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Messages - JoeBlo

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41
Other Tutorials / Re: RA2 1,4 - Importing Custom AI Files
« on: October 31, 2016, 01:22:24 AM »
@JB, using 0 references the Chassis, so basically the AI will always try and use the weapon. Not as good a solution as using the actual IDs but a whole world quicker :)

Ive always used "1" to shortcut as the first component is always a baseplate mounted one (thus indestructible)

"0" in a bindings line usually calls the default AI coding.. I was under the impression the weapon's ID had no default (since all robots are different) which is why I figured it was crashing.. but after looking through the ironforge defaults it looks like it __init__.py was updated at some point from the earlier one I have and the default call is a weapons ID "1"

So yes "0" should work but it actually defaults and references component "1" not the chassis..

That is of course if my memory serves me right with all this.. its been years since ive played with python and now my brain hurts..  :dead:

42
Other Tutorials / Re: RA2 1,4 - Importing Custom AI Files
« on: October 29, 2016, 10:45:56 AM »
Id try setting your weapon numbers correctly or at least to a value other than zero.. I could be wrong but id imagine the game wouldnt like a nil value for that section.

Plus the weapons line is tracked while in battle which may explain why the robots get as far the countdown before giving you trouble

43
Real Robotics Discussion / Re: Robot Wars Series 2 Discussion Thread
« on: October 26, 2016, 11:29:31 PM »
I have faith in them.. they made some internal updates to Warhead between the New Battlebots seasons.. next thing you know Complete Control is a flaming wreck..

Will reserve judgment until I see it in action.. its very short stint in the last robot wars isnt much of an indication. :)

44
Real Robotics Discussion / Re: Robot Wars Series 2 Discussion Thread
« on: October 25, 2016, 11:18:12 PM »
Back to the topic... Razer 1.5 incoming :P


45
Tournament Archives / Re: ¡Toreo! Discussion
« on: October 17, 2016, 11:04:22 AM »
Done a tiny bit of cleaning.. I know it was unintentional.. but lets keep things a little more family friendly guys :)

46
Its so weird seeing all these quotes from me when I didnt write any of that lol

47
Site News and Feedback / Re: Com'on Trov
« on: October 14, 2016, 02:15:08 AM »
GCT migrated when

When you see it pop up in the "Off Topic Discussion" section, you will know its been done :)

48
Site News and Feedback / Re: Com'on Trov
« on: October 13, 2016, 10:34:03 PM »
Not to worry guys, Nothing has been deleted, all boards that have been removed are simply hidden while we dig through them and migrate any worthwhile topics into the updated sections :)

49
Thanks guys ill keep you posted when its safe to explore them again lol :)

50
Thanks, Ill look into it.. I had a poke around earlier and couldnt generate any crashing.

Just out of interest, which browser(s) are you using too? Explorer, Firfox, Chrome, etc? its probably not that relevant but doesnt hurt to investigate that also

51
Can you please provide a link or two?.. or even the name of the thread(s) so we can investigate? :)

52
Discussion / Re: Is it time to give up on DSL 2.2 for DSL-S play?
« on: October 13, 2016, 06:51:37 AM »
If parts end up in cheatbot2 they are no longer legal as most tournaments state "no cheatbot2" Likewise Its very confusing to tell someone you cant use a 2.2 robot in 2.2.1

model numbers are not a big deal to use.. its strictly just to divide/ clarify legal robots.

When the 140cm extender was voted on for legal use in stock we made the jump to 1.4 to clarify the rule change.

But First priority is to get into contact with Clickbeetle in regards to correcting the errors in the components and then we at least have a balanced game.. content changes can come later.

53
JoeBlo - RY4NO
Another solid popup. Really enjoy the skin. Looks to not have many razors total, though.

Camo made from skulls FTW

Its not the most weaponed popup ever (3-4 Razors from memory) but it is packed with a couple of extra surprises... untested surprises lol but hopfully it gets the chance to shine in at least one match

54
Discussion / Re: Is it time to give up on DSL 2.2 for DSL-S play?
« on: October 12, 2016, 08:06:12 AM »
Speaking of DSL 2.2.1, it would be a good time to include a patch that fixes some general things, like the broken arenas/Freestyle not working at all and possibly some component AP's like Beta Bursts or NPC Rights(or was it Lefts?) by making new components and having the old ones in a cheatbot 2 menu, just like Click did with the hinges?

I agree with the addition of patching the Compressor and Ocean Platform Arenas permanently in the patch but if you are editing components it will outlaw some past robots.

Again, not outside the relm of possibility but if you are editing the actual content id jump to a 2.3 version number just to clarify the differences in the robots.. Then players can have the option of playing 2.2 just like they can play 2.1 standalone if they choose

55
Contests / Re: VOTE! BOTM Oct 2016
« on: October 12, 2016, 07:55:26 AM »
I'm surpirsed how fast this got up.

Okay, Okay no need to rub it in, :P

#BotOfTheLastTwoWeeksWinner

56
Real Robotics Discussion / Re: Robot Wars Series 2 Discussion Thread
« on: October 11, 2016, 08:13:30 PM »
Wait... so how often are they going to air the series? I assumed once a year but that would make filming in December very much in advance..

57
Modifications / Re: Robot Arena 2 Mac
« on: October 11, 2016, 12:35:01 AM »
I was planning on dropping all the AI robots into the robot designs folder too so you can play replica v replica

If you did want to use the AI parts, just use Cheatbot2 but (if I recall correctly) a lot of the AU parts were BFE'd on and dont actually have proper attachment points.

58
Discussion / Re: Is it time to give up on DSL 2.2 for DSL-S play?
« on: October 09, 2016, 07:37:02 AM »
well thats a shortcut I guess.. yes? but thats a band-aid fix no different to rolling back to 2.1

I never said we shouldnt do it but I feel the correct means of achieving the result is to first touch base with Clickbeetle

Then migrate the community over to a 2.2.1 version.

Then everyone is on the same playing field and DSL is balanced again, No confusion :)

59
Discussion / Re: Is it time to give up on DSL 2.2 for DSL-S play?
« on: October 09, 2016, 06:24:39 AM »
It's not fair taking someone's baby and patch it?  Talking bout a mod for a game no one in this forum has made  :gawe:

Clickbeetle spent hours making the 2.2 content for free..

It wouldnt be fair to take his project, rebalance everything and call it offical without at least consulting him on the idea.


60
Discussion / Re: Is it time to give up on DSL 2.2 for DSL-S play?
« on: October 08, 2016, 11:33:08 PM »
can you not just release a DSL 2.21 patch that nerfs them
as long as people agree on the stats and whatever i cant see a downside

This ^

Far to much hours spent to just throw away over some numbers in a text file.

a DSL 2.2.1 release would fix the issue then we still have 4 versions of the game to play..

I guess the only issue is who would conduct the patch seeing as it is still Clickbeetles baby.. its not really fair to just takeover someone elses project and patch it.

That said with 2 versions building with the "standard" ruleset perhaps DSL could migrate to IRL to maintain it as an alternative. it would though, technically make a lot of 2.2 robots no longer legal as such.. 

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