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Topics - 123savethewhales

Pages: [1]
1
Discussion / Why are attachment points labeled by gender?
« on: September 04, 2015, 10:16:52 PM »
This silly question actually been bugging me for a while.

Is there any reason why they are labeled as Male or Female?  (generic_M, generic_F, axle_M, axle F, and base F)

2
Real Robotics Discussion / Giant Robot Dual: USA vs Japan
« on: August 20, 2015, 08:12:48 AM »
http://www.youtube.com/watch?v=XVJTGLL2SnI&feature=youtu.be#
http://www.youtube.com/watch?v=7u8mheM2Hrg&feature=youtu.be#

I think the Japanese robot has too much fancy movement parts, and will end up becoming a liability.  I just hope no one ends up with a chunk of armor like Bite Force in battlebots.

3
Ironforge TC Showcases / 123 Ironforge Showcase
« on: February 03, 2015, 09:23:14 AM »

4
Chatterbox / This forum is toxic
« on: October 27, 2014, 09:11:11 PM »
This place is like a giant septic tank.  All of it's good qualities has long been drained, and is left with nothing but layers and layers of toxic wastes.

Quite depressing really since I still like the game, but this is clearly not a RA2 community anymore and it's time to move on.

I will probably still sh** post here once in a while.

5
Discussion / Why is RA2 so dumb at detecting collision
« on: June 14, 2013, 10:59:41 PM »
The more I mod this game, the more I notice how dumb RA2 is at detecting collision.

1.  How high you can raise a component depends on the initial Y Values of the mesh, regardless of which AP you use.



See how I lay the battery flat?  If I have it upright, then you can't raise it higher even when using the other AP when clearly nothing is colliding.  This is also why half sheet cannot connect to chassis below 0.406107 (where the Y value was used for it's width).


2.  RA2 cannot handle concave curves



See that?  Nothing in the center, yet the game treats it as though something is there.  The game just draws an invisible line through the points.  This is why some component's damage just plan suck regardless of the stat you give them.

3.  So why doesn't it happen with Tribar?

The game only c for one fully connected object in a mesh.  More than 1?  It simply ignores it.  So looking at the tribar you see 3 bars right?



It's collision mesh is actually drawn as separate objects.  So while it is visible with F12, only the upper right bar in this image actually collides with anything, no wonder why they are so hard to knock off in stock.  You can of course fix this by changing the Simulation Geometry number, but then you will end u with a giant pyramid as mesh and face problem #2.

I am surprise that with so many mods out there, nobody notice any of these things.

6
General Support / Is combining OmniInverted and Popup .py possible.
« on: November 04, 2012, 11:25:12 AM »
I was trying to AI this bot



I want to combine the OmniInverted.py with the Popup.py.  But when I tried doing it it won't fire on smart zone, then it rams the wall and crash the game on quit.  I am not sure what I am doing wrong.  Also, is it possible to alter the starting facing without changing the nose (so it faces forward immediately after the flip)?

Code: [Select]
from __future__ import generators
import plus
import AI
from AI import vector3
import Arenas
import Gooey
import math
import Tactics

class PopupInverted(AI.SuperAI):
    "Popup inverted strategy"
    name = "PopupInverted"
    # bot has to be invertible, not mandatory to mention it in your binding, it is force.
    # much like Popup except that the bot use a button control called 'Inverter' to invert itself if it is not.
    def __init__(self, **args):
        AI.SuperAI.__init__(self, **args)
               
           # force bot to be invertible :
        self.invertible = True
        self.zone1 = "weapon"
        self.triggers1 = ["Fire"]
        self.triggers2 = ["Srimech"]
        self.reloadTime = 0
        self.reloadDelay = 3
        self.InverterTime  = 3

        if 'zone' in args: self.zone = args['zone']
       
        if 'triggers' in args: self.triggers1 = args['triggers']
        if 'triggers' in args: self.triggers2 = args['triggers']

        self.tactics.append(Tactics.Engage(self))
       
    def Activate(self, active):
        if active:
            if AI.SuperAI.debugging:
                self.debug = Gooey.Plain("watch", 0, 75, 100, 75)
                tbox = self.debug.addText("line0", 0, 0, 100, 15)
                tbox.setText("Throttle")
                tbox = self.debug.addText("line1", 0, 15, 100, 15)
                tbox.setText("Turning")
                tbox = self.debug.addText("line2", 0, 30, 100, 15)
                tbox.setText("")
                tbox = self.debug.addText("line3", 0, 45, 100, 15)
                tbox.setText("")
           
            self.RegisterSmartZone(self.zone1, 1)
           
        return AI.SuperAI.Activate(self, active)

    def Tick(self):
        # fire weapon

            # If the bot is not inverted, try to invert it : use the button control called 'Inverter' :
            # here again, slight delay before inverting
            if self.InverterTime > 0: self.InverterTime -= 1

            #if (not self.ai.IsUpsideDown()) and (self.InverterTime <= 0) :
            #if (self.InverterTime <= 0) :
            if (not self.IsUpsideDown()) and (self.InverterTime <= 0) :
                self.Input("Inverter", 0, 1)
                self.InverterTime = self.reloadDelay
                   
        targets = [x for x in self.sensors.itervalues() if x.contacts > 0 \
                and not plus.isDefeated(x.robot)]
       
            # slight delay between firing
            if self.reloadTime > 0: self.reloadTime -= 1
           
            if len(targets) > 0 and self.reloadTime <= 0:
                try:
                    trigger = self.triggerIterator.next()
                except StopIteration:
                    self.triggerIterator = iter(self.triggers)
                    trigger = self.triggerIterator.next()
               
                self.Input(trigger, 0, 1)
                self.reloadTime = self.reloadDelay
                       
        bReturn = AI.SuperAI.Tick(self)
       
        return bReturn

    def InvertHandler(self):
        # fire all weapons once per second (until we're upright!)
        while 1:
            for trigger in self.triggers2:
                self.Input(trigger, 0, 1)
           
            for i in range(0, 8):
                yield 0
               
    def LostComponent(self, id):
        # if we lose all our weapons, stop using the Engage tactic and switch to Shove
        if id in self.weapons: self.weapons.remove(id)
       
        if not self.weapons:
            tactic = [x for x in self.tactics if x.name == "Engage"]
            if len(tactic) > 0:
                self.tactics.remove(tactic[0])
               
                self.tactics.append(Tactics.Shove(self))
                self.tactics.append(Tactics.Charge(self))
           
        return AI.SuperAI.LostComponent(self, id)
               
    def DebugString(self, id, string):
        if self.debug:
            if id == 0: self.debug.get("line0").setText(string)
            elif id == 1: self.debug.get("line1").setText(string)
            elif id == 2: self.debug.get("line2").setText(string)
            elif id == 3: self.debug.get("line3").setText(string)

    def SmartZoneEvent(self, direction, id, robot, chassis):
        if id == 1 and self.weapons:
            if chassis:
                if direction == 1:
                    for trigger in self.triggers1: self.Input(trigger, 0, 1)
        return True
   
AI.register(PopupInverted)

7
General Support / Help with Normals
« on: June 23, 2011, 07:46:18 PM »
So if I have something like this

normal = true 1 1 0  1 1 0

"True" means damage is deal regardless of direction, "1 1 0  1 1 0" means the weapon deals damage on +- X, and +-Y, but not +-Z

This is intended for a disk weapon and I just want to make sure I got things right.

8
Challenge Board / 123savethewhales vs Fotpex (123savethewhales Wins)
« on: February 18, 2011, 11:53:20 AM »
Quote
Hey, 123, fancy having a Sheck Spinner challenge? You and me, HW SS, DSL battle.

So that's that.
                               

9
Other Tutorials / Damage
« on: January 19, 2011, 09:47:43 AM »
I.  Pierce VS Concussion.

When ramming 2 static weapons together, Concussion deals 2x the damage of pierce point by point.
Piercing is enhanced significantly more by moving components (piston, spin, burst, flail) compare to concussion for both side.  The faster the movement, the better piercing is over concussion.

Therefore, piercing is always preferred on moving components
Static piercing can be used for countering moving components
Static concussion are good for Rams and non Flail SnS, as their damage are greatly increased by the actual bot's movement.

I concluded that piercing and concussion has no direct linear relationship.  The damage formula should be something like this

M = Combined Momentum
S = Combined Speed of Axle
X = Momentum multiplier
Y = Speed multiplier
P = Piercing
C = Concussion

Damage = X*M*P + Y*S*P + 2X*M*C + f(Y)*S*C

Y is significantly stronger than f(Y), though I haven't figure out exactly.


II.  Initial Fracture.

Initial fracture means any component, after losing all it's HP, still takes one more hit to kill.  So when razor tip lose it's 1000 HP in 1 or 2 hits, it gets another hit before getting destroyed.  This means razor tips dissipates from 33% to a few hundred % damage received in spillover.  Whereas the sledge hammer hit receives all the damage.  It's no wonder why many small weapons are so much better.

This also makes sledge hammer better at light weight, but becomes less effective at heavy weight.  Less damage per hit means less damage getting spill over.


III.  Anything else discovered during this damage test?

Yes, metal value does not add damage on it's own, it is a damage multiplier.  The default for weapon is metal(0.8).  So if you want a non weapon component to deal damage, simply set its metal value to 0.8, and add whatever piercing/concussion you want.

10
Other Tutorials / Understanding Balance
« on: January 17, 2011, 04:55:01 AM »
I had a few PM exchange with Click today and we were discussing about component balance, I figure this information might be useful for other modders as well.

--------------------------------------------------------------------------------------
Introduction:  The Distinction Between Randomness and Innovation
--------------------------------------------------------------------------------------

The distinction between randomness and innovation is perhaps the most important thing to know for any modders.  Here I will define the two with a more technical definition.

Randomness - Something different

Innovation - Something different with perceivable potentials to work

The primary distinction is "with perceivable potentials to work", which branches off into 6 sub distinctions

1.  Innovation requires knowledge, randomness requires ignorance
2.  Innovation requires thoughts, randomness requires laziness
3.  Innovation requires foresight, randomness requires hindsight
4.  Innovation is fixed in reality, randomness is fixed in fantasies
5.  Innovation take flaws inward, randomness places flaws outward
6.  Innovation is productive, randomness is destructive


With these distinction, we can see 4 common mistakes that puts people in the unproductive random mode

1.  Spam - This happens when a mod lacks intra-balance.  Spamming will not be a problem if it isn't as good as mixed.
2.  In Game Exploits - This can only happen with an oversight.
3.  Mass Cloning - This happen because the in mechanics can only support so much diversity.
4.  Negate - This happens when ideas fail to translate into numbers.


And finally, the only way a problem can be fixed is if you "fix it yourself".  "Blame the players" will never get you anywhere.


--------------------------------------------------------------------------------------
1.  What is complexity?
--------------------------------------------------------------------------------------

Complexity is a state where multiple local maximum exist.  A game is said to have complexity if the ranking in strategy varies depending on the situation.


--------------------------------------------------------------------------------------
2.  How is complexity differ from diversity
--------------------------------------------------------------------------------------

Complexity can have very little to do with diversity, or the total amount of components.  In order for complexity to apply, the following must be true

A.  Components must serve different functions.  Multiple components with very similar functions can increase diversity, but not complexity.  For example, while different batteries can increase the diversity of what people use, it does not create any complexity strategies.

B.  The differences must be useful in some situations.  For examples, while weapons with normals are different, they are never better in any situations. Therefore, they do not lead to an increase in complexity, they simply get ignored.


--------------------------------------------------------------------------------------
3.  How to remain balance without making everything the same?
--------------------------------------------------------------------------------------
 
Components interacts with each other, and it's the interaction where complexity lies.

If there are only two weapons, then the only way to retain balance is if each has an equal chance against each others, and no complexity is formed.

Therefore, the simplest relationship for complexity is a triangle.  A interrelated triangle can have advantages/disadvantages without any one side dominating.

For example, suppose we have 3 weapons

Weapon 1 -  Low DP High HP weapon, with 100000 efficiency
Weapon 2 -  A High DP Low HP weapon, with 60000 efficiency
Weapon 3 -  A High Fracture High Frequency weapon

With the sheer efficiency advantage, weapon 1 will easily beat weapon 2
With the high DP, weapon 2 will easily beat weapon 3
With the high fracture, weapon 3 will easily beat weapon 1

In here a complexity relationship is formed, such that saying which of the 3 is the best for weapon to weapon clash is no longer possible.


--------------------------------------------------------------------------------------
Existing Example
--------------------------------------------------------------------------------------

A real example from DSL, first noted by The Ounce, is the Concussion > Piercing > Flail > Concussion relationship.

In normal circumstances, concussion will beat piercing in weapon to weapon clash

Due to a bug, flail boost the piercing damage for both side, but not concussion.  Piercing on flail can now beat concussion with this damage boost.

However, as flails cost kg and boost piercing damage for both side, piercing with flail will lose to piercing without flail simply because it will get out weapon.

For those with NAR AI, you can see that Gorg > Black Storm > Cataclysm > Gorg


--------------------------------------------------------------------------------------
4.  Extremes, Spillover Effects, and Super Armor
--------------------------------------------------------------------------------------

When applying numbers, very often equations are used, either formally or informally.  A formal equation would be

Weapon efficiency = 60000 * KG

An informal equation would be

HP should increase with KG

The problem with that is, often time a simple linear function or curve does not necessary reflect balance.

A.  While HP*DP is an effective indicator of how well weapons do in weapon to weapon clash (piercing and concussion ignored for the time being), it does not account for it's effectiveness against all other components.  A component with high DP is easily better placed onto motors and burst as damage dealers, after all motor does not boost effectiveness of winning the de-weapon war.  A component with low DP is better placed as static armor to protect vital components, such as chassis.  Small components with low DP is simply useless unless they can serve another function (ex.  Beater Bar as extenders).

B.  With HP*DP, two extremes emerge past a certain point, the Spillover Effect, and the Super Armor.

The spillover effect is when a component does not have enough HP to take the hit.  The component breaks, taking damage to it's total HP, and the rest of the damage dissipated.  This becomes a problem when damage is so high, and HP is so low, such that most hit leads to spillovers.  The most extreme case would be a 1kg weapon with 1HP and 60000DP.  Therefore, in these situation, the quantity of weapons, rather than mass, becomes the determining factor.

The super armor is the exact opposite, when a weapon component has DP so low such that it's HP outclass any armor.  While this is no longer limited to light weight component, a fine example would be a component with 1kg, 1DP, and 60000HP.  HP*DP simply does not account for a match to only lasting 3 minutes.

To Be Continued.

11
Modifications / 123AI v1.0b
« on: January 01, 2011, 03:40:17 PM »
123AI is finally here.

How to install

1.  Requires a clean version of DSL.
2.  Delete the folder AI and Music
3.  Unzip 123AI into DSL directory.  Overwrite any file when ask to do so.

https://gametechmods.com/uploads/files/123AI_v1.0.zip

Patch v1.0b

Include 2 fixes and an update on Urjak's Circle of Thorn.

https://gametechmods.com/uploads/files/fix1.0b.zip

partly completed 123AI v2 that I am probably too lazy to finish organizing.

https://gametechmods.com/uploads/files/6235123AI_v2_beta.zip



Including, 13 teams build by me
1 team from each of the four guest builders.

Pwnator - HS
Ounce - Pusher
Naryar - Popup 2
Urjak- SS

Bonus Bot from DSL2 - WreckTangle2

Music credit goes to

Slow Death by Rammsnake
http://www.newgrounds.com/audio/listen/194923

Unnamed Lullaby by Usernamemyarse
http://www.newgrounds.com/audio/listen/312593

The Shadowing by digital musician
http://www.newgrounds.com/audio/listen/51376

Please leave feedback.  Think the bots are too easy?  Too hard?  Like/dislike the UI/Music?  Leave a comment here so I know.

12
General Support / Reflective Map other than Spherical/Cylindrical?
« on: June 20, 2010, 07:14:02 PM »
Is it possible for RA2 to render explicit map channel?


13
General Support / What is Frequency (in txt)
« on: January 31, 2010, 09:12:58 PM »
So what does this mean when it's in a weapon txt?

frequency = 10

Specifically I would like to know how that translates into seconds, so I can have a sense of how to include this while maintaining balance in the game.

14
General Support / Request an Modified Low Lag Arena for UHW
« on: January 26, 2010, 09:19:39 PM »
I run into some problems with the current version of LLA



I was wondering if someone can move the starting point to the 4 corners with LOTS of wall clearance so really big bots won't get stuck (as illustrated below).



Thanks a lot for anyone who can help.

15
General Support / How to make component transparent?
« on: December 02, 2009, 07:49:21 PM »
Topic.

Also, are there ways to modify gmf for transparency with a hex editor?  Or do I need to download some programs and unpack it first before I can change transparency?

16
Tutorials and Tips / DSL Bot Optimization Guide for Beginners
« on: August 29, 2009, 11:19:19 AM »
A Short List of Numbers for DSL
by 123savethewhales

==========================================
Introduction
==========================================

This was originally a Guide, but I decided that it's better left as a simple
list of reference for some of the more common parts.


==========================================
Index
==========================================
I. Batteries
II. Extensions
III. Motors
IV. Armors
V. Weapons
VI. Wheels

==========================================
I. Batteries
==========================================

Note: AMPs does not affect spin motors.

Ant Batteries
-------------------
6.5kg
10 AMPs (1.54 AMPs/kg)
16800 energy (2584.62 E/kg)

PN3600 (Red Pack)
-------------------
15kg
28 AMPs (1.87 AMPs/kg)
16800 energy (1120 E/kg)

WP836E (useless)
-------------------
20kg
24.5 AMP (1.23 AMPS/kg)
25200 energy (1260 E/kg)

PC545
-------------------
25kg
47.5 AMPs (1.9 AMPs/kg)
36400 energy (1456 E/kg)

PC625
-------------------
30kg
60 AMPs (2 AMPs/kg)
38500 energy (1283.33 E/kg)

CO2 Tanks (Small)
-------------------
10kg
100 pressure
500 air

CO2 Tanks (Small)
-------------------
12kg
150 pressure
1000 air

CO2 Tanks (Small)
-------------------
14kg
200 pressure
1500 air

==========================================
II. Extenders
==========================================

Note: things directly connected to chassis does not break off.

From the first multi extender, you are allow 6 more connection chain, after
which the game would not connect any further.


Key
Y/N = pass through chassis

Normal Extenders (CarbonFiber/PolyCarbonate/Aluminum/Titanium/Steel)
200 HP/kg
Y


------------------------------------------
1. Universal Extenders
------------------------------------------

DSl Disk
400 HP/kg
Y

DSL Bars 20x
270 HP/kg
Y


------------------------------------------
2. Short Extenders
------------------------------------------

40 CM Skirts (PolyConbonate/Aluminum/Titanium/Steel)
900 HP/kg and up
N

Hex Plate (excluding Master)
400 HP/kg
Y

Drum
400 HP/kg
Y

Side Panel
400 HP/kg
N

Flipper Segment
333 HP/kg
Y

Hex Plate Master
200 HP/kg
Y


------------------------------------------
3. Honorable Mention
------------------------------------------

Titanium Sheet
400 HP/kg
N


------------------------------------------
4. Fagile Extenders
------------------------------------------


T connector (100 HP)
Y connector (100 HP)
Angle connector (100 HP)
Omni connector (100 HP)
Multi extender (375 HP)
Metal hinges (400 HP)
Half Sheets (1400 HP)


------------------------------------------
5. Axle Mounts
------------------------------------------

90 degrees (1500 HP)
180/270/360 degrees (800 HP)


==========================================
III. Motors
==========================================

Note: things directly connected to chassis does not break off.


------------------------------------------
1. HP
------------------------------------------

Spin Motors
-------------------
Piglet (8000 HP)
Astroflight (800 HP)
E-Tek Catagory (5000 HP)
Slim (2500 HP)
TWM3 and TWM LX ONLY (8000 HP)
NPC T64 ONLY (12000 HP)
132 Perm Catagory (8000 HP)
132 Perm Gearbox (8000 HP)

All other motors have only 400HP. The list includes

Copal
Car Steering Category
TWM3R, TWM3RLX, TWM Drive, TWM R2, Tornado Mer Gearbox, TWM 6 Mag
NPC T64 Left, NPC T64 Right, NPC T64 Fast, NPC T64 Left Fast, NPC T64 Right Fast
80 Perm Catagory


Burst Motors
-------------------
BSG and BSGR (6000 HP) Mag Snapper II (8800 HP)
JX 2000 Large (11000 HP) Small (9000 HP)
Beta Burst Category (400 HP)


Pistons
-------------------
Storm Burst (8800 HP)
All other pistons come with 400 HP



------------------------------------------
2.  Power
------------------------------------------

Key
(MaxSpeed Acceleration PowerUsed)

Drive Motors
-------------------

Copal (14 5 -10)
Astroflight (16 12 -10)
Slim (18 14 -10)
TWM3 and XL (26 18 -10)
TWMR Drive and XL (26 22 -10)
NPC T64 Series (32 32 -10)
NPC T64 Fast Series (32 48 -10)
E-Tek Drive and XL(48 72 -10)

Weapon Motors
-------------------
Piglet (116 10 -10)
TWMR (139 16 -10)
TWMR2 (174 20 -10)
Tornado Mer Gearbox (213 29 -10)
TWM 6 Mag (245 35 -10)
E-Tek (194 22 -10)
E-Tek Dual (194 26 -10)
80 Perm (167 18 -10)
132 Perm (200 27 -10)
132 Perm Gearbox (200 68 -10)

Piston
-------------------
Storm Burst (250 300 -80)
VDMA Small (200 200 -55)
VDMA Medium (200 200 -60)
VDMA Medium 2 (200 200 -65)
VDMA Large (200 200 -70)
VDMA Large 2 (200 200 -75)

Burst
-------------------
BSG/R (0 35 60 -24.5) 1.717 e/kg
Mag Snapper (0 60 60 -45)
Large JX Burst (20 60 120 -70) 1.438 e/kg
Small JX Burst (10 45 95 -50) 1.455 e/kg
Beta Burst Spring (20 11 350 -210) 2.117 e/kg
Beta Burst Geared (unclear)



==========================================
V. Weapons
==========================================

----------------------------------------------------------------
1. What is Normal?
----------------------------------------------------------------

Normal means that a weapon have a define contact point, or that only some area
of it deals damage. Weapons without normal means weapon that deals damage
on all sides.


----------------------------------------------------------------
2. A Small Weapon List
----------------------------------------------------------------

Here is a short list of weapon that are not normal.

425 DP - Light DS Tooth (800 HP)
420 DP - Razor Tip
400 DP - Heavy DS Tooth (1500 HP)
375 DP - Hypno Tooth
330 DP - Frenzy Hammer (behaves rather strangly, use at your own risk)
326 DP - Tendaizer
320 DP - Sir Killalot Drill
300 DP - DSL Hammer Category, Sledge Hammer 30kg and 60kg, Iron Spike, Iron Fist
Lightning Spike, Tornado's Spike
280 DP - Robot X Sword
275 DP - Spike Club, Mace
250 DP - Whirlwep Disk, Beater Bar
240 DP - Typoon Spike, Steel Tooth
200 DP - Maltilda Tooth, Potter Wheel, Tazbot Weapon, EL Diablo Triple Bar,
Vlad Spike, Panic Attack Flipper
149 DP - Killdozer Plow

Others
Flamethrower - 500 HP, requires 90 pressure with full tank to be at full power
*important*
1.  Flamethrower switch need to be set to an analog control
2.  Flamethrower only activates when the flamethrower switch is held down and a
motor turned on.
3.  Once activated, flamethrower can remain at full power as long as the switch
is held down (regardless of the amount of gas remaining).


==========================================
VI. Wheels
==========================================

A short list of selected wheels and their grips (ordered based on weight)

Ant Wheel Wide - 1.2 grip
Vlad Wheel - 1.3 grip
SlipperBottom Wheel - 1.3 grip
Hypno Wheel - 1.5 grip
Bike Wheel - 1.3 grip
Techno Destructo Wheel - 2.3 grip
Big Wheel Cheese Wheel - 2.3 grip
Overkilled Wheel - 2.3 grip
Large Tread - 1.5 grip

17
General Support / Anyone know the HP for the following?
« on: August 27, 2009, 10:01:03 PM »
Hi, I have ran into a few part that I can't find the HP for (either can't find/not listed on the txt) and was wondering if anyone else knows them.

Metal hinges

T connector

Y connector

Angle connector

Omni connector

Baseplate Anchor

Copal Motor

Does anyone know the HP for them?

18
General Support / AMPs deficiency vs motor performace
« on: August 27, 2009, 02:54:30 AM »
After reading the forum for a while, I come across the issue with over-power/under-power.  However I am unable to find any solid numbers concerning this issue.

Does anyone have the exact formula for AMPs deficiency to motor performance?  I am guessing spin motor/burst motor doesn't use the same formula.

19
General Support / Does AI support Front/Back Symmetry?
« on: August 22, 2009, 02:43:48 PM »
I use DSL and the bots I made has mostly been front/back symmetric (https://gametechmods.com/forums/showthread.php?t=2349)

I was wondering if there are any way to program the AI so that instead of turning 180 degrees it would just recognize the back as the front and drive as such.

Also, what does 'weapon' on binding.py stands for?

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