Nums;
Tried Peters bot in 2.37.6 - 2.37.7b and 2.37.7g but the bot crashed them all.
Triangulus in 3.27.6 and 2.37.g manages to form triangle but fails to in 2.43 (and 2.42.7 the earliest 2.42 .exe I have)
fixang still reads 32000 in 3.27.6 though so that is probably not be the problem.
I know that you're speaking to nums but when I tried it has'nt crashed.
Edit: to be sure, I've copyd the code here into a textfile and simulated it in 2.43 and 2.37.6, my advice is put an 'end' at the end, 2.43 doesn't care but 2.37.6 does. Wow they're moving without they are supposed to move.
Peter, what do you mean "I was just guesing that a permanent tie supposed to be permanent. So it is'nt."?
A permanent tie is formed after a set number of turns, after that you shouldn't be able to change its position using .fixang, however you can still use .tieang
(tieang ----- Ties harden after a while. Whatever angle and length that they have at that point becomes permanent. .tiang lets me temporarily bend the angle by the value that I store. It springs back though.) -from ingame dna help
Check one of my earlier posts, I am not using tieang to harden the ties, but it hardens. There is nowhere is the code tieang, you can check at the complete code and you will see.
I gues you're quoting from the wiki (I've seen that somewhere) I wil be quoting this, the full story behind the little sentence quote. tieang is setting the angle of the one that did'nt shot the tie, for the one that shot the tie it springs back.
Upgrade version's from EricL.
18) Prety serious tweaks to ha3A11ed tie physics. Briefly, when a tie hardens, it's length gets set to whetever is is at the time it hardens. The angle of the tie relative to the bot that created the tie gets fixed at that end but the angle at the other end, the end connected to the victim bot, continues to be free to rotate. This makes sense to me in that a bot should be able to control his end of the tie, but not the other end. People may hate this, but it really helsp tie physics I think. Bots should still be able to fix the angle of a tie they did not create by explicitly using .fixang. I also added some slop in the tietorque and tiehooke routines so that small angle deviations and small tie length deviations from the fixed values don't result in forces being translated to the tied bots. This helps get rid of funny harmonics in tightly tied clusters of bots. There are still cases where lightweight bots can vibrate or get whipped around, but I think things are much much better than they were. Also added some limits on the effect of torque values on .aim.
19) Removed .nrg < 0 check in releasebod() so that -6 shots work against corpses.
Maybe I have something more to add, in the code I am using in a multibot.
This is the code, if you didn't now.
cond
*.numties 1 =
*.multi 1 = and
'0 *43 = and
start
1 .tienum store
628 .fixang store
50 .sharenrg store
'1 43 store
stop
Here fixang is executed every cycle, the 'head' part is staying on his place. The 'body' part can constantly move due to using this code. I am not sure if this code is 'overruling' the other or it is a mistake in the program.
la (or 'le' I have never been good at french) code.
*.eye4 *.eye6 sub .aimsx store