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Messages - Clickbeetle
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901
« on: July 04, 2011, 05:48:43 PM »
Looks awesome, but fragile. As soon as one of those blades breaks you're toast, and the Redbirds also look quite exposed. Nothing you can do about it though without sacrificing weapon weight.
902
« on: July 04, 2011, 05:41:47 PM »
Yeah not much you can do there... best just to start over. Make it wider to start with. Felt like re-working the MW: (Image removed from quote.)
This on the other hand is getting somewhere. The double wedges are redundantly redundant though. Also, "realistic" is not an excuse to ignore standard bot building rules... that chassis could easily be shrunk and it would still be perfectly realistic. With the extra weight from doing those things you could get a little bit of armor on the front, say a couple of ice picks or iron spikes.
903
« on: July 04, 2011, 05:26:34 PM »
RA2 always hogs CPU. It does that on my computer too.
904
« on: July 04, 2011, 05:25:25 PM »
Damage is set in the txt file, not the gmf. That explains why you can't change it.
If you want to change the shape, the Astroflight is probably one of the hardest motors you could have picked. Best way to work with it is to copy/paste all of the MESH_VERTEX into Excel and apply a transformation formula (for example, multiply everything by 2 to make it twice as big). Trying to change the shape by editing each vertex by hand is far more work than it's worth.
905
« on: July 04, 2011, 02:25:40 AM »
Awesome. Cideous was always one of my favorite AI bots to play around with because it could punt stuff so far. Ended up being the inspiration for Ultra Gnasty which was sorta like an early version of Heaven's Sawmill.
But on that note, the tribars should be as close together as possible for maximum punting.
906
« on: July 04, 2011, 02:02:50 AM »
Also make sure all those NPC's are the same type (normal or fast).
I wondered why my Minion replica for DSL3 didn't drive straight, until I noticed that two of the drive motors on one side were fast and the rest were normal.
907
« on: July 04, 2011, 01:58:57 AM »
Are the weapon ID's correct? The AI "knows" when it makes contact with the opponent again based on self.TimeSinceLastGoodHit, so if the weapon ID's are wrong, the AI won't register any hits and it won't know when it should SnS again.
Also, 'fbs_range':30 is huge. That's almost the full length of the Combat Arena. 'PreSpinEntrance':30 is also huge; it means the bot won't start SnSing until 30 seconds into the match.
908
« on: July 04, 2011, 01:48:10 AM »
What are you trying to decompile? Both compilers on the market have limitations... Dummy's can't do wheels, certain arenas, or powered steering units, and Serge's can't do lights.
Also make sure you decompile the file using a different name or put it in a different folder than the original.
909
« on: July 04, 2011, 01:44:52 AM »
Look in RWarena.py, or DSLRWarena.py (I seem to recall there are two .py's and only one is used) and do a Find for ".wav". One of those sounds will be the pit sound.
That is, if the pit HAS a sound and it's not just silent... I can't remember if it has a sound or not.
910
« on: July 04, 2011, 01:38:51 AM »
hmm.. by my limited understanding
I interpret it as (so I could be wrong)
(Image removed from quote.)
Red - X Axis Green - Y Axis Blue - Damage area..
The first is 1 1 0 where it does damage between the to co-ordinates
the second is 1 0 0 0 1 0 where is does damage in those directions which forms a box around
Pretty much the same result (excuse the badly drawn box on the first)
No, the sets of three numbers are coordinates in space, not lists of axes. Think of them like the TM_ROWs in attachment points. 1 1 0 defines a point halfway between the X axis and the Y axis. So a component with normal = true 1 1 0 will do damage both ways in one direction, that direction being a line 45 degrees up from the X axis. I'm not even sure if 1 1 0 is a valid normal. Those coordinates are always set at a distance of 1 from the origin, whether in TM_ROWs or in component normals, so if you want to do damage in a line between X and Y it should be 0.7071 0.7071 0. However I haven't tried it using a distance greater than 1 so it might still work. 1 0 0 0 1 0, by contrast, tells the component to do damage in TWO directions, along the X axis and along the Y axis. There's quite a large margin of error in the "damage zone", enough so that when you do damage in positive and negative X and Y, it effectively does damage in a plane. Which is what you want for a disc. There aren't any stock components that have normals using more than two directions, but you can actually use as many as you want. So you could do normal = false 1 0 0 0 1 0 0 0 1 and it would only do damage in positive X, Y, and Z. This is a lot different from normal = false 1 1 1 which would only do damage in one direction between the three axes.
911
« on: July 04, 2011, 01:06:32 AM »
I have to say this is the most creative custom UI I have ever seen. I would have never thought of it. And it looks so authentic! Great job.
912
« on: July 04, 2011, 12:40:35 AM »
I think it's just to do with the alpha channel of the smoke images. It's similar to how some extenders vanish in the middle of the RA2T2 arena.
What you're talking about is when you have two things with transparency (either via .tga alpha channel or set in the gmf) overlapping each other, the one behind will pop in and out of visibility depending on the camera angle. Quite annoying when I'm filming BBEANS matches. However I think the smoke thing is something else, because it can happen even when the smoke isn't overlapping anything else with transparency. Also, when it happens, usually all the smoke turns into white boxes all at once. There is very rarely a mixture of regular smoke and glitchy smoke, and when there is it doesn't last long. I think it's something to do with the game getting overloaded with displaying too many graphics. It seems to happen in some arenas more than others; for instance, I've never seen it in the Combat Arena, but it happens quite frequently in the Electric Arena 2, which has tons of fancy graphics.
913
« on: July 03, 2011, 09:20:43 PM »
Tried it, it also won't detect the file, the problem is that, when I decompile the file, it doesn't turn into a text file or anything, its just a file and my laptop won't allow me to change it.
What do you mean it won't allow you to change it? Does it not let you right-click "Rename" or does it reset to being an extensionless file every time you try to rename it? The file wouldn't be set to "Read-Only" for some reason, would it? Also, you're probably already doing this but make sure you either rename the file when you are decompiling or put it in a different folder. For example, if you're decompiling the ram plate, open ram_plate.gmf and then tell it to save ram_plate_txt.gmf or something.
914
« on: July 03, 2011, 09:03:30 PM »
Why has this glitch blown up into an 18-page argument? I don't get it.
You want the glitch released? Why? It will be banned in tournaments anyway. If you only want to mess around with it non-competitively, you can use BFE or AAM just as easily. This glitch does NOTHING NEW. It just does it in a DIFFERENT WAY. In fact, if I'm reading it right, it's actually less powerful than BFE or AAM.
Are Sage and Scrap just trolling us? I don't think so, but for the sake of argument, suppose they are. Now ask yourself: so what? What's the big deal? It only matters whether Hax Mode is real or not if you really want to know how to do it. And if you really want to know how to do it, see the previous paragraph.
Honestly, when I first saw this, I was impressed that such a thing was possible, but I didn't think it could be that big of a deal. It's too powerful to ever be accepted as a legal glitch, which basically makes it another alternative to BFE and AAM.
Keep the glitch hidden, or release it, it doesn't matter to me and I don't see why it should matter to anyone else.
Edit: If this argument spirals much further down the toilet it will be in danger of facing the lockhammer... right now it's still within the realm of reason but I can see some of System32's posts in particular pushing it over the edge. Tone it down please.
915
« on: July 03, 2011, 08:29:58 PM »
Also, I voted for Dysentery.
I was the other vote for it, I thought it was creative. Definitely thinking outside the box. As soon as I saw the TIE fighter, I kicked myself so hard for not entering the X-wing I originally was plotting.
X-WING VS TIE FIGHTER... that would have been epic. It would be really hard to actually make an X-wing bot though. The reason I picked the TIE fighter was because it's the easiest to do.
916
« on: June 29, 2011, 01:02:01 AM »
A bit late catching up on CC4 matches, but: great match Naryar, that had me on my toes. (Also, I always check the first page before reading comments so nothing gets spoiled.  ) BUT NOW I GET R0B0 D: If it was any other popup in the tournament, I'd be confident, but Fire Ant is too wide and flat. It's just gonna slide under Whipscorpion and take off motors. Now if I'm seeing the loser's bracket right I'll either get Jack, 123, or TX. I'm pretty sure I could beat Jack or TX but for 123 I may have to rely on instability.
917
« on: June 28, 2011, 09:26:45 PM »
NUDE: Corn Mauler (Vroom 2011) HAMSALAD: Corn Mauler - Hypno arm and undercarriage assembly (Twicycle of Ouchies - Biohazard arm) TARP: Chair of Pure Evil (Washing Machine) TARPS: Lapshade of Doom (Pummel Bass) FART: Snowblown (Corn Mauler) RAT: Hammer and the Cheese (Moonlight Slaughter in E Flat) TMII: Lapshade of Doom vs. Pummel Bass UMMLAUT: Moonlight Slaughter winning the SFTW invitational time category YODA: Would be cool, but I'd prefer Survival 2: Survive Harder first, or something else new and original
918
« on: June 28, 2011, 08:59:43 PM »
Posting my entry early as per the new tournament rules (well, not new anymore, but still implemented after my last tournament).  I will switch to regular gray maces for the tournament to avoid any possible confusion over custom components.
919
« on: June 23, 2011, 01:01:34 AM »
Hmm... these bindings are all copy/pasted from other (working) sources so I doubt that's where the problem lies.
Go through your Bindings.py, look at the name of the .py used for each bot (after the bot's name), and make sure you have that .py in your AI folder.
Also it might help to post your Teams.txt, though I'm not going to have time to look at it right now. But you don't need to use megaupload for txt documents like that. Just copy/paste the contents into a code box, like this:
stuff goes here use |code||/code| tags to make this box
Just more convenient that way.
920
« on: June 22, 2011, 11:43:54 PM »
or will the AI know to assume that if the beater bar is gone that the razors are as well (and therefore switch tactics)?
The AI doesnt assume anything.. it does what its told, if the component numbers listed in the weapons line are all gone it will change tactics, no matter what they my be..
Thats why if you dont care about the change just put 0, or 1, since 0 is the chassis and 1 is an internal component that cannot be lost
Put simply: Yes. I often take shortcuts and only put the basal components in 'weapons'.
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