Bots and Simulations > Interesting behaviour bots
A_Packus_Toxus
Ta-183:
Good to see new bot developers these days. One thing you might find helpful; when I created my first bot, the body regulation gene was completely busted. It didn't work at all and I really never noticed, so I spent weeks trying to fix everything else I could find. Once I found the body gene wasn't working, everything ran like a charm. The moral of the story; a well made body regulation gene can make the difference between a fighter and a flop.
triclops200:
--- Quote from: Ta-183 ---Good to see new bot developers these days. One thing you might find helpful; when I created my first bot, the body regulation gene was completely busted. It didn't work at all and I really never noticed, so I spent weeks trying to fix everything else I could find. Once I found the body gene wasn't working, everything ran like a charm. The moral of the story; a well made body regulation gene can make the difference between a fighter and a flop.
--- End quote ---
I fixed the gene now it is better... I'm trying to work on virus to make the target not move or shoot and to spit out more virus.... also it checks to make sure it isn't a A_Packus_Ultimas.
triclops200:
does this fix it?
--- Code: ---'Animal_Packus_ultimas
'By: Triclops200
'Hunts in packs
'has toxin to stop
'enemy shots
'tie feeds and it is tie resistant
'beat Devincio_Eversor in all rounds
cond
*.nrg 10000<
start
3 .up store
stop
cond
*.eye5 0 >
*.refeye *.myeye !=
start
*.refxpos *.refypos angle .setaim store
*.refveldx .dx store
*.refvelup 30 add .up store
stop
cond
*.robage 0 =
start
.shoot .vloc store
-2 .venval store
14 56 store
stop
cond
*.eye5 0 >
*.refeye *.myeye =
start
*.refveldx .dx store
*.refvelup 30 add .up store
stop
cond
*.eye5 50 >
*.refeye *.myeye =
start
*.refvelup .up store
stop
' Gene 2 Eat Food
cond
*.venomcounter 19 >
start
50 .shootval store
-3 .shoot store
0 .venomcounter store
1 .shootval store
stop
cond
*.eye5 50 >
*.refeye *.myeye !=
start
.venomcounter inc
-1 .shoot store
100 .tie store
*55 .readtie store
*.refvelup .up store
stop
cond
*.nrg 50 >
start
*.shell 500 <
50 .mkshell store
*.poison 500 <
50 .poison store
*.venom 500 <
50 .strvenom store
stop
cond
*.robage 0 =
start
.shoot .ploc store
stop
cond
*.numties 0 >
start
-1 .tieloc store
-1000 .tieval store
*.tiepres .tienum store
stop
' Gene 4 Reproduce
' Gene 3 Avoiding Family
cond
*.eye5 0 =
*.refeye *.myeye = or
start
314 rnd .aimdx store
stop
cond
*.venom 500 <
start
50 .strvenom store
stop
'reproduction
cond
*.nrg 2000 >
*.body 1000 >
*.eye5 0 =
*.refeye *.myeye = or
start
10 .repro store
140 rnd 140 add .aimsx store
stop
'body growth
cond
*.nrg 2 div *.body >
start
*.nrg 2 div *.body sub .strbody store
stop
'body shrink
cond
*.nrg 2 div *.body <
start
*.body *.nrg 2 div sub .fdbody store
stop
cond
*.slime 90 <
start
100 .mkslime store
stop
Cond
*.trefeye *56 =
start
*55 .deltie store
stop
end
--- End code ---
bacillus:
A most excellent bot. If I had any more time spare, I'd have a proper look at it, but it seems the only improvement I can suggest is to make a cell that has seen food 'send' a signal that makes the rest of the group follow it. A on/off value in one of the I/O ports should fix that easily. They should also move around a bit instead of staying in the same place when there's no food about.
triclops200:
--- Quote from: bacillus ---A most excellent bot. If I had any more time spare, I'd have a proper look at it, but it seems the only improvement I can suggest is to make a cell that has seen food 'send' a signal that makes the rest of the group follow it. A on/off value in one of the I/O ports should fix that easily. They should also move around a bit instead of staying in the same place when there's no food about.
--- End quote ---
lol, I'm trying to make an algae that groups and uses signals when predators are nearby. I can't get I/O to work.
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