Ok, thanks 090901. Do you know where I can find those scripts?
also lol at most toxic guy around calling others out on this sh**
what redalert said is 100% wrong, if you're going to ai something with a geared beta you'll want to use electrichammer.py or thz.py and wire the flamethrower to the same analog control that controls the forward hammer swing.
DSL-IRL is the libtard’s meta. Go drink more soylent, retard! #BLUELIVESMATTER
Yes. I named the smartzone as flip and the control as flip (also tried changing them both to fire but to no avail) as well. Every other robot that I've AI'd with a flipper has worked fine, it's just Gravity that doesn't seem to want to cooperate.
Quote from: IceCreamRulez on February 22, 2019, 07:16:37 PMYes. I named the smartzone as flip and the control as flip (also tried changing them both to fire but to no avail) as well. Every other robot that I've AI'd with a flipper has worked fine, it's just Gravity that doesn't seem to want to cooperate.The control should be Flip with a capital F
On The topic of making an AI With a flaming hammer, i don't really understand? What do you call the controlls, and what do you mean "put the flame and the hammer on the same one"
Hate to double post, and i don't mean to keep asking questions but where do you find the MotorID for different motors? i've checked different files and throught the component .txt file things but i cant seem to find it anywhere...
Got Gravity's flipper working. The problem? The control was named "fire" instead of "flip"
# Flipper2.py last updated 7/24/12 by Clickbeetle# Update 7/24/12: Renamed this file to Flipper2.py so Flipper.py is not overwritten. Added customizable srimech firing interval.# This AI will act normally as long as the opponent is moving. If the opponent stops moving, this AI will also stop and wait for the opponent to be counted out. If the opponent starts moving again, so will this AI. In a rumble, this AI will ignore any bots that aren't moving and will only stop if all opponents stop.# Has support for two smart zone-based weapons and one analog-controlled spinner. Name the smart zones "flip" and "weapon" and the controls "Flip", "Fire", and "Spin". "Srimech" control for self-righting. Note you must put 'UseSrimech':1 in Bindings.py to self-right with the Srimech control; otherwise it will use Flip.# CUSTOMIZABLE SETTINGS:# 'EnemyMoveRadius' sets how far the enemy must move in order to be considered mobile. Default is 1.# 'EnemyMoveTime' sets how long (in seconds) the enemy has to move the required distance before being considered immobile. Default is 3.# 'PrioritizeFlipper' if set to 1, the AI won't fire the other weapon until the flipper fires. Useful for bots that use the flipper to get under opponents. When all of self.weapons are lost, the flipper will stop firing and the other weapon will fire even when the flipper doesn't. The flipper component id's should therefore be set in self.weapons and no other id's for this to work. Default is 0.# 'NoChassisTime' sets how long (in half-seconds) the AI will wait to find the chassis before giving up and firing, when there are components in the smart zone. ONLY WORKS FOR SECONDARY WEAPON, NOT FLIPPER so wire the bot and name the controls like you are using Omni or Popup.py if you use this. Default is 1.# 'SrimechInterval' sets how often the AI fires the srimech when attempting to self-right. Srimech will fire once every X seconds. Default is 1.