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Topics - spike43884

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91
F1 bots / All Eyes(Spike43884)(F1)(Version 1.4)11-10-2014
« on: November 10, 2014, 01:37:17 PM »
Code: [Select]
'All Eyes(F1) V1.4
'By Spike43884
'Waits for his prey, all eyes ready then pounces!
'Refer to Sentry-Rule
'Gene 1 changes


def attack 50

'Initialisation (EYES)
cond
*.robage 2 <
start
 135 .eye1width store
 135 .eye2width store
 135 .eye3width store
 135 .eye4width store
 15 .eye5width store
 135 .eye6width store
 135 .eye7width store
 135 .eye8width store
 135 .eye9width store
 410 .eye1dir store
 300 .eye2dir store
 190 .eye3dir store
 80 .eye4dir store
 0 .eye5dir store
 -80 .eye6dir store
 -190 .eye7dir store
 -300 .eye8dir store
 -410 .eye9dir store
stop



' Gene 1 Food Finder (waiting)
cond
*.eye1 0 =
 *.eye2 0 = and
 *.eye3 0 = and
 *.eye4 0 = and
 *.eye5 0 = and
 *.eye6 0 = and
 *.eye7 0 = and
 *.eye8 0 = and
 *.eye9 0 = and
*.refeye *.myeye = and
start
10 rnd .aimdx store
stop


'Gene 2 Food Sighted
'*********************
cond
*.refeye *.myeye !=
*.eyef 0 !=
start
1 .attack store
stop

cond
*.refeye *.myeye =
*.eyef 0 = or
start
0 .attack store
stop

cond
*.eye1 0 >
*.attack 0 =
start
550 .aimdx
stop

cond
*.eye2 0 >
*.attack 0 =
start
405 .aimdx
stop

cond
*.eye3 0 >
*.attack 0 =
start
260 .aimdx
stop

cond
*.eye4 0 >
*.attack 0 =
start
115 .aimdx
stop

cond
*.eye6 0 >
*.attack 0 =
start
115 .aimsx
stop

cond
*.eye7 0 >
*.attack 0 =
start
260 .aimsx
stop

cond
*.eye8 0 >
*.attack 0 =
start
405 .aimsx
stop

cond
*.eye9 0 >
*.attack 0 =
start
550 .aimsx
stop
'*********************


' Gene 3 Chase Food
cond
*.eye5 0 >
*.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop


' Gene 4 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
start
-1 .shoot store
 *.refvelup .up store
stop


' Gene 5 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

' Gene 6 Reproduce
cond
 *.nrg 20000 >
 *.robage 3 > and
start
 10 .repro store
stop

'*-*-*-*-*-*-*-*-*-*-*-*

? Gene 7 tie to parent
cond
*.robage 0 =
start
.tie inc
stop

? Gene 8 sever tie to parent
cond
*.robage 1 =
start
.delti inc
stop


end


BTW, Before you go saying, OH BUT IT JUMPS ABOUT LOADS...It wasn't meant to do that, but thats quite cool result, it was meant to do a sort of homing hunting, but now it does what i've appropriately dubbed: 'Jelly Hopping' which occurs in all my bots with this hunting system...
I might make a tutorial on jelly hopping :o because it strong.

92
Short bots / []Mk2[]Aggressive Dwarfs(Spike43884)(F1)(SB)09-11-2014
« on: November 09, 2014, 05:01:21 AM »
Slightly adjusted to make it more efficient, credit to shadowgod2 for the small improvements (Also does not use the MKVIRUS anymore)
Code: [Select]
'Aggressive Dwarfs (F1)(MB) By Spike34884
'Forms clusters of super-small bots which then scan the horizon for any veggies/bots then once on has found it, they all spread that way, and consume it within their mass.
'Easily Handled Fruitflies and Bubbles in a sim, Struggled slightly on Quickdraw, Not many bots it is severely beaten by.

cond
 *.eye5 0 >
 *.refeye *.myeye !=
 start
 *.refveldx .dx store
 *.refvelup 30 add .up store
 stop

 cond
 *.eye5 90 >
 *.refeye *.myeye !=
 start
 1 rnd 5 mult 6 sub .shoot store
 *.refvelup .up store
 stop

 cond
 *.eye5 0 =
 *.refeye *.myeye =
 or
 start
 314 rnd .aimright store
 stop

 cond
 start
 50 .repro store
 *.tiepres .deltie store
 stop

93
Bot Challenges / A Colony-Bot (Like Multi-bots/Ant-Bots)
« on: November 08, 2014, 03:26:34 PM »
Ok, currently bots are either solo, or mb's connected by ties...But here is your challenge, Bots not connected by ties (so singlebots only) that wont go solo either, they will communicate (infoshots?) and work in a team to complete objectives
Species:
Aggressive Dwarfs (From F1 league)
Quickdraw (From F1 League Again)
Gnats (From F1 League Again Again!)
Alga_Minimalis_Chloroplastus (VEGGIE)
Animal_Minimalis
& YOUR COLONY-BOT OF COURSE!
Feild Conditions:
Field Size: 13
Mutations: Off
Costs: F1
Resistance: Thin Fluid
Pond Mode: Off
Vertical Gravity: None
Decay: NRG
Light Intensity: 350 (This isn't a veggie challenge, so the veggies may be fed a lot!)
Special Conditions:
MB (for your bot): No!
NOTE: Its likely you will have to observe for A LOT OF THE TIME this simulation so im not saying run it for millions of cycles, but a good amount of cycles atleast (in your post please say current cycle) and to achieve it, your bots much be working together to kill a prey and not be forming MB's. I do give 1 hinter: Infoshots! because thats my best guess of how to complete this hard challenge

94
Suggestions / Roots! (And leaves) (+NRG solution if this is implemented)
« on: November 08, 2014, 05:44:56 AM »
Before you read this suggestion read: (http://forum.darwinbots.com/index.php/topic,6654.0.html)
So to expand on the bot enviroments, the addition of saturation (water levels) and then, to veggies (Because veggies are SOOOOOOO underworked) roots.
Realistically, roots are more important than any leaves to any non-animal/non-bacteria/non-virus/non-parasite because it gets nutrients from it...which is pretty important!
Roots would be in essence, ties (maybe not straight though) with nothing attached to the other end...and it can consume nutrients from around the roots, if it didn't have roots, then it'd consume the nutrients from just around the bot...(Yes, these suggestions im doing are making NRG more complicated, and not just godly energy NRG and toxic nobodyknows waste.) Then, possibly leaves which will show up semi-transparent, and do the same as roots, but for the suns energy (and loose moisture at the same time)

Then

Several ways of turning, sun & minerals & food matter into energy...just thrown into the DNA (of course when I say several, there would be hundreds of ways with a few more sysvars to implement this, but some would be listed on a basic tutorial...so digestion, photosynthesis, mineral decomposition...) (Veggies eating corpses, or other veggies would be digestion)

95
Off Topic / Suggestions zone
« on: November 08, 2014, 05:27:00 AM »
I'd love to see tagging to the suggestions zone (so some tick-boxes) with tags like, specialization, env grid, enviroments etc. instead of seperate forum bits...then a filter by tags X, Y and Z

96
Suggestions / Bot Enviroments...
« on: November 07, 2014, 11:13:23 AM »
Ok, note to the admins: There isn't really anywhere else for this...we need a general section (As in actual bit to post in as 'general')
IRL (In real life) creatures are effected by a lot of things, pressure etc. Temperature, salts & chemicals are just some, and it would add a new level of complexity in my opinion to bot survival, if there was this...It'd also improve waste because currently waste is just...toxic nobody knows stuff...But IRL its build-ups of bad things inside an organism, and these are from intake of materials & doing things so what if we had a list of maybe 10 chemicals, 3 salts and then temperature, bots metabolism etc. may be effected by temperature, they may expend more energy in certain temperatures, and may be cold blooded (uses less energy but of course, most unstable) or hot blooded (using more energy) and the fact that these factors wouldn't be equally distributed (and tick-boxes can show a overlay onto screen of these...so red might be, hot/high concentration of X and blue be opposite). This would put bots on more equal ground...So the spectacular hunters, might start to really struggle in non-temperate enviroments, giving under-dogs an advantages...Like IRL.
A lot to getting DNA and genes to work right, is down to whats around you, if chemicals and temperature didn't exist, we would be much simpler beings than we are today.

97
Off Topic / OMG! INTELLEGENCE!!! :O
« on: November 07, 2014, 11:04:46 AM »
My brain, had a explosion....Whilest watching a program, all to do with animal intellegence...
One key feature to animal intellect is flexible learning...Being able to apply skills to new scenario's...
What if we could implement this into darwinbots...
By that I mean, by recognising certain aspects it will perform in seperate genes parts to a task...
In turn, depending which bits are true, it will then use that as a task (of course priority/heirachy of genes then allowing for the task to be ordered)
GENIUS Moment!

98
F1 bots / Teriyaki(F1)(Spike43884)11-05-2014
« on: November 05, 2014, 01:45:15 PM »
Fun little bot, quite a efficient hunter, aided by shadowgod2
Code: [Select]
'Teriyaki
'By: Spike43884
'Taste like chicken - Both .sexrepro and
'.repro in nessisary circumstances for
'amazing survival, will poop on enemies.
'Really aggressive, and quite energy efficient in current sims, though personally
'I cant run the sims for to long w/ this in as it starts to lag the sims a bit!
'Firing backwards bug fixed by SHADOWGOD2

' Gene 1 Some stuff to do with poison

cond
 *.robage 0 =
start
 2 rnd 498 mult 491 sub 1 floor .ploc store
 0 *.ploc .eye5 sub sgn 1 add mult
 -50 *.ploc .up sub sgn -1 mult 1 add mult add
 -2 *.ploc .shoot sub sgn abs -1 mult 1 add mult add
 .pval store
stop

' Gene 2 Food Finder
cond
 *.eye5 0 >
 *.eye4 0 > or
 *.eye6 0 > or
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 40 add .up store
stop

' Gene 3 Mate Finder
cond
 *.eye5 0 >
 *.refeye *.myeye =
 *.nrg 15000 >
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

' Gene 4 Eat Food
cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
 0 .aimshoot store
 0 .backshoot store
1 rnd 5 mult 6 sub .shoot store
 -6 .shootval store
 *.refvelup .up store
stop

' Gene 5 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
 *.refnrg 15000 <
start
 314 rnd .aimdx store
stop

' Gene 6 DONT EAT ME. I DONT TASTE GOOD!
cond
 *.poison 500 <
start
 50 .strpoison store
stop


' Gene 8 Shoot Sperm
cond
 *.eye5 50 >
 *.refeye *.myeye =
 *.refnrg 15000 >
start
 0 .aimshoot store
-8 .shoot store
 *.refvelup .up store
stop

' Gene 9 Reproduce
cond
 *.nrg 15000 >
 *.fertilized 0 >
start
 10 .sexrepro store
stop

' Gene 10 Reproduce 2
cond
 *.nrg 30000 >
start
 10 .repro store
stop

' Gene 11 Poop on others Waste
cond
 *.eye5 0 >
 *.eye4 0 > or
 *.eye3 0 > or
 *.refeye *.myeye !=
 *.waste 20 > and
start
 *.refveldx .dx store
 *.refvelup 40 add .up store
stop

' Gene 12 Poop on others Continuted
cond
 *.waste 50 >
 *.eye5 50 >
 *.refeye *.myeye !=
start
 -4 .shoot store
 *.waste .shootval store
stop

' Gene 13 Nobody to poop on CONSTIPATION Waste
cond
 *.waste 100 >
start
 1 .backshot store
 -4 .shoot store
 *.waste .shootval store
stop

' Gene 14 OUCH! Nobody likes a bully.
cond
 *.shflav 0 !=
 *.shflav -2 !=
 *.shflav -8!=
start
 *.shang .setaim store
stop

end

99
F1 bots / All Eyes(Spike43884)(F1)(Version 1.1)11-05-2014
« on: November 05, 2014, 01:44:25 PM »
All Eyes, a long range huntingbot (in schematics called sentryrule) which I have NOW fixed the problems well enough that it functions ok, is a unusual sort of bot, It isn't specifically a MB (though sometimes birth ties don't break, as it doesn't care what ties do...)
BUT, and this is a big but, it is also not a solo hunter, its reasonably basic as a solo member, and when spawned it takes about 5 or 6 cycles to fully start up meaning I don't expect it to do well yet, but its sort of a PB, a pack-bot...No ties enforce it to stay together, but its avoiding conspecifics means that generally it stays as a sort of major cluster if it gets a good amount of descendants, with the odd one being knocked away to start a new cluster...This bot, could go into F2 as well I think (unless the birth ties which are completely ignored keep it out of F2?)
The lovely code below:
Code: [Select]
'All Eyes(F1)
'By Spike43884
'Waits for his prey, all eyes ready then pounces!
'Refer to Sentry-Rule


'Gene 0 Eye settings
cond
*.robage 5 <
start
-571 .eye2dir store
571 .eye8dir store
-126 .eye1dir store
126 .eye9dir store
-287 .eye3dir store
287 .eye7dir store
-96 .eye4dir store
96 .eye6dir store
149 .eye2width store
149 .eye8width store
-30 .eye1width store
-30 .eye9width store
149 .eye3width store
149 .eye7width store
93 .eye4width store
93 .eye6width store
-30 .eye5width store
stop


' Gene 1 Food Finder (waiting)
cond
*.eye1 0 = *.eye2 0 = *.eye3 0 = *.eye4 0 = *.eye5 0 = *.eye6 0 = *.eye7 0 = *.eye8 0 = *.eye9 0 = or or or or or or or
*.refeye *.myeye !=
start
157 rnd .aimdx store
stop


'Gene 2 Food Sighted
'*********************
cond
*.eye1 0 >
*.refeye *.myeye !=
start
140 .aimdx
stop

*.eye2 0 >
*.refeye *.myeye !=
start
105 .aimdx
stop

*.eye3 0 >
*.refeye *.myeye !=
start
70 .aimdx
stop

*.eye4 0 >
*.refeye *.myeye !=
start
35 .aimdx
stop

cond
*.eye6 0 >
*.refeye *.myeye !=
start
35 .aimsx
stop

cond
*.eye7 0 >
*.refeye *.myeye !=
start
70 .aimsx
stop

cond
*.eye8 0 >
*.refeye *.myeye !=
start
105 .aimsx
stop

cond
*.eye9 0 >
*.refeye *.myeye !=
start
140 .aimsx
stop
'*********************


' Gene 3 Chase Food
cond
*.eye5 0 > *.eye5 50 < and
*.refeye *.myeye =
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop


' Gene 4 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
start
-1 .shoot store
 *.refvelup .up store
stop


' Gene 5 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

' Gene 6 Reproduce
cond
 *.nrg 20000 > *.robage 3 > and
start
 10 .repro store

BTW, I am thinking of adding a virus for long range to it, as its thin whiskers are useful in its eye setup, though it'd be nice to keep bots still...So yes, movement disabled (and eye disabling probably,) virus.

100
Bot Tavern / LiveEye Updating?
« on: November 05, 2014, 12:26:03 PM »
I think i've come up with a better system to searching for food without 360 degree eyes, and without turning....LiveEye Updating, litterally...It'll move X number of eyes of a normal/thin width, via changing theyre angle each cycle, thus allowing for a sort of 'searchlight hunting pattern'
This could then work for any number of eyes...and detect prey, then once X eye has found prey, the bot will focus on that prey, and still can allow the other eyes to continue searching.

*Not sure if this is possible btw but if it is, this could make quite a scary bot.

101
F1 bots / Teriyaki(F1)(Spike43884Shadowgod2)11-02-2014
« on: November 02, 2014, 04:56:48 AM »
Ok, heres my second bot being entered, some credit to shadowgod2 for fixing the deadly bug where it only fired backwards (I think he also re-orded a small bit of the poison code...Not sure what difference it did to the poison though)
Its, VERY Aggressive and I struggle to run sims with it for very long, but yeah...its a nasty bug.
Code: [Select]
'Teriyaki
'By: Spike43884
'Taste like chicken - Both .sexrepro and
'.repro in nessisary circumstances for
'amazing survival, will poop on enemies.
'Really aggressive, and quite energy efficient in current sims, though personally
'I cant run the sims for to long w/ this in as it starts to lag the sims a bit!
'Firing backwards bug fixed by SHADOWGOD2

' Gene 1 Some stuff to do with poison

cond
 *.robage 0 =
start
 2 rnd 498 mult 491 sub 1 floor .ploc store
 0 *.ploc .eye5 sub sgn 1 add mult
 -50 *.ploc .up sub sgn -1 mult 1 add mult add
 -2 *.ploc .shoot sub sgn abs -1 mult 1 add mult add
 .pval store
stop

' Gene 2 Food Finder
cond
 *.eye5 0 >
 *.eye4 0 > or
 *.eye6 0 > or
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 40 add .up store
stop

' Gene 3 Mate Finder
cond
 *.eye5 0 >
 *.refeye *.myeye =
 *.nrg 15000 >
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

' Gene 4 Eat Food
cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
 0 .aimshoot store
 0 .backshot store
1 rnd 5 mult 6 sub .shoot store
 -6 .shootval store
 *.refvelup .up store
stop

' Gene 5 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
 *.refnrg 15000 <
start
 314 rnd .aimdx store
stop

' Gene 6 DONT EAT ME. I DONT TASTE GOOD!
cond
 *.poison 500 <
start
 50 .strpoison store
stop


' Gene 8 Shoot Sperm
cond
 *.eye5 50 >
 *.refeye *.myeye =
 *.refnrg 15000 >
start
-8 .shoot store
 *.refvelup .up store
stop

' Gene 9 Reproduce
cond
 *.nrg 15000 >
 *.fertilized 0 >
start
 10 .sexrepro store
stop

' Gene 10 Reproduce 2
cond
 *.nrg 30000 >
start
 10 .repro store
stop

' Gene 11 Poop on others Waste
cond
 *.eye5 0 >
 *.eye4 0 > or
 *.eye3 0 > or
 *.refeye *.myeye !=
 *.waste 20 > and
start
 *.refveldx .dx store
 *.refvelup 40 add .up store
stop

' Gene 12 Poop on others Continuted
cond
 *.waste 50 >
 *.eye5 50 >
 *.refeye *.myeye !=
start
 -4 .shoot store
 *.waste .shootval store
stop

' Gene 13 Nobody to poop on CONSTIPATION Waste
cond
 *.waste 100 >
start
 .backshot inc
 -4 .shoot store
 *.waste .shootval store
stop

' Gene 14 OUCH! Nobody likes a bully.
cond
 *.shflav 0 !=
 *.shflav -2 !=
 *.shflav -8!=
start
 *.shang .setaim store
stop

end

Those mults though seriously, couldn't you bother with a more understandable name?

102
Its by far not finished...BUT Its not charging *nearby* a bot then attacking, it just sort of drifts to the right slightly, also I have no clue what values to put in .aimsx and .aimdx, I want it to turn to (left or right) towards the pray until its in eye5 then the eye5 gene's (gene 3 and 4) take priority (preferably I'd like to combine them into 1 gene) and it will chase + kill its food...The problem is in GENE 3 and GENE 4 I believe, but im not sure what it is, and I'll feel like a doofus when Im told it... Btw, the description where it says Refer to Sentry-Rule is just a word doc on my computer for how it'll hunt, because I felt like hunting in a new way...
Also, I've used all eyes from 1 to 9 but is there more than that, surely there is backwards eyes because my (very very stupid mutation that i saved) Singula_Rangercus, has a eye facing backwards on its eyegrid...Because preferably gene 1 will have eyes in 360 degrees active, on an as-close-to-standard range as possible, if not higher range...so would it be possible to enter .eye0 and it work, or .eye10 and .eye11 and .eye12?
Code: [Select]
'All Eyes(F1)
'By Spike43884
'Waits for his prey, all eyes ready then pounces!
'Refer to Sentry-Rule


'Gene 0 Eye settings
cond
*.robage 5 <
start
-571 .eye2dir store
571 .eye8dir store
-126 .eye1dir store
126 .eye9dir store
-287 .eye3dir store
287 .eye7dir store
-96 .eye4dir store
96 .eye6dir store
149 .eye2width store
149 .eye8width store
-30 .eye1width store
-30 .eye9width store
149 .eye3width store
149 .eye7width store
93 .eye4width store
93 .eye6width store
-30 .eye5width store
stop


' Gene 1 Food Finder (waiting)
cond
*.eye1 0 = *.eye2 0 = *.eye3 0 = *.eye4 0 = *.eye5 0 = *.eye6 0 = *.eye7 0 = *.eye8 0 = *.eye9 0 = or or or or or or or
*.refeye *.myeye !=
start
157 rnd .aimdx store
stop


'Gene 2 Food Sighted
'*********************
cond
*.eye1 0 >
*.refeye *.myeye !=
start
140 .aimdx
stop

*.eye2 0 >
*.refeye *.myeye !=
start
105 .aimdx
stop

*.eye3 0 >
*.refeye *.myeye !=
start
70 .aimdx
stop

*.eye4 0 >
*.refeye *.myeye !=
start
35 .aimdx
stop

cond
*.eye6 0 >
*.refeye *.myeye !=
start
35 .aimsx
stop

cond
*.eye7 0 >
*.refeye *.myeye !=
start
70 .aimsx
stop

cond
*.eye8 0 >
*.refeye *.myeye !=
start
105 .aimsx
stop

cond
*.eye9 0 >
*.refeye *.myeye !=
start
140 .aimsx
stop
'*********************


' Gene 3 Chase Food
cond
*.eye5 0 > *.eye5 50 < and
*.refeye *.myeye =
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop


' Gene 4 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
start
-1 .shoot store
 *.refvelup .up store
stop


' Gene 5 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

' Gene 6 Reproduce
cond
 *.nrg 20000 > *.robage 3 > and
start
 10 .repro store
stop


end

EDIT: For some reason, although its mad spinning will never end under any conditions, though when it see's a not-same-species bot it will slow down, if it see's a bot of its own species it will continue spinning and drifting, but will only then shoot...Weird? I didn't ask it to shoot when it see's family?

103
Suggestions / Ahh god, now im begging for commands.
« on: November 01, 2014, 05:29:09 PM »
.inspectveg - Returns 1 if veggie, returns 0 if bot
.inspectspcie - This is a non-numerical returning sysvar, it would return as a string the name of a bot (useful in leagues maybe/sims to identify what to just sprint away from at all nrgs (I no longer say costs.)) Just like a animal being able to see what another animal looks like, or pick up their scent
.inspectcorpse - Returns 1 if corpse, 0 if living
.inspectdscndnt - Returns 1 if a descendant/direct relative (mum/dad, grandad/grandma and so on...but doesnt return 1 for cousins or uncles) or if not one of those it returns 0
.inspectdnasmlrty - Returns how different the DNA is (some algorithm) to you which would be useful to kill of extremely mutated bots in a MB or to kill off bots of the same species that are just unrecognisable to you (better than botsareus's apparently implemented autoforking)

especially inspectdscndnt would be incredibly useful if you want to create a bot which wont breed with its direct relatives (just to be accurate?) or if you want it to hunt its own species that arent its relatives.

EDIT: Some extra eye commands as well
.eye0 and .eye10 which face directly sideways from the bot on their respective sides
.eye0inv with all the .eye[number]inv's through to .eye10inv which is exactly the same as the normal .eye's but facing for example .eye5inv faces directly backwards
and a extra .eye command
For when your using more than 1 eye only
.eyerespective5 would return how many degrees (or whatever our complex DB2 equivilant is) from .eye5 it is, not sure how this would work when multiple things are in the vision though. Good for aiming a bot, alternatively, you can always add to the sysvars page on the wiki how many degree's you have to turn to get to the position of the center of each eye...that make my job of turning alleyes much easier.

104
Bot Tavern / MB's
« on: November 01, 2014, 05:02:12 PM »
I know you can use a sysvar to check if a bot is simply a MB, but can you check the size of the MB...because if I purposely make a MB im probably going to limit its size (respective to the current total population.) so it can have a good number of colonies...Also, is it possible to use the empty SYSVARS as variables...If so, Im going to start naming my individual bots of the MB with numbers :D

105
DNA - General / .eye return values
« on: November 01, 2014, 04:51:36 PM »
When using .eye5 (for the sake of it because its the most important eye) how do we get the range of what its looking at...And what is the standard shooting range, the reason I ask is:
I was looking into ways of hunting for the bots...And came up with a new method, but it requires me knowing the range that X is at respective to my bot...
Also, is it possible to have a LoopUntil in DB code (I want the bot to turn till the enemy is in .eye5)

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