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Messages - Clickbeetle

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821
Challenge Board / Re: Clickbeetle VS Russian Roulette (The Re-Match)
« on: August 21, 2011, 12:00:57 AM »
I'll be using original Bisector until further notice.  If whoever hosts doesn't have BBEANS AI I'll make a download for Bisector.

822
Discussion / Re: Ghost wedge?
« on: August 20, 2011, 11:47:08 PM »
You can't apply "ghost" properties to other components because I don't know how the ghost wedge works.
 
It has something to do with the jagged collision mesh (the collision mesh of the ghost wedge is shaped like a saw blade) but I'm not sure how to get the floor-sinking effect with other shapes.
 
I found it completely by accident when I wanted to make a giant saw blade using that mesh (which came from Lu-Tze's chainsaw component) and noticed it sunk through the floor.

823
DSL TC Showcases / Re: JD's DSL Showcase
« on: August 20, 2011, 11:21:30 PM »
It would look even better if the wheels were further up, just behind the Tazbot wedges.
 
Isn't that weapon too good for IRL though?

824
DSL TC Showcases / Re: Clickbeetle's Supreme DSL bots
« on: August 20, 2011, 11:04:52 PM »
It's extremely unstable with a DSL bar.  Flips itself over before it can get to full speed even if nothing hits it.  With a disc though, it's quite hard to destabilize.

Maybe then you should add something like a hex plate on the center AP of the bar...

The axle of the E-tek sticks through the bottom of the disc and keeps the weapon off the ground so I don't need extra support.
 
But I did try putting various large objects in the middle to increase stability.  Drums, small discs, extenders... nothing worked.
 
I think the 250cm disc makes it stable because it covers more surface area.  So the bot might still get slightly unstable but the disc doesn't give it a chance to go highly unstable.
 
I could probably make it stable with a four-pronged blade or maybe even a tribar, but I don't have weight for that.

825
EMPTY SPACE!


 
Is this an update to King Crab?
 
And yeah, it would look better if the chassis was more squarish so the motors didn't stick out.

826
DSL TC Showcases / Re: Clickbeetle's Supreme DSL bots
« on: August 20, 2011, 10:44:48 PM »
It's extremely unstable with a DSL bar.  Flips itself over before it can get to full speed even if nothing hits it.  With a disc though, it's quite hard to destabilize.

827
DSL TC Showcases / Re: Clickbeetle's Supreme DSL bots
« on: August 20, 2011, 10:38:28 PM »
All right, who changed my showcase title?
 
Anyway, I've dabbled a bit in IRL building for Badnik's tournament.
 

 
Simple modification of one of my old bots originally intended for the Lucky 7 tournament, which never got off the ground.  I was able to re-use the same AI as the old version; otherwise I probably wouldn't bother entering and focus on Ironbot AI instead.
 
IMO the bot looks much cooler like this.  Few things are more menacing-looking than a 250 cm disc (yes, a solid 250 cm disc... this is probably the only MW to ever use one) with ripping teeth.  Of course it loses some effectiveness, but the goal of this design is obviously to undercut the opponent and bypass their weapons, specifically on other HS.
 
The roll cage still works as well as ever, too.  This bot is 100% unflippable.
 
Not expecting to win Blades of Fury but then again that's not the point of IRL building, now is it.
 
Edit: Oh and it has the same internal stuff as the original Undertaker.  1mm Ti, 4 ants, Astroflight drive.

828
Modifications / Re: Containment Cube
« on: August 18, 2011, 01:20:40 AM »
Just opened up the maps

lol @ cubeglass

I'm waiting to catch someone posting a bot with a lot of empty space so I can use that. :P
 
Anyway, reskinning the lampshade object could be tricky, because 1) it uses a flat color rather than a skin, which isn't a big deal; you just need to learn how to edit flat colors, and 2) it uses the same material as the spikes, so if you reskin the lampshade the spikes will also change.
 
Just open the gmf, find the material named "spikes", and edit MATERIAL_DIFFUSE (the base color), MATERIAL_AMBIENT (the highlight color, should be lighter than the base), and MATERIAL_SPECULAR (the shadow color, should be darker than the base).  It looks like a six digit string of numbers and letters but it's actually three sets of two.  The first one is red, the second green, and the third blue.  If you want gray make them all the same.  A smaller number is darker, a bigger number is lighter.  The letters are because it's in base 16 rather than the usual base 10, so letters need to be used to represent numbers greater than 9.  Example: you count like 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, 10, 11, ... 18, 19, 1A, 1B, 1C, 1D, 1E, 1F, 20, 21...

829
Tournament Archives / Re: Clash Cubes IV - Splash, Brackets & Videos
« on: August 17, 2011, 10:58:30 PM »

Also...
 

830
Tournament Archives / Re: Ironbot SBV
« on: August 17, 2011, 09:28:44 PM »
We should really set up some sort of RA2 patent office... You can't just put maces on ULTIMATUM and call it your own bot, and then enter it in a tourney.

It actually IS an original creation... I compared the .bot files, and the chassis dimensions are slightly different, and the components were attached in a different order.  It's not ULTIMATUM, it just looks exactly like it.

Still...

Look on the bright side:  If BoomBox wins, you can take credit for it.  It's almost like having two entries! :P

831
Tournament Archives / Re: Ironbot SBV
« on: August 17, 2011, 09:20:05 PM »
We should really set up some sort of RA2 patent office... You can't just put maces on ULTIMATUM and call it your own bot, and then enter it in a tourney.

It actually IS an original creation... I compared the .bot files, and the chassis dimensions are slightly different, and the components were attached in a different order.  It's not ULTIMATUM, it just looks exactly like it.

832
Tournament Archives / Re: Ironbot SBV
« on: August 17, 2011, 08:39:27 PM »
Looks like Vertigo's got a bye.

As much as I try to remain neutral toward all of the bots in my own tournaments... I haven't yet decided which is worse, SFTW or SFTW on stilts D.O.G. :P

833
Tournament Archives / Ironbot SBV
« on: August 17, 2011, 08:23:06 PM »
Finals are up!
 
Now you may be looking at the video file and thinking "HOLY CARP THAT'S HUGE" but keep in mind that this includes all 16 fights rolled into one... if you do the math it comes out to less than 4 MB per fight, so not that bad.  If it's too slow streaming then just right-click on the link under the video and select "Save Target As" to download it to your hard drive.
 























Website with bot statistics: http://beetlebros.gametechmods.com/bbeans/ironbot/index.htm
(Allergen Information: May Contain Spoilers)

834
Modifications / Re: Containment Cube
« on: August 14, 2011, 08:51:43 PM »
Do I hear ACAMS loading up his shotgun now?

If he is, make sure he points it at the right person... that is J's bot that he tried to enter for my April Fools BBEANS tournament.   ;)   Thought I'd give it some screen time here since it won't be competing in Ironbot.

835
Modifications / Re: Containment Cube
« on: August 14, 2011, 08:46:38 PM »
Click, is it okay if I use this arena in Steel Warzone, but reskinned?

Unlike the BBEANS arena, this is meant as a generic arena that can be reused for other tournaments, similar to the RA2T2 arena or the Small Arena.  So yes, you can use it for another tournament.

836
Modifications / Containment Cube
« on: August 14, 2011, 08:16:00 PM »
Sorry for disappearing for the last 2 weeks - I was gone on a trip all last week, and I thought I would have time to check the forums and keep up on Ironbot while I was gone, but I actually didn't.
 
But I did get the arena for Ironbot finished when I got back Friday/Saturday!
 

 
This is the Containment Cube.  It's about the size of the Combat Arena, and completely enclosed (no OOTA zones here), so it should be comfortably familiar to you all.  However, if you're used to driving over the saws and spikes in the Combat Arena with impunity... get un-used to it.
 

 
These hazards do not mess around.
 

 
There's a hammer in one wall and a vertical blade in the other.  They're powerful enough to pose a real threat, but not so powerful that getting hit once will necessarily be game-changing (getting hit three times might be, though).  Then there's the spikes along the walls which pushers can slam bots into.  HS's should be especially wary of the spikes, as hitting them with a high-speed spinner can really hurt.
 
When hazards are turned off, the hammer and the blade sit flush with the wall to create a seamless surface like they're not even there.  The spikes do damage whether hazards are on or off, however.  (If you want a plain box with no hazards at all, just use the Combat Arena.)
 
You can download the arena here:
http://beetlebros.gametechmods.com/files/cube.zip
 
And if you open the .py, and find the parts that are commented out with "Ironbot stuff", and uncomment them, you can limit the match length (in a way... actually it just disables both bots) to 30 seconds for Ironbot testing.

837
Tournament Archives / Re: Ironbot Signups
« on: August 14, 2011, 05:59:05 PM »
Argh I wish it wasn't so.. but I cant AI Blitzkreig the way I want to at this stage so unfortunately im going to have to drop out  :rage

Sorry if this caused any problems or put any work to waste..
 
At least you have a nice 32 entry size now..

 :(
 
Well, I just finished the arena and still need to AI the bots, so if you get another chance and are able to AI Blitzkrieg, feel free to drop back in.

838
General Support / Re: GMF Queries
« on: August 01, 2011, 11:43:48 PM »
Collision lines and TM_Rows are two completely different things.
 
Collision lines are invisible lines you set in the .py.  They're just numbers; they have no shape.  Here's the collision lines for Lu-Tze's RA2 tournament arena:
 
        self.AddCollisionLine((-9.22, -11.62 ), (-9.22, 11.62 ))
        self.AddCollisionLine((-9.22, 11.62 ), (9.22, 11.62 ))
        self.AddCollisionLine((9.22, 11.62 ), (9.22, -11.62 ))
        self.AddCollisionLine((9.22, -11.62 ), (-9.22, -11.62 ))
 
Pretty simple.  The first set of numbers is the start point and the second set is the end point.  The AI will avoid the invisible line between those two points.  Note that the collision line extends infinitely up and down so there is no height coordinate.  The numbers use the same coordinate grid as the objects in the arena.  So if your floor object is at point 0, 0, 0, you can just set the collision lines to the same coordinates as the floor vertexes.
 
Put the collision lines in def Activate in the .py.
 
POV's are a set of paths the AI uses to navigate around obstacles.  You only need them if you have an arena like the BBEANS arena with a blade in the middle.  Without POV's, the AI won't know how to get around the blade.
 
And there's no way I can think of to lighten textures in the gmf.  Well no practical way anyway... I suppose you could add a white reflection map.  But that would require another texture which would defeat the purpose.

839
Tournament Archives / Re: Ironbot Signups
« on: August 01, 2011, 11:32:07 PM »
Me too. I bot had a bunch of weight left over that I put into less-needy things, until I thought up some genius ideas for sneaky tactics for this. Today. FFFFFFFFUUUUUUUU

Out of curiosity, what sneaky tactics were those?

840
Tournament Archives / Re: Ironbot Signups
« on: August 01, 2011, 03:01:05 AM »
Meh... fine, inf can have 2 more days.  One for each year he was gone.  More if he AI's the bot himself.  I'm feeling generous.  Or maybe just tired.
 
Tired or not, it would be cool to have him in.
 
But NO MORE EXCEPTIONS.  Everyone else who wanted in, got in, I think.

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