Protect the Castle

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Protect the Castle

Postby Nisheeth » Wed Jun 22, 2011 6:25 pm

This is the template to the next contest scene:

Rating: rated 5
Filesize: 64.08 kB
Comments: 1
Ratings: 1
download


The description can be read in the scene. I will post it here soon, probably tomorrow.

All the High-Scores and updates will be done here itself, so keep checking here for any changes!

==EDIT 1==

I will use the following Guns:
Rating: rated 5
Filesize: 50.23 kB
Comments: 0
Ratings: 1
download

This scene doesn't consist of a stand as per the rules of the previous contest, I had added a stand for testing, but it got removed during formatting.
But the test will be with a stand.

Rating: rated 5.4
Filesize: 85.77 kB
Comments: 2
Ratings: 2
download

I will probably use this gun!

Rating: rated 5
Filesize: 314.31 kB
Comments: 2
Ratings: 1
download

As it says 1000 Hz sim.frequency!

Rating: rated 5.1
Filesize: 59.52 kB
Comments: 1
Ratings: 2
download

The last one. I am going to use these 4 guns!

==EDIT 2==
A rule has been added. The interceptor's colliding part should fit inside a 3X5 m block! The Contest scene has been updated, it now includes another rule:
The interceptor should be automatic.
A build box has been included as well!

==EDIT 3==
HighScores

1.Someone Else- Entry 2:
Efficiency:200
Versatility:150
Consistency:50
Creative:90
Total: 490 out of 500 (98%)
Comments:
Great idea, effective in nearly all cases. Blocked against Raydeg's gun :clap: :clap: (At Last).
An entirely new concept, I deserves the Top slot!


2.NilsMolinder - Entry 2:
Efficiency:200
Versatility:112.5
Consistency:40
Creative:85
Total:437.5out of 500 (87.5%)
Comments:
First of all, it doesn't work in v1.9.7. After checking it in the older version, I found out that it does work but in 1000 Hz sim.frequency.
Now about the interceptor: Great idea, effective in regular cases. Failed against Raydeg's gun (Again?? What is that gun? :crazy: ).
But it protected the castle entirely almost every time (save that one against Raydeg's!).
Congratulations!!


3.Bozbez:
Efficiency:188.755020080321
Versatility:112.5
Consistency:50
Creative:76
Total:427.255020080321 out of 500 (85.4510040160642%)
Comments:
Nice gun. Apparently didn't break any rule (though I have yet to examine it closely).
It failed against one gun, Raydeg's. The two spheres in the projectile were to the advantage. One ball drifted past while the other was pushed away, causing it to rotate.
Though I don't think it was extremely creative (well, not as much as I hoped)!
And yes I almost forgot, it is too laggy! :crazy:
Congratulations on being the first to submit an entry.


==EDIT 3==
The use of Algodoo 1.9.7 beta is Allowed!!
Last edited by Nisheeth on Fri Jul 08, 2011 1:00 pm, edited 8 times in total.
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Re: Protect the Castle

Postby TC42 » Wed Jun 22, 2011 8:05 pm

Ummm... I think it is mostly impossible to protect a castle from an object moving at several thousand meters/second with an interceptor--and the sim.frequency changing just got out of hand on the last contest. So maybe limit the attacking projectile's speed to 80 - 350 m/s? And please include the guns in the scene; it is a little bit much to ask for people to create an interceptor, but to create one for an unknown weapon...
More questions:
Does the slider values rule apply to spawned objects?
Does the 0 density rule apply to spawned objects?
Can we use killers (for spawn-powered rockets, ect...)?
Does the background fixation rule apply to engines that use +inf density?
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Re: Protect the Castle

Postby bozbez » Wed Jun 22, 2011 10:42 pm

TC42 wrote:Ummm... I think it is mostly impossible to protect a castle from an object moving at several thousand meters/second with an interceptor.

You could fire an object travelling at several thousand meters per second at the object flying several thousand meters per second towards it, and then you end up with no speed :)
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Re: Protect the Castle

Postby TC42 » Wed Jun 22, 2011 11:36 pm

Yes, the problem is detecting and targeting an object traveling at several thousand meters per second. I'm assuming that the interceptor must start near the castle. After all, America can't intercept an ICBM by launching its interceptor from the same launch site as the missile. But I digress. I just don't want people increasing the sim.frequency to eight-thousand-nine hundred-gozillion kilohertz. It gets old after a while.
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Re: Protect the Castle

Postby s_noonan » Thu Jun 23, 2011 12:48 am

One solution to this would to take Gent's weapon and mirror copy it directly to the left of the other weapons, then modify the copy so it will fire with a "f" or the "Enter" key. Would this break any of the rules?
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Re: Protect the Castle

Postby Nisheeth » Thu Jun 23, 2011 3:16 am

TC42 wrote:Ummm... I think it is mostly impossible to protect a castle from an object moving at several thousand meters/second with an interceptor--and the sim.frequency changing just got out of hand on the last contest. So maybe limit the attacking projectile's speed to 80 - 350 m/s? And please include the guns in the scene; it is a little bit much to ask for people to create an interceptor, but to create one for an unknown weapon...
Does the slider values rule apply to spawned objects?
Does the 0 density rule apply to spawned objects?
Can we use killers (for spawn-powered rockets, ect...)?
Does the background fixation rule apply to engines that use +inf density?


1.Yes, the slider rule applies to every thing in the scene.
2.That was just an example, I meant, the interceptor shouldn't alter the projectile using thyme. But the spawned objects would be a part of the interceptor, so modification to them using thyme is allowed!
3.Yes, Killers can be used for such purposes, but no to kill the projectile.
4.Anything that collides with the projectile shouldn't be joined to the background!

And I had made an Interceptor while there was just one entry to this contest (Gent's), and it failed only once against Raydeg's gun! But yes I will include the guns soon.

As for the speed matter, it is possible to intercept the projectile moving at several thousand meters per second at 250 sim.frequency. That too in order to make sure the projectile just doesn't cross the interceptor without colliding!

TC42 wrote:I'm assuming that the interceptor must start near the castle.


Yeah, the interceptor should be able to protect the castle from the gun positioned anywhere on the Scale.
And I find I forgot to add this fact, I will check the interceptor from a minimum range of 500 M.

s_noonan wrote:One solution to this would to take Gent's weapon and mirror copy it directly to the left of the other weapons, then modify the copy so it will fire with a "f" or the "Enter" key. Would this break any of the rules?


Practically i won't break any rule, but would it be able to intercept Raydeg's gun, or Gent's other gun, or any other gun for that matter!
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Re: Protect the Castle

Postby Gent » Thu Jun 23, 2011 4:34 am

What? no build box?? You could just slam a huge block in front of the castle :wtf:
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Re: Protect the Castle

Postby NilsMolinder » Thu Jun 23, 2011 7:48 am

Then again, how fun is that? :P
Nish, are you testing these at 500hz like the guns?
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Re: Protect the Castle

Postby bozbez » Thu Jun 23, 2011 8:26 am

Gent wrote:What? no build box?? You could just slam a huge block in front of the castle :wtf:

Wow, creative.
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Re: Protect the Castle

Postby Nisheeth » Thu Jun 23, 2011 9:04 am

Yup, the tests will be at a minimum of 500 Hz, if not otherwise specified!

@Gent: And how is a Wall Versatile or moving?? And do read Rule 4.
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Re: Protect the Castle

Postby NilsMolinder » Thu Jun 23, 2011 1:22 pm

Hmm, intercepting projectiles powered by 15000x250 springs will be kinda... Difficult. Just saying.
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Re: Protect the Castle

Postby Gent » Thu Jun 23, 2011 1:54 pm

I did mean a movable block :lol:
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Re: Protect the Castle

Postby Nisheeth » Thu Jun 23, 2011 2:02 pm

Well, I too had a thought about it, and I think I will put up a limit of 3m X 5m block!
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Re: Protect the Castle

Postby NilsMolinder » Thu Jun 23, 2011 5:41 pm

You haven't updated the downloadable scene.
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Re: Protect the Castle

Postby Nisheeth » Thu Jun 23, 2011 6:02 pm

Well, Now it is. For some reason it didn't do the updating :oops: , I saved the scene over the older one, but now that I check it, I find that the scene is the older one!
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Re: Protect the Castle

Postby bozbez » Thu Jun 23, 2011 7:58 pm

I have my radar :)
http://cl.ly/7qZn
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Re: Protect the Castle

Postby NilsMolinder » Thu Jun 23, 2011 8:09 pm

Yeah, I was thinking of doing something like that, but I don't really know how to script that :P
Not really getting any ideas for this one, kinda want to make a intercepting projectile, but making that automatic would require scripting which I can't be arsed to figure out :P I guess it wouldn't really be that hard tho.
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Re: Protect the Castle

Postby bozbez » Thu Jun 23, 2011 9:56 pm

A really quick entry, you need to fire the cannon at 500hz.
Rating: rated 5
Filesize: 47.58 kB
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Ratings: 1
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Lagbomb!
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Re: Protect the Castle

Postby TC42 » Thu Jun 23, 2011 10:57 pm

:lol: What if you had an entry that lag-crashed algodoo...? Would that count?
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Re: Protect the Castle

Postby bozbez » Fri Jun 24, 2011 8:24 am

Yeah!

Can we use 1.9.7b?
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Re: Protect the Castle

Postby Nisheeth » Fri Jun 24, 2011 8:41 am

@bozbez: If it lag, crashed, it has practically destroyed the castle as well!!
And 1.9.7 beta may not be compatible with 1.8.5, as it happened with Someone Else in the previous contest, his springs vanished entirely!
But if you are sure it will be compatible, make it.
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Re: Protect the Castle

Postby Gent » Fri Jun 24, 2011 3:27 pm

@ Bozbez Nice one :thumbup:
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Re: Protect the Castle

Postby NilsMolinder » Fri Jun 24, 2011 9:33 pm

TC42 wrote::lol: What if you had an entry that lag-crashed algodoo...? Would that count?

That would stop the procetile, wouldn't it..? ;)
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Re: Protect the Castle

Postby Nisheeth » Sat Jun 25, 2011 3:43 am

NilsMolinder wrote:
TC42 wrote::lol: What if you had an entry that lag-crashed algodoo...? Would that count?

That would stop the procetile, wouldn't it..? ;)


Yup, and crash the castle with it!
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Re: Protect the Castle

Postby NilsMolinder » Sat Jun 25, 2011 11:04 am

Haha, I guess xD
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