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Messages - Hard Bot

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DSL TC Showcases / Re: Hard Bot's IRL Designs
« on: August 27, 2019, 03:38:03 PM »

Desert Grinder

DSL TC Showcases / Re: Hard Bot's IRL Designs
« on: August 23, 2019, 02:00:31 PM »
I slimmed down the fat of the face spinners because I wasn't happy with the original results. They still have their same respective armor and weight class.

DSL TC Showcases / Re: Hard Bot's IRL Designs
« on: August 21, 2019, 12:01:03 PM »
Guess what these scaled-down robots are inspired by.
Plastic 3

Bland Disaster
Aluminum 1

DSL TC Showcases / Re: Hard Bot's IRL Designs
« on: August 14, 2019, 10:17:55 PM »
Nobody builds face spinners anymore.

Grass Grazer
Titanium 3

Shock Factor
Aluminum 3

Custom Components Showcase / Re: Pay Tribute With Replicas
« on: July 11, 2019, 03:13:19 PM »
 Another Stinger TKB replica.

DSL TC Showcases / Re: Hard Bot's IRL Designs
« on: July 02, 2019, 01:59:06 PM »

Name: Pylon Ramp
Weight: 788.2 kg
Armor: 3mm Steel

Robot Rumble 2.0 Showcases / Re: Post Your RR2 Bots
« on: June 20, 2019, 03:05:51 PM »
A replica of Stinger: The Killer Bee.

Robot Rumble 2.0 Showcases / Re: Post Your RR2 Bots
« on: June 18, 2019, 04:03:22 PM »
 Here is a dustpan bot.


Robot Rumble 2.0 Showcases / Re: Post Your RR2 Bots
« on: June 12, 2019, 02:47:44 PM »
I'll put my $0.02 into posting a robot. It is a classic-style rammer. The default AI seems to have trouble controlling it.

DSL TC Showcases / Re: Hard Bot's IRL Designs
« on: December 27, 2018, 11:22:55 PM »
I made my first IRL robot, based off of Stinger: The Killer Bee. The flipper is powered by a medium VDMA and flips forwards. The srimech is an extra-small VDMA.
Name: Venom Lizard
Weight: 796 (HW)
Armor: Titanium 3
Power: 1 small air tank and 3 Battlepacks
Drive: 4 NPC Fasts


Stock Showcases / Re: Hard Bot's Stock Showcase
« on: December 07, 2018, 05:34:49 PM »
I am back to playing stock again since a few or so months ago. The Starcore V4A AI pack has challenged me to improve my bot building. Here is a bot I have already refined several times. I named it after a bot that was featured on the back of the cover box of RA2. I like putting sponsor decals on robots, even in stock. It has DSA armor.

This what it looks like when inverted:

It can also occasionally destroy other LW rammers with luck:

Existing Games / Re: Robot Arena 1
« on: August 12, 2013, 02:07:04 PM »
1. How so? In RA2, you can move and rotate parts freely around your chassis. This is reason 6, not 1
2. By "Variety of enemies" I meant that there are only a few enemies. RA2 promoted Multiplayer/Online battles more then RA2 did, so they were more for Player vs player battles, to let them come up with something
3. An explaination doesn't make it not suck. There should have been some sort of pushing mechanic. This is why jammers exist, to let you get free n' junk
4. Okay, I guess so.
5. In RA2, there are LOADS of different things that you can use as a weapon. Nothing is as cool as the chainsaws and switchblades
6. Gotcha :)
7. True, but what robot ever looks even remotely like one of those weird chassis? The second wedge one was the only exception. Neither RA1 OR RA2 went for realism
8. You say that a forklift was SUPPOSED to be in it, but it's not in it. You say that AI parts were SUPPOSED to be usable by the player, but they weren't - This argument is moot
Again, 6 is your only valid reason.
Both RA1 and RA2 have their pros and cons. Yes, RA1 is simplistic and goofy, but it's what RA2 was made off of.

Could it be possible to get a Forklift in the game? I found two beta screenshots from GameSpot:

Stock Showcases / Re: Hard Bot's Stock Showcase
« on: August 06, 2013, 11:22:52 AM »
I made a replica of an RA1 bot called Red Giant. It doesn't exactly resemble it, but that's because of Robot Arena 2's chassis and component limitations.

For comparison here it is in RA1:

The Events.txt is responsible for specifying the number of rounds per event, the number of bots per round, the game type, etc. The problem is that RA2 crashes if the data doesn't match up with what it expects. As such, you can either have a 2-round event with 4 bots each round or a 4-round event with 2 bots each round. RA2 just doesn't know what to do when you try to make a bigger any bigger (or smaller). The code is hard-coded to behave in one of these two ways. I doubt that we could hack the EXE into supporting it without the source code.

While we are on the subject, the league events that RA2 provides are not very good. It may build and manage a bracket but there isn't much else.
  • It is a coin flip when it comes to which bot wins in the AI vs AI fights. RA2 doesn't perform any special calculations to determine a winner.
  • The opponents are based on your weight class but not in the way many of you think. If you are using a LW than the EXE will grab the bots in slot 1 (; if you are using a MW than the EXE will grab the bots in slot 2 (; if you are using a HW than the EXE will grab the bots in slot 3 (
  • After reading #2, some of you may be thinking about using a bot from the none class because the # in is the same as the weight class identifiers in the BOT files. Unfortunately, RA2 has code to handle when people try to do this and as a result the game interprets the them as LWs.
  • The league points that RA2 keeps track of are based purely on the points scored during battles. Because RA2 is doing #1, a majority of these points are being randomly generated and fall between a min and max value. This also means that someone could purposely score more points than the max value to always be in the lead. This also means that even if you won all of the tournaments with every battle lasting less than 10 seconds, you could still lose by points.
  • The skull count is easily hack-able so it doesn't mean much.

As far as rotators go, Phil and Mad both made some and I'm pretty sure that I could find at least one of them.... I'll upload them if I find them. IIRC, Mad made a team rotator like Phil but also a bot rotator (the first three slots swap with last three slots). I made a batch file for myself a few years ago that would rotated the AI bots with the Teams (makes tweaking AI bots much easier). I also have a few python files that perform similar tasks.

Rotators are actually very simple to make in almost any language. This is the basic idea behind them:
1. Rename file A to a temporary name
2. Rename file B to file A's original name
3. Rename file A to file B's original name

An untested and over-simplified version of the above when rotating teams folders in DOS batch is:
Code: (MS-DOS Batch) [Select]
ren Team0 temp
ren Team15 Team0
ren temp Team15

How do the teams "rotate"? Season-after-season or something else? I put 4 more teams in the AI folder, a total of 19 teams. (ending with "team18") Would I have to modify the "Team15" to "Team 18" in the batch file?

Yeah, you just name a txt ShiftTeams.bat.
What info would I put in there to make it work?

How can I write a batch file? Is it just a text file called "ShiftTeams.bat"?

Is that possible, but not all 16 bots compete and a few of them are "cropped-out" each single-player tournament league?

Real Robotics Discussion / Re: Robot Combat League on SyFy Channel
« on: January 31, 2013, 05:59:22 PM »
Robot Combat League debuts February 26th, 2013 on the SyFy Channel.
Apparently we're going into the 'new generation' of robot combat. This show claims that Battlebots-style bots are out, but I think those old bots are more fun to see a fight of. Anyway, Commander FTW.

Discussion / Re: RA2 Wiki
« on: January 21, 2013, 01:53:48 PM »
I made the RA2 Announcer page.

Existing Games / Re: Hard Bot showing off his RA1 bots
« on: January 20, 2013, 08:50:51 PM »
Here's Infamous B.A.D:

And 2 new people from the patch:
Jack Montgomery:

And Alice Grubnoodle:

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