Bots and Simulations > Bot Tavern
Pole for the new F2 rules.
Moonfisher:
There's 10 .tin/.tout sysvars.... I don't see that nr 11 would make a decisive difference... if you're short have your bot aim at whatever it's tied to and it'll be able to read .in/.out aswell bringing you up to 20... .tieloc and .tieval CAN be used for comunication... but will almost always be used as a weapon....
But sure if you're only doing it to your own species... only problem is it's a lot harder to check for, and you never know if you're tied to your own species... Seasnake used to tie to spinner because it had the cameleon behavior... then you can argue that you wouldn't try to harm your own, but still... storing anything in a sysvar could pose a problem for oponents, and when you have something in .tieloc/.tieval then you need to make sure you set them to 0 every time you used them or tieing to an oponent by accident (wich will happen at times) will cause an action on it.
I don't see the harm in allowing it, but it makes the rules more complex and leaves loopholes, and if you use the & operator you can just stack bits and transfer a ton of actions anyway... unless you need to transfer values in the area of 30000 every time on every in/out leaving no space for extra data....
The other way all you need to do to check a bot is search for .tie and .tieloc/.tieval, if both are there it's illegal for F2, if only one is it's cleared...
But if you wan't to store a value in .up for instance, then the value will be rather low and you can just use bit shifting to send more data along. You'll get a lot more data transfered by shifting bits or aiming at the target and using .in/.out than by allowing .tieloc/.tieval for comunication.
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