Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - WhamettNuht

Pages: [1] 2 3 4 5
1
Showcases / Wham's RR2 Botz
« on: August 26, 2019, 04:42:28 AM »
Hi all,

Thought I might as well post some of my creations from RR2.
All just replicas at this point lol.

Some re-do's of my past replicas:

Dominator 2
 
Dominator2.jpg


Hypno Disc
 
HypnoDisc.jpg


Panic Attack
 
PanicAttack.jpg


Chaos 2
 
Chaos2.jpg

 
Chaos22.jpg


Pussycat
 
Pussycat.jpg


And some new ones:

Stinger
 
Stinger.jpg


Diotoir (Spotless... literally)
 
Diotoir.jpg


Eruption
 
Eruption.jpg

 
Eruption2.jpg


Iron Awe 5
 
IronAwe5.jpg


Mighty Mouse
 
MightyMouse.jpg


Mortis
 
Mortis.jpg


Wheely Big Cheese
 
WheelyBigCheese.jpg

2
Robot Rumble 2.0 / Robot Rumble 2.0 AI Thread
« on: July 29, 2019, 04:22:52 PM »
Hi all! I'm really into this game at the moment, even more so with the incorporation of flippers! (One of my favourite weapon types IRL haha)
I couldn't really see any topics started for this yet, but figured it couldn't hurt to start off a thread for the different AI possibilities in the game (as a potential way of helping to develop the game further through community input? Idk lol it's a good idea in my head).

I've started having a look into the MiniScript coding language, however in case there's someone who has a couple good bits figured out, it could be a great way to start off a chain of community AI codes!

To start things off, here is the basic code currently available to us:

Code: [Select]
// Welcome to Robot AI Programming 101!
// This code is written in a language called MiniScript,
// which is designed to be simple and easy to learn.
// For more details, go to: http://miniscript.org
//
// <--- This is a comment (2 forward slashes). It is completely ignored by the compiler.


//// Outputs:
// drive - the forward/backward drive signal
// turn - the left/right turning signal
// lever1, lever2 - controller analog sticks #1 and #2
// button1, button2, button3, and button4 - controller buttons


//// Inputs:
// See complete list of AI input variables shown to the left.


//// FUNCTIONS AND THEIR VARIABLES
// In this block, we are declaring all of the functions and any of the variables they might need.
// An example function declaration:
// add = function(x,y)
//       return x+y
// end function


//// BUILT-IN FUNCTIONS


// getWaypoints(p1)
//
// getWaypoints is a built-in function that computes the navmesh waypoints to travel
// to a point in the arena.
// It takes one arguments:
// p1 = position to travel to (a map of x, y, z values)
// getWaypoints returns a list of position maps of the form [{x0,y0,z0},{x1,y1,z1},{x2,y2,z2}]
// Example usage: nextWaypoint = getWaypoints(enemy.position)[0]


// getClosestPointOnHazard(p1)
//
// getClosestPointOnHazard is a built-in function that finds the closest point on the
// surface of an arena hazard.
// It takes 1 argument:
// p1 = position #1 (a map of x, y, z values)
// getWaypoints returns a position map of the form {x0,y0,z0
// Example usage: hazardPoint = getClosestPointOnHazard(myRobot.position)


// driveToward(p1)
//
// driveToward is a built-in function that computes the drive (forward/backward) signal
// required to drive toward a point.
// It takes 1 argument:
// p1 = position #1 (a map of x, y, z values)
// driveToward returns a number: +1 = forward, 0 = stop, -1 = backward
// Example usage: drive = driveToward(nextWaypoint)


// turnToward(p1)
//
// turnToward is a built-in function that computes the turn (left/right) signal
// required to drive toward a point.
// It takes 1 argument:
// p1 = position #1 (a map of x, y, z values)
// turnToward returns a number: +1 = right, 0 = stop turning, -1 = left
// Example usage: turn = turnToward(nextWaypoint)



//// USER-CREATED FUNCTIONS

// isVector is a fuction that tests if the given map has x, y, and z components.
// It takes 1 arguments:
// v = some variable
// example usage: if isVector(myVariable) == true then
isVector = function(v); vx = v.hasIndex("x"); vy = v.hasIndex("y"); vz = v.hasIndex("z"); if vx*vy*vz == 1 then; return true; else; return false; end if;end function
   
// getDistance is a function that computes the distance betwen two points in meters.
// It takes 2 arguments:
// v1 = position #1 (a map of x, y, z values)
// v2 = position #2 (a map of x, y, z values)
// example usage: distance = getDistance(p1,p2)
getDistance = function(v1,v2); return sqrt((v2.x-v1.x)*(v2.x-v1.x) + (v2.y-v1.y)*(v2.y-v1.y) + (v2.z-v1.z)*(v2.z-v1.z)); end function
       
// getMyRobot is a function that returns a map of our robot.  Sometimes our robot is not robots[0].
// It takes no arguments.
// example usage: myRobot = getMyRobot()
getMyRobot = function(); for robot in robots; if robot.tag == myTag then; return robot; end if; end for; end function
           
// getNearestEnemy is a function that returns a map of the closest robot to us that is not us.
// It takes no arguments.
// example usage: enemy = getNearestEnemy()
getNearestEnemy = function(); pos = getMyRobot().position;nearestEnemyDistance = 1000000;nearestEnemy = {};for robot in robots;if robot.tag != myTag then;testDistance = getDistance(pos,robot.position);if testDistance < nearestEnemyDistance then;nearestEnemyDistance = testDistance;nearestEnemy = robot;end if;end if;end for;return nearestEnemy;end function
               
               
//// MAIN EVENT LOOP
///This is our main event loop.  It runs continuously.
// In order to  keep running, it needs the following:
// An opening statement: while 1
// A bunch of events to execute
// A brief wait statement: wait(0.01)
// A closing statement: end while
               
while 1

    // Get a reference to self and nearest enemy.
    e = getNearestEnemy()
    me = getMyRobot()
   
    // Always try to attack.
    drive = driveToward(e.position)
    turn = turnToward(e.position)
   
    distance = getDistance(me.position,e.position)
    if(distance < 2) then
        button1 = true
    else if distance >= 2 then
        button1 = false
    end if
    aistate = "attacking"
                   
    // If inverted, try to self-right.
    // Do this by driving backward and turning button1 on.
    // Depending on the location of the self righting mechanism,
    // this might need to be assigned to a different button.
    if me.upValue < 0 then
        if floor(time)%4 < 2 then
            drive = -1
            button1 = true
        else
            drive = 1
            buttonn1 = false
        end if
        aistate = "self-righting"
    end if
   
    // If immobile, try to get unstuck.
    // Do this by driving forward, then backward, toggling button1 on and off
    // every 2 seconds.
    if me.isImmobile() then
        if floor(me.immobileTimerRemaining)%4 < 2 then
            drive = -1
            button1 = false
        else
            drive = 1
            button1 = true 
        end if
        aistate = "trying to get unstuck"
    end if
   

    yield
end while
               

The kinda stuff I'm already stumped with is how to define the smart zones, how to link them to certain motors & pnumatics, ect.
I figured once that is underway the game's AI will really be able to take shape amongst all of us!

Feel free to add and discuss as you want to below! :)

3
Tournament Archives / Wild Robots 2018
« on: February 13, 2018, 02:29:47 PM »



The Lineup:



The Arena:


4
General Support / 'House Robots'??
« on: February 07, 2018, 02:25:22 PM »
Hi all! Long time no see!

Just a quickie - I can remember from ages and ages ago I was told how to edit a value in some sort of file so that AI robots don't go after human players, but for the life of me and all of my poking around in RA2's files I cannot remember where this value lies.... Just wondering if someone would happen to know where one might find such a thing??

Also - can someone super savvy advise me on whether it would be possible to alter the Action Cam to only focus on say 2 robots when there's 3 in the arena?

Thanks guys!!

5
Modifications / Wham's Arena Showcase
« on: July 25, 2015, 04:19:11 PM »
This is just gonna be a thread where I can showcase some of the arena's I've been working on lately.

North Sea Oilrig





Based off of the iconic RW:AoD venue, the arena features a working drill and helipad that can be an effective push off point.
Things to be worked on:
The drill does go down when a robot is pushed under it, however it stays down. I need to add a code that enables the drill to go back up again. I also need some help with collision lines as atm the AI are just running into pillars and stuff which can be annoying in an arena such as this. I also wanna add some barrels, and while the GMF experiment I did with barrels worked, the PY code I need to enable it's physics doesnt.... As I'm sure you can tell already, anything PY will be a recurring theme in this!!

Robot Wars Series 1




I liked the simplicity of the first Wars arena, and so am trying to make it in RA2. This was my first go at playing with Omni's, and while its not a very prominent feature, it does notice and make a difference when playing the arena. I'm also really proud of the texture so far!
Things to be worked on:
Still a lot to do. Spikes on the blocks, the pendulum, the back wall, and also the spikes in the CPZ's. But it's already a very visually appealing (IMO) and fun arena to play in already. When the basic arena is done, I would like to do other versions of it for the Gauntlet, Sumo, ect.

Combat Box





A kinda simple arena. It's sorta Small Arena meets a stripped down Battlebox. I might just use this as a basic tournament arena.
Things to add:
Wanna add some collision lines for the perimeter of spikes, of which also need a material that causes them to damage bots that come in contact with them. I tried adding the relevant codes, but again they don't appear to work with the AI's.

There will hopefully be more arena's coming (I have some ideas) but firstly I need some MAJOR help with PY work. If anyone doesn't mind educating me on where I'm going wrong with the PY, I would be really grateful! (I know Trov's kinda helped me already and put out some tutorials, and I am grateful for them but I am still lost xD)

6
General Support / Arena Help
« on: July 05, 2015, 01:46:59 PM »
Hi Guys,

I've been working on this lil' arena today and whilst I've learnt a few things that I've never been able to do before (e.g. the spikes I would never have been able to do) I've still hit a snag:-

The blades that I've added on the two walls don't spin... Originally 1 did (the other three didn't spin but could turn if you hit them) but then I shortened the height of the fence corners and now none of them spin plus my game lags when using the arena :L

Was wondering if someone could have a look at it all for me and let me know if I've done something wrong for future reference? :)

Here is said arena:
http://www.mediafire.com/download/hdmobbb0ixrmfcr/HELPME.rar

If someone wouldn't mind helping me and educating me as to where I went wrong I would be very grateful indeed ^-^

Thanks :)

7
Modifications / Coloured DSL3 Extenders + Armour
« on: July 05, 2015, 10:37:41 AM »
Hey Ya'll!

Just wanted to quickly upload these incase anyone can make use of them - Coloured Extenders + Armour Plates from DSL3.

They come in all sizes, and in the colours:
-Red
-Orange
-Yellow
-Green
-Blue
-Purple
-Black
-White
-Hazard (Armour plates only)

They have the HP and Fracture of the Steel components, but I've given them the weight of the Aluminium extenders so that I can use more without worrying about weight too much.

Link:
http://www.mediafire.com/download/0gkn1h34r0922q0/Coloured_Extenders.rar
(If it doesn't work then just lemme know)

Hope someone can make use of them. They're fun to use to add colour to bots and potentially make replicas ^-^

8
Tournament Archives / GTM Robot Wars Series 1
« on: May 20, 2013, 09:19:35 AM »
Hey Guys,


Just wanna see if there's any interest for a tournament I wanna plan.


Arena will be my revamped Robot Wars Arena.
The main tournament will be for heavyweights, however if anyone wants to submit any LW's for a small LW tournament feel free!


The Heavy's competition heats will consist of 4 way first round battles, then followed by 2 head-to-head battles. (Like the Robot Wars series 7 layout). For added lols, a replica bot from the pack will be added to each heat.


The Rules:


-DSL 3.0 Beta Components + These ones from the pack:
https://gametechmods.com/uploads/files/RWComponents2.rar
-IRL Designs only (Or more 'British' robot designs, so more flipper orientated than spinner orientated like America)
-Judge Bursts will be allowed from the DSL 2.1 Pack (1 per bot)
-BFE, AAM and all that other shizz won't be allowed




Any interest? Hoping to get at least 16 competitors, any more will be highly appreciated :)


I basically want to try and replicate the whole RW tournament style in RA2 with GTM :P


Any interest?

9
General Support / 3DS Max Help
« on: May 04, 2013, 11:53:37 AM »
Hey Guys,


I recently got my hands on 3DS Max 8, and all seems ok, other than one thing -


When I start up 3DSMax, it says that the GaberielMax.dlu failed to initialize, the specified procedure could not be found.


Any reason why it's doing this?


Thanks for any help! :)

10
Modifications / Robot Wars 2013 AI Pack
« on: April 11, 2013, 02:34:00 PM »
I think it's only fair that I write this post in this thread.

The pack will be discontinued from my end. I will no longer be working on it due to the fact that I no longer have time to do stuff like this. I'm currently in a hard stage of life and so would just be holding the pack until 2018 if I was to continue it. So I will no longer be doing any more work on it.

However, I have handed all rights over to HereticBlue to use everything I have made for this pack (released and unreleased) for his amazing pack. I will be sending everything I have over to him later on. Please go and support HereticBlue's work as it is incredible!!

I'm really sorry that I won't be able to continue this pack, but I will occasionally be around on the forums to see how everyone's doing and how things are going.

Thanks,
Matt Hunt (WhamettNuht)

Yeah... i'm doing it :P


A lot of the replicas I've been posting in Clicks DSL thread will be used in this :P
I've also made RA2 versions of the non real robots found in the AOD and ED games :) Just to fill up the spaces :P


I'll most likely post pics as I go along, however here's some of the things I have so far, or am hoping to achieve:


-Normal 13 teams, consisting of a lightweight and heavyweight robot based on those found in AOD and ED, and the 3rd HW spot taken up by a replica bot. There might also be a couple of extra teams for other bots, e.g. House Robots, Antweights, ect.


-A few more new arenas (i'm sure most of you have seen my work in my RW arena thread)


-New UI based on the RW Games


-Some new music has been done inspired on the games (Even replaced the hopp_club music with the results music from RW)


Basically I want to try and make an AI pack that is a cross between RA2 and the RW games :P
However I'll need a couple of helping hands :)
I'd like to ask GF and Ducky to help as they've been massive helps already :P
I'll need:


-Good UI'ers


-Some people to make good skins for the non-real RW robots


-Some good Arena/GMF creators (To turn my arena meshes into working arenas, Click's already working on the RW arena itself)


I'm mostly working on the replicas and robots themselves, and trying to organise as many things as possible :P
So... anyone fancy helping out? :) Other than that... stay tuned :P

11
General Support / Component crashes game? :[
« on: April 02, 2013, 09:39:20 AM »
Heya :P


Well, my problem is, my Chaos 2 body component crashes the game when I click attach, or after a short while of having it up in the component view :(
Whyyyy? :P
Here is teh filez:
https://gametechmods.com/uploads/files/chaos2.rar


If someone could have a looksie and tell me whats wrong, I would be really grateful :]


Thanks,
-Wham

12
Modifications / Wham's Mesh Market
« on: March 31, 2013, 01:09:02 PM »
Welcome! Come in to my store, I have meshes galore! :D


Right, Enough of the Madonna lyric parodies :P


This here thread will be open for me to post any meshes I should make, whether they be Arenas, Replicas or Components :)


Here is some of my stuff for 'exchange' :P














(The forth one I was intending to be an arena for my new 'reloaded' version of Wild Robots :P


Basically, the rules are, if you are able to make it into a working RA2 component/arena, you can have it! :D


Other than that, they are pretty to look at! :3


Anyway, new stock shall be coming in soon enough, so stay tuned! :)


-Wham

13
General Support / Mesh falls through floor?
« on: March 22, 2013, 02:13:06 PM »
Hey :)


Sorry to have to post soo many threads haha xD


I'm having a slight problem with my Dantomkia shell mesh-


It keeps falling through the floor...





(First image)


The collision shows that it's a solid object (2nd image)


Anyone know how to fix this problem?


Also, while i'm here, anyone know why it gets darker when it gets to that kind of angle? (3rd image)


If anyone wants to have a look at it then feel free :P


Also I know there's some face mesh problems (why the top doesn't show up) but i'm trying to sort one problem out at a time at the moment haha xD


https://gametechmods.com/uploads/files/dantomkia2.rar


Thanks guys :)


-Wham

14
Modifications / New Robot Wars Arena (In Progress!)
« on: March 22, 2013, 01:26:45 PM »
Hey guys :)


Well, i've decided to make a start on a new Robot Wars arena :P (I've managed to 90% perfect the ase to gmf convert method, so I thought i'd give this a try! :3)


Here is the new mesh at the moment,





So, as you can see, so far most of the textures are sorted out, main floor is done, pit and floor flipper done, and the new tire :P


The skins are from the RW:ED game arena (I found the thread :P)


The 2 Dantomkia's are also my reference bots :P (They are roughly the same size as an ordinary DSL heavy)


Once the arena mesh is finished, then i'll give a try at turning it into a full arena :P (Which is kinda why I started this thread... incase I run into any difficulty xD)


If anyone wants to try having a go at converting it then feel free to ask for the mesh! I feel more confident at meshing and skinning than all that techinical .py and gmf stuff haha :')


Anyway, opinions and feedback? :)


-Wham

15
General Support / Mesh Normals?
« on: March 20, 2013, 08:15:59 AM »
Hey, sorry to have to open up a new thread, but there might be a few untill I can get this method perfected :P


So, i'm trying out the method of converting a .ase mesh to a .gmf mesh manually, however I have hit a slight snag.


The ase mesh includes vertexes, faces, tvert and tface, but nothing in regards to mesh normals.
Does anyone happen to know what there are about? (The only normals I can think of I use in Sims 3 modding which are bump maps).
Also, how would one go about editing said mesh normals?


Thanks :)


-Wham

16
General Support / Meshing Basics
« on: March 18, 2013, 10:25:28 AM »
Hey Guys,


For a while i've been wanting to learn how to mesh from scratch using programs such as 3D Studio Max (I've been told I have a strength in meshing) however I'm not too particuarlly sure where to start, so I was wondering if there was any tutorials lying around that I could use?


Also, (Sure that there wont be, but might aswell ask) does anyone know if there are any plugins that work with GMFs for Milkshape 3d? I use Milkshape for a lot of my Sims 3 stuff, and is my favoured meshing programme. (If there are plugins available for that, then might aswell). Even so, does anyone know how to convert between say .GMF and .OBJ for example? (Might have to add stuff like AP's ect. in Notepad++, but it would still be a massive help).


Thanks guys for any help! :)


-Wham

17
Modifications / Lu-Tze RA2 Tournament Arena - Antweight Version!
« on: March 16, 2013, 03:28:27 PM »
Sup guys! :)


Well, i've been wanting to make this for AGES, and i've only just gotten it to work! (Don't ask me how... it just worked all of a sudden :') )


Here is a version of Lu-Tze's RA2 Tournament Arena... for antweights!! :D





It's basically just a resized arena! :)


Now Ant flippers can have a fair advantage!


And also, makes quite a funny scene with the heavys-





Anyways, not much to say :P


Here is the download link:


https://gametechmods.com/uploads/files/1259tourneyaw.rar


Hope you all like! :)


-Wham

18
Off-Topic Discussion / Hey, I'm Back! :3
« on: March 16, 2013, 02:19:15 PM »
Just seeing if it will post for the moment... been having trouble with this :P I'll edit it later :P


EDIT: Yay it works at last! xD


Hey Guys! :D
I'm back :3
What have I missed? Does anyone actually remember me? :P
I've been working on a few things lately, some I'm quite proud of, shall show them later :P


Anyway, hope you's are all ok :)


-Wham

19
Modifications / RA2 - Valo Version
« on: March 13, 2011, 05:50:17 AM »
Hi all ^_^
Hope no-ones forgotten about me lol :P
Sorry i havent really been posting much on here lately.
Just sorta left the forum for a while (found things where starting to become WAY too spammy and political!)
But, after having a dig around my comp, i found an old pack I was working on, and so I thought before I do leave for good, id finish this one off ^_^
I will of course be needing some help from some peeps, but tbh the easy stuff i can take care of :P
So, heres what the plan is:
RA2 - Valo Version
For the finish among all of you, you will of course know Valo means 'Light'.
So, basically (i appologise if this has been done already in my absence :S) my idea is for a pack that is speciafically designed for the lighter weights.
Yes, I know Joe was planning something similar, but I decided if no-ones going to do it - i might aswell!
The 3 weights im mainly focusing on are-
Ants
Beetles
and Hobbyweights/Feathers.
Heres what I have so far:

Components:
For the component side of things, i would like to achieve 3 things:
1 - To be able to combine both stock and some DSL parts together
2 - To make some stock and dsl parts smaller and lighter to suit the lighter weights
3 - To make some custom parts for the lighter weights
I have used some of my parts from the old RR AI pack for this one.
Some parts still need some work (Mainly the Lego Wheel).
I also forgot a component from that list - I made a micro Z-Tek motor.
The S-Tek Brushless motor :P (Can be seen on BEAR later on!)
 

AI Bots:
So, as you can hopefully see, I have done 4 AI teams so far.
Theres a few others but they are currently being skinned (or was being :P)
You can see the 3 different weights.
The AI teams will be realistic versions of the old stock bots.
Im hoping to make bots that will be fun to watch (like the real bots!) and that are also at the same time destructive (for some bots, anyway, the new BEAR certainly is desructive!)
I'll be working on all the stock-reworks.
Im also hoping to get some of you guys involved, with a few extra teams.
I'll let you guys loose when all the components are finished :P
 
What I will need major help with:
Theres a few other things id like to accomplish with the pack.
This time, i dont want it to be an add on, i want it to be a complete mod (Like backlash).
So, one of the things im hoping to achieve is to change the weights around a bit.
So, rather than the old LW, MW & HW cats, i will hopefully be changing it too:
Antweight - 125g (Think thats right? :S)
Beetle Weight - 175g
Hobby/Featherweight - 200g
So im hoping to basically chance the max weight allowed, the names of the weights and the max weight catergorys.
Hopefully someone can help me with this?
Another thing I may need help on is some of the scripts of the game.
For example, i'd like to have the Height Adjuster reach lower heights without BFE, maybe a bit more of a zoom in BotLab, and to introduce some new armour (Acetate, Cardboard, Paper, ect.)
And of course, one of the biggest things i'll need help with is the arenas.
I admit, I am completely useless at arenas!
If anyone is good at them and wouldnt mind helping, it would be highly appreciated! :)
Anyway, thats whats going on.
Im hoping to at least finish just 1 thing on this game before i do leave lol :P
All opinions, comments, and offered help is much appreciated :)
Thanks
-Wham

20
Discussion / AP Angle Generator?
« on: October 26, 2010, 07:39:58 AM »
Hey all
Just an idea i came up with a few seconds ago for the coding heads of the forum :P
Click recently introduced the method of resizing GMF objects with Excell, so i was wondering if there was a special formula or a programm that could be developed to give the points needed certain angles for Attachment points?
ATM im using a decompiled Uber Connecter to get 6 basic APs, but its not that good if you want a 45'degree AP for example.
So would there be a certain formula or programme that could be developed to give coordinates for AP angles? (rather than having to use stuff like:
0  0  1
0  1  0
1  0  0
all the time.)
Just a little idea i had lol :P
-Wham

Pages: [1] 2 3 4 5