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Messages - Trovaner
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881
« on: July 09, 2011, 04:39:50 AM »
Opps, misread it twice... I guess my multitasking strategy isn't working as well as I had thought it would...
prism = self.AddPrismatic("arena_collision", "pitcover", 0, 1, 0, 0, -5, 0)
Its been awhile since I last used prismatcis but I think all you have to do is change the 1 to a smaller value (something like 0.6 maybe?).
882
« on: July 08, 2011, 08:26:09 PM »
Uhhhhhh BFE and AAM aren't banned because of what they do, they are banned because they are done outside of the game.
Nope, they were banned because they made the game extremely unbalanced and unfair to those who didn't know how to do them (invincible components, components stuck inside of the opponent, landmines, controllable parts that aren't attached to the bot, etc.). That's why most hosts allow their participants to edit the preview pic, chassis appearance/reflective properties, and attach SZs to components. Also, your chess analogy seems extremely faulty. IMO, it would be more along the lines of having one competitor following more restrictive rules than his opponent. Looking at the past: (by my understanding) -Almost since the beginning, .bot file editing wasn't considered fair. It has only been in recent years that we have started making minor distinctions between different sections (SZs and appearance are fair to edit now). It is also somewhat traceable if you know what your looking for (unfortunately, it isn't completely possible to trace). It isn't openly used because most people don't know how to do it and those that do haven't gone overboard (only what is possible with stacking). Shows that some people are capable of showing some restraint. -AAM wasn't publicly released because the person person who knew how to do it didn't want n00bs to act like they were all that. Instead, he decided to release it to a chosen few. Later, HackerX secretly made a tutorial describing how to do it (everyone had access to the tutorial even if they didn't know it themselves (in fact, its still available to all of you)). Over the course of a few years, people gradually started publicly explaining how to do AAM. There weren't very many ramifications of releasing AAM due to the fact that we had already banned it from tournaments and deemed it as an unfair advantage by that time. Although extremely hard to trace, the difficulty in doing AAM has limited the number of people that use it. Another case of members showing restraint. -Clickbeetle once asked whether he should make an EZ-AAM program but quickly pulled that offer after deciding that it would make cheating too easy for the general masses. Thereby showing that you don't need to release something this powerful if you don't want to. -Custom components that inhibit glitches have also been deemed unfair even after being removed. Burst motors that rotate the chassis, weights that cause axles to fall off, and motors that would make snapper loading easier have all been made but haven't been made available to the public (the burst motor was made available but was removed due to having an untraceable advantage). -After the release of Starcore V1, glitches have been accepted as fair game in stock. Before that, realism was the de facto standard. If we made something that were to break our current standards, we would need to have an AI pack or tournaments that followed the same rule set (to be fair). -There have been a couple glitches that have been deemed unfair over the years (namely the Trinity and nasty pickle glitches). After a bit of experimentation, they were found to give too big of an advantage (in tournaments). These could be considered precedents of an in game glitch being called unfair in stock. -Stacking has always been unregulated but whenever someone did anything out of the norm, they were accused of doing AAM or .bot file editing. So there has always been a form of regulation for what would be fair in stacking (although having some written rules would be nice). -Zero Absolute found a glitch but refused to release it to the public for the same reasons as you. By not releasing it however, his name got attributed to 3 different glitches/hacks (since he never did tell us how to do it). So if you want your name attributed to this, you would need to release how to do it. That's also why we haven't changed the name of the Trinity glitch or AAM (even though there have been numerous claims about discovering it earlier). -A while back, I found another glitch that could be inhibited using python and the FPS window. Although it can be done completely in game, I chose not to release my findings because it would make stacking externals much easier and more effective than doing the eFFe or snapper/axle loading glitches. Since the end result could potentially look like AAM or .bot file editing, I knew that it would remain regulated even among those that didn't know how to do it. This just shows that we could still regulate a glitch by the standards of some other concept. In other words, it is completely up to you whether to release it or not but you can't expect anyone who knows to have special privileges in tournaments.
883
« on: July 08, 2011, 05:08:24 PM »
If you want it to drop slower, you need to change gravity. The 8 represents the amount of time before it is dropped (I totally misinterpreted your initial question).
To change gravity, just add something like plus.gravity(0,-7,0) to the __init__ method.
If you are trying to reduce the amount of damage, I would recommend changing the 4 on this line instead:
self.SetSubMaterialSound("fridge", "metal", 4.0, "Sounds\\hzd_comp_hit.wav")
I think there is also a code to slow down things inside of the plus module but I'm still trying to work it out...
884
« on: July 08, 2011, 04:27:16 PM »
Open up the file named 'DSLRWarena.py' and find this section inside of the Tick method.
if self.dropstart >=1: self.droptimer +=.5 if self.droptimer == 8: self.SetActive ("fridge", True) if self.droptimer == 20: self.SetPinned ("fridge", True)
Basically, when a bot enters the zone, self.dropstart goes up by one (the reverse also happens). After that, this section activates and the drop timer starts going up. IIRC, the arena's Tick method is loaded every .25 seconds so droptimer would equal 8 after 4 seconds. All you really need to do is change the 8 to something larger if you want it to activate later. You may also choose to disable or edit the second 'if' statement if you want to change when the fridge stops being movable.
885
« on: June 17, 2011, 09:47:52 PM »
In the FPS window: (requires the edits found in FB's cheat mod) 1. Open the FPS window and make sure the FPS updating is turned off (by either pressing the ~ button to open it or type "showFPS(True)" and hit enter (the plus functions have already been imported so you don't need the "plus.")). 2. Since that is an AI code, you need to gain access to the AI from the FPS window. To do this, one way of doing this is by typing "b=AI.running_ai[0]" (AI is already loaded so no need to import anything) (I'm using AIID 0 so this is looking at the first AI bot (results in an error if it doesn't exist)). 3. Since b is now an AI object, you will want to use it instead of typing self (which is python's way of calling things within a specific class (read AI.py example)). Entering "print b.GetComponentHealth(0)" will now return a fraction representing the health of the chassis (CompID 0)
In an AI.py, you would use self.GetComponentHealth(CompID) as you would any other method (if you used print here, you would need to have done step 1 of the FPS window example (unless you are printing more than once)).
The AI and Arena self commands are mixed together in that version of "Code Cuts.py".
886
« on: June 16, 2011, 09:03:09 PM »
That list is actually pretty outdated now. There are only 13 plus codes and the self codes have been sorted (although obvious in terms of use, most of them still need descriptions). When I have time, I'll post up the newest version.
After importing the proper modules/instances, you merely need to type it in and hit enter (obviously removing my comments and replacing the parameter names with values/strings). If you were already doing this, what code are you trying to use? Depending on the code, you may need to do some additional work.
887
« on: June 15, 2011, 02:00:09 PM »
The decompiler makes the computer code into something more readable for humans (ASCII). The compiler makes the human code into something more readable for computer.
888
« on: June 15, 2011, 01:26:42 PM »
Unfortunately, I share the same sentiments as JoeBlo. There is plenty of potential here but it lacks the originality that I look for.
Though if you are interested in learning how to make this yourself, I wouldn't mind helping you get started.... Regardless of what you know ATM, I think you could have it all done within 1-2 months.
889
« on: June 14, 2011, 01:09:00 PM »
The strength of magnets is regulated by the EXE. To my knowledge, there is no way of changing they're strength unless you edit the source. You could use the sergepatcher to edit the EXE but it would affect all magnets (not just your magnets).
890
« on: June 13, 2011, 11:02:10 PM »
Its in a format that is different from RA1 and RA2. There are some similarities though which is why I was able to extract the saw. Unfortunately, I've only been able to extract about 85% of the arena.
891
« on: June 12, 2011, 09:25:55 PM »
I just turned off BACKFACE_CULL in the gmf file in order to make all the faces display as double-sided.
Just set BACKFACE_CULL to 0 on whatever isn't showing up correctly.
892
« on: June 12, 2011, 12:53:22 PM »
I took a look at the carsteering GMF earlier today and think we can get it to work with minimal effort. After decompiling with Serge's most recent decompiler, you need to fix the APs so that the USER DATA stuff is separated (thats why the compiled GMF gives you errors if you try to attach it right now). To get the center piece rotated, you could use the excel file that I posted here instead of messing with the TM_ROWS (which would be difficult because you're trying to rotate the base and nothing else). The excel file could also be used to make your Jeep bigger.
893
« on: June 12, 2011, 10:48:46 AM »
Whenever servos are tuned 180 degrees from their original starting positions, they jump. I'm not sure exactly why this happens but, in the past, people have tried to use it to their advantage. If you stop the servo while it is turned 180 degreees, it will spaz out like that until it is turned a little more (resulting in a super jittery weapon setup or bot).
894
« on: June 11, 2011, 10:05:51 PM »
While looking at the current stats for everything, I noticed that 'styles/lt_tankmotor.txt' and 'styles/Prop_Blade_Small.txt' are not used. The 'styles/flamethrower small.txt' is also causing an error because the GMF is non-existent.
895
« on: June 10, 2011, 10:19:06 PM »
123STW and JoeBlo seem to have the more difficult aspects covered but I'd be willing to give some input.
896
« on: June 09, 2011, 01:12:07 AM »
So plows have 100HP? why don't they fall off more often?
That question seems to get asked every time that I post this.... From what I recall, we left off thinking that it has something to do with the collision mesh and how the EXE calcuates a hit (not the actual damage but the criteria that must be met before it will deliver the damage). EDIT: Battery: 400 (∞) AirTank: 400 (∞)
In a non stock related matter that fracture value was something I was after..
When I wrote those down, I forgot to take into account a minor glitch... Any components that were attached before leaving the botlab are invincible in the practice arena. It only works once for each component and you can't take advantage of this in any other arena. Since I did the custom component stuff on a different day as the rest, I didn't remember to load the .bot lab twice each time (although, I did accidentally load it twice for some of the others).
897
« on: June 08, 2011, 11:57:45 PM »
Wedges, snowblows, connectors, extenders, ballasts, etc. (things that don't do anything special) use Component as their corresponding text file's base setting.
898
« on: June 08, 2011, 07:03:53 PM »
The default values are...
Type/Catagory: Hitpoints (Fracture)
Chassis: Varies (40 x3) Power: 400 (∞) - Not seen in stock Extenders: 100 (15) Mechanics: 400 (20) Wheels: 400 (20) Weapons: 1000 (20) Extras: 1000 (60)
In stock, the only exceptions are... (Components attached to the baseplate are invincible and use their default HP and fracture (even though they won't deplete))
Disc: 500 (20) Rotator Bar: 500 (20) Razor Tip: 500 (20) Emergency Flipper: 600 (20) Ramplate: 1000 (40)
EDIT: Fixed many errors that were derived from an assumption that I made.
899
« on: June 07, 2011, 12:37:59 PM »
And I also have anything suggestion that I might get dissed for: Less replicas. (Not necessarily less but dont slow down because of em) I know replicas are awesome & So... But they will never be really effective, So in the end, You wont really play with replicas alot (Atleast I wont :P) You could release the DSL 3 & Add the replicaslater on in patches & so, Since they are not the CORE of DSL, Theyre just 1 more bot to fight that you will probz OWN with anythign you throw at it :P
OK here's what I was planning. Just to stop this debate here.
- There will be at most 15 teams of replica bots. As many as possible will be existing replicas revamped to be more competitive. The rest will be new. Some previous replicas may not reappear in DSL3.
Now I know this is controversial because the replicas are not seen to add anything to the game except nostalgia. Well, that's not quite true. They also add COMPONENTS--a lot of them, some of which are useless on regular bots, but others which can be very useful. An example is the new axle extender I made. I made that because I needed it for El Diablo, but then I realized it would be a useful stock component as well. Expect a bunch of new replica parts in DSL3.
Also, the stock DSL AI is not supposed to be super difficult. That's what AI packs are for. Keep in mind that fresh noobs will download this too and they won't be ready for 123AI-level difficulty. The replicas will be tougher than they were in DSL2, but still beatable with any decent bot.
And lastly, DSL started out as a balanced replica pack to counter the AU Battlebots pack, and it wouldn't feel right to leave them out.
- If I get lazy, I will make less than 15 teams of replicas and fill the rest with bots made with stock DSL3 parts. Obviously this can't be done until everything else is finished, however.
- There will not be very many new arenas. Maybe 1 or 2.
- Components will be rebalanced of course... but I am having a hard time deciding how to do this as more about the damage formula is learned.
My most recent thought is to go the Backlash and Space Arena route where no weapons have normals, except backwards--EVERY weapon has normals. This will make it much more difficult to simply spam weapons and count on out-weaponing your opponent--you also have to think about how those weapons are placed. I think weapon designs could become much more strategic and less about outweaponing (though outweaponing will certainly still be a major factor). It also eliminates the need for trying to balance normal weapons with non-normal weapons.
Then, due to 123's observations on the spillover effect and light weapons always being better than heavy ones, and high DP weapons always being better than low DP ones due to hitting non-weapons, I was thinking to make all the heavy weapons shifted toward higher DP and all the light weapons low DP. 123 will probably point out some major flaw with that plan though...
- There will be new components, but some old components will also disappear. In particular some of those weird replica components like the Typhoon flag and Firestorm air tank, but also the metal hinge. Now this isn't some blind reaction to try and stop the wedge war--I'm not so naive as that. But getting rid of the metal hinge will force players to use other hinge components--most importantly, other components that AGOD less frequently. The end result should be wedges are just as good, but there's less AGOD and everyone is happy.
- The race mode may be postponed and released as a later addon, to save time.
It has also been suggested to make the replica components slightly stronger than their in-game counterparts (the ones available to the user). This would undoubtedly give replicas a fighting chance against RA2's more optimized designs.
900
« on: June 04, 2011, 01:40:45 PM »
Couldn't you just make a resolution independent version? It would just take a bunch of [Line] codes inside of the GIB. Doing it that way would make it automatically change sizes for you. At least, thats what I did for the height guide in my sig.
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