Poll

What do you like doing most in RA2/RA3/robot combat games?

Building robots
Local single player battles with manually-controlled robots
Local multiplayer battles  with manually-controlled robots (PvP with controllers or a shared keyboard)
AI-only tournament battles
Other?  Please comment below.

Author Topic: Robot Rumble 2.0 - Robot Combat Simulator - Under Development  (Read 64695 times)

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1680 on: February 04, 2020, 08:59:56 AM »

...the rubber material seems to not have any grip at all

...more evidence to my hunch.  I assume you are creating custom wheels...

By any chance did you send a copy of the .RR2Bot file for the affected robot(s)?


Wheels should not get Blur Cylinders or Spinner Mass Reducers.  If a wheel has them, the spinning wheel's behavior (driving a robot) will be replaced by spinning weapon behavior (launching things around on impact). 

The game's current definition of when to add the spinner mass reducer and blur cylinder is pretty convoluted.  A "Blur Cylinder" (a cylindrical weapon collider) and a "Spinner Mass Reducer" (a bit of logic that reduces the mass of a spinner so it doesn't go nuts at high RPM) are added to anything attached to a motor, unless any of the following are true.

  • if (comps.Length > 0 && comps[0].comp_type == CompType.Wheel) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to wheels.
  • //if (comps.Length > 0 && comps[0].armorMaterial.name == "Rubber") addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to rubber things.
  • if (hinge.useLimits == true) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.
  • if (hinge.useSpring == true) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.
  • if ((int)hinge.limits.min != 0) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.
  • if ((int)hinge.limits.max != 0) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.

I think I need to redefine "wheel" as anything that is attached to a motor assigned to "Left Drive" or "Right Drive".  I think this will be much more clear than the system I am using above.
Ive done a multi piece wheel, placed a rim, then a hollow part that is rubber
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Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1681 on: February 04, 2020, 03:39:05 PM »

...the rubber material seems to not have any grip at all

...more evidence to my hunch.  I assume you are creating custom wheels...

By any chance did you send a copy of the .RR2Bot file for the affected robot(s)?


Wheels should not get Blur Cylinders or Spinner Mass Reducers.  If a wheel has them, the spinning wheel's behavior (driving a robot) will be replaced by spinning weapon behavior (launching things around on impact). 

I think I need to redefine "wheel" as anything that is attached to a motor assigned to "Left Drive" or "Right Drive".  I think this will be much more clear than the system I am using above.
Ive done a multi piece wheel, placed a rim, then a hollow part that is rubber

Fixed.  Blur cylinders and spinner mass reducers are no longer added if the assembly is driven by a left or right drive motor.

I'll upload it soon. 

Now I need to take a crack at the issue CyarSkirata brought up: When you attach decorative materials directly to an axle, the materials don't have a collider and therefore can't be broken off.  Maybe if you attach decorative materials directly to an axle, they break off immediately as soon as you spawn the robot?  Would that be weird?

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1682 on: February 04, 2020, 04:02:21 PM »
Now I need to take a crack at the issue CyarSkirata brought up: When you attach decorative materials directly to an axle, the materials don't have a collider and therefore can't be broken off.  Maybe if you attach decorative materials directly to an axle, they break off immediately as soon as you spawn the robot?  Would that be weird?
I think that the component tree is not good. IIRC a main part of the wedge on my bot has fallen off, however smaller parts that were attached to it stay on. The materials weren't decorative on then
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Offline CyarSkirata

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1683 on: February 04, 2020, 05:41:02 PM »

I didn't lose track of it though. :/
When I reworked it to add the beefed up axle, I even re-attached *everything* to the axle.

Also, on that note, it's impossible to break off the decorative parts of Panic Attack's srimech.
As in: when the main plate of the srimech breaks off, everything decorative stays attached.

Gotcha.  The problem is that an axle is not currently defined as its own component.  It doesn’t have health, at least not by itself.  It can’t be hit or take damage. Rather, it is part of a motor.  In order to break things off of the axle, they must have their own collider.  Since the collider is removed from anything marked as decorative, the decorative pieces attached directly to the axle won’t come off until the motor itself is destroyed.

Need to think about this...

Oh. When I said axle, that's not what I meant. I meant that I added a beefed up steel cylinder to the spinner, and made every other section of the weapon be child parts to that.

It's entirely possible for that cylinder - the parent part to the entire weapon - to come off from the teeth hitting opponents. On top of that, when that parent part does come off, it very rarely takes its child parts with it.

As for Panic Attack:
The srimech has three aluminium components attached to the main slab. Each of those parts has decorative parts attached to it.
When those break off, the decorative parts attached to them go with them. When the main slab breaks off, the decorative parts attached to it don't go with it. They remain attached to the gearbox.
The skirts also take their decorative parts with them when they break off.

Having talked about the issues with the two bots together, I do now have a theory. Perhaps the fault lies specifically in the components that are attached directly to the axle? Since that's the case both for the main plate of Panic Attack's srimech, and the cylinder in Circumvolution's weapon.
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Offline Team Lightning

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1684 on: February 04, 2020, 06:20:33 PM »

I’ll call it the spazzing glitch.

Can you send me an .RR2Bot file?  COMs are showing up in the correct spot when I pop a wheel off my robots.
Any robots in my showcase will work. The only requirement is they have to be direct drive with prebuilt wheels.

Offline Team Lightning

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1685 on: February 04, 2020, 08:38:21 PM »
Also I noticed that music for the main menu is COMPLETELY NONEXISTENT!!!! :vista:

Offline min440303

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1686 on: February 05, 2020, 02:04:13 AM »
I have a question, will we have a slider inside the custom shape bar? It's really painful to click the arrow button to destroy my finger and the mouse

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1687 on: February 05, 2020, 05:38:52 AM »
Also I noticed that music for the main menu is COMPLETELY NONEXISTENT!!!! :vista:

Menu and music design is a slow process.  Expect things like this to slowly get sorted out as we get closer to beta.

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1688 on: February 05, 2020, 05:44:25 AM »

I’ll call it the spazzing glitch.

Can you send me an .RR2Bot file?  COMs are showing up in the correct spot when I pop a wheel off my robots.
Any robots in my showcase will work. The only requirement is they have to be direct drive with prebuilt wheels.

Could you point me to one in particular that is frustrating?  The faster I can pinpoint the problem, the faster I can get the build out.

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1689 on: February 05, 2020, 05:49:58 AM »

I’ll call it the spazzing glitch.

Can you send me an .RR2Bot file?  COMs are showing up in the correct spot when I pop a wheel off my robots.
Any robots in my showcase will work. The only requirement is they have to be direct drive with prebuilt wheels.

Could you point me to one in particular that is frustrating?  The faster I can pinpoint the problem, the faster I can get the build out.
Its basically the thing when the wheel falls off and the motor spins at full power and it causes the bot to lift on that side
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Offline WhamettNuht

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1690 on: February 05, 2020, 05:58:49 AM »
Also I noticed that music for the main menu is COMPLETELY NONEXISTENT!!!! :vista:

Please note I am currently in the process of redesigning the UI so elements such as this will be sorted upon the new UI's release.


I’ll call it the spazzing glitch.

Can you send me an .RR2Bot file?  COMs are showing up in the correct spot when I pop a wheel off my robots.
Any robots in my showcase will work. The only requirement is they have to be direct drive with prebuilt wheels.

Could you point me to one in particular that is frustrating?  The faster I can pinpoint the problem, the faster I can get the build out.
Its basically the thing when the wheel falls off and the motor spins at full power and it causes the bot to lift on that side

I noticed the same happens. When I was testing out some new Bug weight components it was even more noticeable once the wheels came off.
Damn I should probably put something fancy in this bit huh?

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1691 on: February 05, 2020, 06:02:33 AM »
I noticed the same happens. When I was testing out some new Bug weight components it was even more noticeable once the wheels came off.
A fix would be to turn off the motor once the wheel is off, aka there is nothing on the motor
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Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1692 on: February 05, 2020, 06:16:27 AM »


Oh. When I said axle, that's not what I meant. I meant that I added a beefed up steel cylinder to the spinner, and made every other section of the weapon be child parts to that.

It's entirely possible for that cylinder - the parent part to the entire weapon - to come off from the teeth hitting opponents. On top of that, when that parent part does come off, it very rarely takes its child parts with it.

As for Panic Attack:
The srimech has three aluminium components attached to the main slab. Each of those parts has decorative parts attached to it.
When those break off, the decorative parts attached to them go with them. When the main slab breaks off, the decorative parts attached to it don't go with it. They remain attached to the gearbox.
The skirts also take their decorative parts with them when they break off.

Having talked about the issues with the two bots together, I do now have a theory. Perhaps the fault lies specifically in the components that are attached directly to the axle? Since that's the case both for the main plate of Panic Attack's srimech, and the cylinder in Circumvolution's weapon.

Thank you for this excellent writeup!  I was able to reproduce the problem exactly as you described with Panic Attack in the editor.

The tree structure looks fine.  The fault lies with the breakage script.  When I break off the main slab (called "Cube"), the decorations are logically still linked to it, but the breakage script doesn't take them with to form the new broken game object.

The weird thing is that the breakage script works just fine for a simpler robot I built.  I put 6 cubes in a chain.  If I reduced the health of cube #3 to zero, cubes #3, 4, 5, and 6 all broke off together, exactly as they were supposed to.  It turns out that the problem lies with branched trees.  If more than one component is attached to something attached to a motor, none of the branches would break off.

I found the bug and should be able to push a fix today.

Cyar, thank you!  You are awesome!

Offline Team Lightning

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1693 on: February 05, 2020, 06:34:15 AM »

I’ll call it the spazzing glitch.

Can you send me an .RR2Bot file?  COMs are showing up in the correct spot when I pop a wheel off my robots.
Any robots in my showcase will work. The only requirement is they have to be direct drive with prebuilt wheels.

Could you point me to one in particular that is frustrating?  The faster I can pinpoint the problem, the faster I can get the build out.
Its basically the thing when the wheel falls off and the motor spins at full power and it causes the bot to lift on that side
That’s pretty much what I was thinking it was. I recall recommending a fix for this glitch, but I need to find it.
EDIT: kix’s fix was the one I was thinking about.

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1694 on: February 05, 2020, 06:45:58 AM »

I’ll call it the spazzing glitch.

Can you send me an .RR2Bot file?  COMs are showing up in the correct spot when I pop a wheel off my robots.
Any robots in my showcase will work. The only requirement is they have to be direct drive with prebuilt wheels.

Could you point me to one in particular that is frustrating?  The faster I can pinpoint the problem, the faster I can get the build out.
Its basically the thing when the wheel falls off and the motor spins at full power and it causes the bot to lift on that side
That’s pretty much what I was thinking it was. I recall recommending a fix for this glitch, but I need to find it.
EDIT: kix’s fix was the one I was thinking about.

Gotcha!  I thought I disabled the motor anytime everything was broken off in a previous build.  I'll take a look at it again today.

So weird...

Offline Gauche Suede

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1695 on: February 05, 2020, 07:27:27 AM »
Does this game's damage system support crushers? My friend who's a big fan of Razer really wants to play a game where crushers are viable

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1696 on: February 05, 2020, 07:32:12 AM »
Does this game's damage system support crushers? My friend who's a big fan of Razer really wants to play a game where crushers are viable

Not yet.  There are a few stubbed-in things for crusher mechanics, but no damage occurs with them.

They are on my to-do list.  I hope to get to them soon.

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1697 on: February 05, 2020, 07:32:55 AM »
Does this game's damage system support crushers? My friend who's a big fan of Razer really wants to play a game where crushers are viable
Nah this game uses the rigidbody system like ra2 has. However if a bot has a hole somwhere, there is a chance that you could grab it
I have a possible solution but however its more complicated to explain
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Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1698 on: February 05, 2020, 09:03:59 AM »
Does this game's damage system support crushers? My friend who's a big fan of Razer really wants to play a game where crushers are viable
Nah this game uses the rigidbody system like ra2 has. However if a bot has a hole somwhere, there is a chance that you could grab it
I have a possible solution but however its more complicated to explain

What did you have in mind?  I wasn't thinking along the lines of ripping off small parts, but I think I like where you are going with the idea.  It might be computationally expensive though.

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #1699 on: February 05, 2020, 10:09:04 AM »
What did you have in mind?  I wasn't thinking along the lines of ripping off small parts, but I think I like where you are going with the idea.  It might be computationally expensive though.
For the hole i meant, if there was a hole in the design, like something that was built, there is a chance that a crusher could grab that.
As for the idea. Ok so few things would be needed:
1. A hydraulic ram that has high pressure but is slow.
2. A premade part, now how would it work. Maybe the tip has something on it like a script. How would it work? Lets take the round spike premade model, now it would have collision, however the tip would have a passthru script and if it detects a part that is from the opponent, the spike would sink in and act like a magnet, basically grabbing it untill a collision happens that breaks the opponent free.
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