload.php?action=category&cat_id=28&sid=c31e69982777f1275aea1c682af2833a I think thats ok. It should take you to the download area where you can select your version sorry if thats not what you mean. thats how I read it :D yeah, these links work. however, i need the components to create the dsl bots. not the bots itself. thx anyway though but if possible, can anyone lend me a copy of their RA2 dsl folder. (from the C: or Desktop). EDIT- found dsl components on the gametech website so it should be a problem now, thanks again.
826
« on: May 01, 2007, 06:32:51 PM »
BTW- this idea isnt too original. before this i've created a robot called "Master Hand." same method except it uses its fingers to crush opponents while crawling itself over its foes chassis. pretty fun to watch... untill it finally tips over.
827
« on: May 01, 2007, 06:29:28 PM »
I recently made, and uploaded a robot, named Anti-Power. It has no wheels, and is pretty fast, it is uploaded on the bot exchange, under Heavyweight / Rammer. And one more thing, it can fly, launch it in the air, and it can fly. sounds... ideal... pics?
828
« on: April 30, 2007, 10:22:59 PM »
having a hard time trying to download DSL (being a veteran of stock RA2 it takes me a while to catch up)... any one have another link or/if possible fix the DSL links so i can create some bots before the next tourney (or possibly create my own).
thx for replies.
829
« on: April 30, 2007, 10:14:33 PM »
If anybody has the source, give it to the DSL team. EDIT-sorry for double post, my computer lagged thats the problem- heard of the component but never seen the download.
830
« on: April 30, 2007, 10:14:13 PM »
If anybody has the source, give it to the DSL team. thats the problem- heard of the component but never seen the download.
831
« on: April 24, 2007, 08:52:46 PM »
Maybe not a dual-axle Piglet, but I might be able to make an outrunner brushless motor (such as an AXI) with attach points on each side. We'll see how practical it ends up being. it might be a good idea to make the attachpoints inter-turnable unlike the perm motors which have axes that turn in one direction.
832
« on: April 24, 2007, 08:44:47 PM »
If you got the source, go crazy. Otherwise: The flamethrower and magnet effects (and some others besides) are hardcoded into the game, including the graphics. oh... well, i'll just be satisfied with a burst motor that runs on c02
834
« on: April 18, 2007, 03:12:37 PM »
I'm for a burst motor that runs on Co2, alot of my bots use burst pistons a hammer or something without extra batterys would be nice. As for the smoke, that'd be cool, but for bots with lots of hammers with bad computers the smoke might lag them. doubt it will, most laggings are seen within the 6000 graphics cards or less for Nvidia (RIVA TNT2 at least), and within the ATI/AMD and family (RAGE i think), which are pretty old cards. and thats after overclocking and settings set on low. trust me, i've done it.
835
« on: April 17, 2007, 09:28:29 AM »
the download should really have the FAQ as a readme.txt file or a link to this website (if it already does ignore this)
836
« on: April 17, 2007, 08:59:12 AM »
All flames come from the same image in arena/decal folder. true, but it would be easier to duplicate the image (if possible), and change the extra copied image to the compressed air-like smoke image. renaming it of coarse. or just use the same files from the bustedmotor smoke image and start from there. but then again, i find it doubtful to create a point in the component that creates smoke AND does it the minuite the motor flips.
837
« on: April 14, 2007, 12:00:05 PM »
Your idea wouldn't work because of two reasons.
1) First of all. When you get pinned on a wall, the AI tries to drive against you but actually you just get pinned on a wall. So you would be pinned on a wall forever.
2) Once I managed to destroy my robot in testing area. When the bot's chassis was destroyed I got the scoreboard but no one on it and also no scores on it. When I clicked ok the game crashed.
So if we turned the practice arena/testing area to fighting area, the game would crash every time when you manage to destroy your opponent and also if you can't get timer on the area you can't finish the match without crashing the game. But if you manage to add timer there most of the time would just go to that when you are pinned on walls and maybe whole match would go like that because there wouldn't be any timeout-timers. hmm... unless the AI was somehow reconfigured and the score code was imported into the practice arena.
838
« on: April 14, 2007, 11:52:14 AM »
yeah actually its quite a good idea in my eyes. It would make things more realistic. Alough I don't have the skills to modify parts or create them but maybe someone who can would be willing too :D
Oh and by the way Gigafrost thats four ways of life, not three  thx, been a while since i updated my profile though. (on topic)- BTW the smoke isn't supposed to do any kind of damage, thats just stupid. just to add realism to the flips. and not to replace the flamethrower but to duplicate its preferences, basically to make a renamed copy of the flamethrower, change effects to smoke, and change the component to a Burst of some sort. But a custom designed one would be a lot easier...
839
« on: April 13, 2007, 10:09:16 AM »
was probably done already but i just couldn't find a link. But would a Burst motor that runs on a Co2 tank (or Co2 and Batt) be possible to create instead of changing the sound of the regular electric motors? Doing it this way can add more realism to the match like most professional roboteers (hence Chaos II, Big Brother, etc) use in their bots.
some smoke effects with each flip would also be pretty cool to witness as well, as seen when a Co2 flipper is activated. You can probably combine the effects of a Flamethrower (but with smoke) and mix it with a Burst Motor that runs on Co2 and Electricity.
thx for any replies and efforts towards the idea. and if its ever created i would be more than happy to put it in my AI pack as well as give credit.
840
« on: March 13, 2007, 03:22:11 PM »
I try to avoid excessively stacking parts in my stock RA2 bots. I like my designs to be as realistic as possible, but still competitive. Drumblebee for example, could be built in real life. Not exactly how it's built in the game, but you could get it looking and performing the same. Perhaps that's why I haven't built many horizontal spinners since joining the forums... too hard to make them realistic and competitive.
Hate to point this out, but if "pure stock" means "can it be built in real life" then Heavy Duty isn't pure stock. The spinners go through the wheels, an impossibility in real life. not really that difficult creating pure stock. its just something that you arent used to. i believe that most "real" bots that can be built fresh from the game are the middle weights and light weights. they dont require many parts like real bots do and therefore can be built. HWs are at least 400 lbs of pure hardware so your chances of creating a good HW that hardly uses stacked parts is pretty slim. but then again, thats when imagination comes into play. i do agree with you and SpyGuy though and once you pass a component or chassis, you've destroyed realism.
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