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Video Guides

Controls

Console Commands

help Shows a list of commands
settings Toggles the settings hexgrid where you can add your email and serial
save Saves your current game mode snapshot
reset Reloads the game with the selected snapshot
load Changes the current game mode
shutdown Closes the game
spawn Spawns parts at mouse cursor location

In Game Keys

Arrow keys Orbits the camera around a focused part
Tab + LMB on a part Focuses the camera on the clicked part
Tab Switches between first and third person view
Shift + Tab Cycles through cameras
Shift + Up/Down Arrow keys Zooms in/out the camera (third person view only)
Escape key Toggles console/visual programming
Ctrl + Click on the ground Spawns parts
Delete + LMB on a part Deletes the selected part

Visual Programming

LMB on a part Opens up the hexagonal grid of the selected part
Shift + LMB on a part Adds the selected part to the current hexagonal grid
Ctrl + LMB on any hexagon Shows a list of available options
Ctrl + Drag & drop grid tile on a hexagon Links input and output or viceversa (more info in visual programming section)
Tab Cycles through options in the console
LMB on a operant property hexagon Allows to add an static input to the property (blue hexagons, more info in visual programming section)
Ctrl + Shift + LMB on a hexagon Deletes the links of the selected property
Middle Mouse Button Drag Pans through the hexagonal grid
Scroll Zooms in/out the hexagonal grid
LMB on any operant Shows a list of available operant's properties
Ctrl + LMB on any operant Shows operant's available properties

Building

Press & hold 1 Creates a connection between parts (more info available in the building section)
Press & hold 2 Creates a voltaic arc connection between parts (more info available in the building section)
Press & hold 6 Creates hexearth (more info available in the Hex-build system section)
Press & hold 7 Deletes hexearth (more info available in the Hex-build system section)
Press & hold 8 Creates Energy Bridge (more info available in the Hex-build system section)
0 + LMB on a part Disconnects a part
Building

The construction system supports two different ways of connecting two objects together, the short and the long distance.

Connection Types

Close distance:

  1. On your keyboard press and hold 1.
  2. Click on the first part you wish to connect.
  3. Optionally, you may right click to cycle through the connection points available on the object.
  4. Click the second part.
  5. Hover over the desired connection point on the second part and click the highlighted region.
  6. Release 1.


Long distance:

  1. On your keyboard press and hold 2.
  2. Click on the first part you wish to connect.
  3. Optionally, you may right click to cycle through the connection points available on the object.
  4. Click the second part.
  5. Right click to select the desired connection point.
  6. Click to connect.
  7. Release 2.

Hex-build System

Create hexearth:

  1. Place your mouse pointer over any hexearth's face.
  2. On your keyboard press and hold 6.
  3. Click on any hexagon to select a terrain type.
  4. Click over the highlight to create a new hexearth.


Delete hexearth/structure:

  1. Place your mouse pointer over the created hexearth/structure you want to delete.
  2. On your keyboard press and hold 7.
  3. Click over the highlight to delete the hexearth/structure.


Create ramps:

  1. Place your mouse pointer over any hexearth's face.
  2. On your mouse press the right button to switch to ramps.
  3. Optionally, you can keep pressing the right mouse button until the ramp is oriented as desired.
  4. Click over the highlight to create a new ramp.


Create Energy Bridge:

  1. Place your mouse pointer over any hexearth.
  2. Move your mouse around the hexearth until the highlighted Energy Bridge is shown.
  3. Click over the highlight to create the new Energy Bridge.

Hexearth Types

Earth

Water

Volcanic

Grass

Metal

Ice

Blueprints

Save Blueprints:

  1. On your keyboard press and hold 4.
  2. Click on the robot you wish to save.
  3. Release 4 key.
  4. Type a name for your blueprint and press Enter.


Load Blueprints:

  1. On your keyboard press and hold Ctrl + Shift.
  2. Click on the ground.
  3. Release Ctrl + Shift keys.
  4. Use Tab key to cycle through blueprints.
  5. Press Enter on the selected blueprint.
  6. Click anywhere to load the blueprint.

Visual Programming

A key part in building your robot is to program it. Using visual elements you are able to program behaviors and control your creations by simple connections between operants and parts. Inside the game you enter this special programming mode via the Escape key. This displays the in game console and upon clicking an object you now are presented with a hexagonal grid, which represent parts, operants, inputs and outputs. While programing you might create, destroy and connect these tiles in diferent ways to modify the behavior of your robot.

Console

Important tasks in the game, such as saving and loading game files, reseting and quiting the game are left to the console. To execute a command on the console, simply type the command and press enter. The console plays a crucial role in programing your robot since you have access to every part of the robots programming here. The console is related to the grid by the current context, just click on an object and you can program it.


Operants

Operants are abstract entities that complement the parts and adds functionality to your bots. Operants are visible just while programing and are just as important as parts. Operants perform a wide variety of operations that help you design advanced behaviors and help your bot properly react to the Rawbots universe.
Color Code & lines
Operants have different colors to distinguish one from the other: yellow for parts, green for abstract operants, blue for inputs and red for outputs. Also, inputs can be connected to outputs through lines by simply holding the Ctrl key and dragging the operant you wish to connect.

Parts

Camera

Continuum

Elbow

Energy bridge

Extensions

Fin

Floater

Flux capacitor

Foot

Grenade

Holo Projector

Hook

Hover

Hydro jet

Hypercube

Jet

Laser

Motor

Piston

Plasma cannon

Pointlight

Speaker

Spotlight

Wheels

Community References

Part Properties
Part
  • >disconnect
  • input pulse (0,1)
  • disconnects part on pulse

  • >primary_color
  • input color (#000000-#FFFFFF)
  • sets primary color for part

  • >secondary_color
  • input color (#000000-#FFFFFF)
  • sets secondary color for part

  • >highlight_color
  • input color (#000000-#FFFFFF)
  • sets highlight color for part

  • >glow_color
  • input color (#000000-#FFFFFF)
  • sets glow color for part

  • <part
  • output part
  • gets part reference
Camera
This part provides you a point of view into the game, it has 1 connection slot available
  • >size
  • input angle degrees (1-100)
  • sets the field of vision's width

  • >near
  • input distance meter (1-500)
  • sets the field of vision's starting distance from the camera lens

  • >far
  • input distance meter (1-5000)
  • sets the field of vision's maximum distance from the camera lens

  • <activity
  • output number (0-infinity)
  • gets the number of parts within the field of vision

  • <detected
  • output part
  • gets the first seen part reference within the field of vision

Inherits from part

Continuum
Common part for building bots, it has 6 connection slots available

Inherits from part

Elbow
As the name suggests, this part gives your bot the ability to pivot around a point, can rotate up to 180 degrees and has 4 connection slots available
  • >angle
  • input angle degrees (-90-90)
  • sets the bending angle

  • >velocity
  • input angle degrees/secs (-1000-1000)
  • sets the angular speed at which the elbow will reach it's bending limit

Inherits from part

Energy bridge
Extends and retracts a solid aqua sheet (1 connection point), can be used as a bridge across a gap, or a door
  • >power
  • input dimmer (0-1)
  • sets the bridge's power

  • <length
  • output dimmer (0-1)
  • gets the bridge's length

Inherits from part

Fin
Provides a deflective surface for thrust motion (1 connection point), can be used to make a lightweight craft glide or act as a rudder on a larger craft

Inherits from part

Floater
Floats on water (has 3 connection points), can be used to keep a bot afloat

Inherits from part

Flux capacitor
Used to power a part that requires an external power source
  • >capacitance
  • input capacitance (1-10)
  • sets the capacitance value

Inherits from part

Hover
Provides a lift force in the direction of the side the fan is visible on. It does not function underwater and has 2 connection slots available
  • >lift
  • input force (0-1000)
  • sets propulsion force's magnitude

Inherits from part

Hydro jet
Generates a forward thrust force. It only works underwater and has 2 connection slots available
  • >thrust
  • input force (0-1000)
  • sets propulsion force's magnitude

Inherits from part

Jet
Generates a forward thrust force capable of achieving lift. It has 2 connection slots available
  • >thrust
  • input force (0-1000)
  • sets propulsion force's magnitude

Inherits from part

Laser
Shoots a constant laser stream (1* connection point). Can be used as a weapon
  • >length
  • input dimmer (0-1)
  • sets the laser's length

  • >color
  • input color (#000000-#FFFFFF)
  • sets the laser's color

Inherits from part

Motor
Provides rotational movement and has 2 connection slots available
  • >angle
  • input angle degrees (-180-180)
  • sets the motor's offset angle

  • >velocity
  • input angle degrees/secs (-1000-1000)
  • sets speed at which the motor makes a full revolution

  • <angle
  • output angle degrees (-1000-1000)
  • gets the motor's current angle

Inherits from part

Plasma cannon
Part fires a bolt of plasma. It requires an external power source and has 1 connection slot available
  • >shoot
  • input pulse (0,1)
  • shoots a plasma bullet on pulse

  • >energy_source
  • input part
  • sets the cannon's energy source part

Inherits from part

Pointlight
Emits a small amount of light in a spherical fashion (1 connection point)
  • >color
  • input color (#000000-#FFFFFF)
  • sets the light's color

  • >intensity
  • input amount (0-8)
  • sets the light's intensity

  • <intensity
  • output amount (0-8)
  • gets the light's intensity

Inherits from part

Spotlight
Acts as a focused light source, aperture diameter can be controlled
  • >iris
  • input amount (1-10)
  • sets the width of the light

Inherits from part

Wheels
It is a wheel, has two connection slots available

Inherits from part

Operants Listing
input_sampler
This is the most basic programming block you'll be using within Rawbots. It allows you to take two keypresses, and outputs them as a number. The input sampler outputs between -1, and 1, and defaults to 0. By assigning positive and negative keypresses or inputs, you can increase or decrease the input samplers output.
  • >positive
  • input keyboard
  • positive keypress of the operant

  • >negative
  • input keyboard
  • negative keypress of the operant

  • >attack
  • input number 0.0
  • how fast the input sampler will increment or decrement

  • >release
  • input number 0.0
  • how long the input sampler takes to reset to 0

  • <sample
  • output number 0.0
  • gets sample signal
altimeter
Simply outputs the altitude of that singular part.
  • >part
  • input part
  • part to be used

  • <altitude
  • output number 0.0
  • gets altitude output
sample_mapper
The sample mapper is used in conjunction with the input sampler. Whereas the input sampler has a very limited range, the sample mapper has a customizable range. By taking the output of the input sampler, it can give it a far higher range than just the input sampler is capable of providing.
  • >sample
  • input number 0.0
  • numeric input of operant

  • >sample_min
  • input number 0.0
  • augment minimun sample

  • >sample_max
  • input number 0.0
  • augment maximun sample limit

  • >mapped_min
  • input number 0.0
  • minimun range of increment

  • >mapped_max
  • input number 0.0
  • maximun range of increment

  • >invert
  • input logic (0,1)
  • inverts mapped output

  • <mapped
  • output number 0.0
  • gets sample output

  • <inverted
  • output number 0.0
  • gets inverted sample output
proximeter
Outputs the distance between Part A, and Part B.
  • >part_a
  • input part
  • part_a to be used

  • >part_b
  • input part
  • part_b to be used

  • <distance
  • output number 0.0
  • gets distance between parts output
toggle
Changes the output between two numbers, or parts, or color.
  • >sample_a
  • input number 0.0
  • sample to be used

  • >sample_b
  • input number 0.0
  • sample to be used

  • >part_a
  • input part
  • part_a to be used

  • >part_b
  • input part
  • part_b to be used

  • >color_a
  • input color #FFFFFF
  • color to be used

  • >color_b
  • input color #FFFFFF
  • color to be used

  • >selector
  • input signal (0-1)
  • signal input

  • <sample
  • output number 0.0
  • gets sample output

  • <color
  • output color #FFFFFF
  • gets color output

  • <part
  • output part
  • gets part output
multiplexer
The multiplexer effectively works like a toggle, except it outputs A when the input is less than .5, and B when the input is greater than .5. Whereas the toggle triggers on getting a 1 signal.
  • >sample_a
  • input number 0.0
  • sample to be used

  • >sample_b
  • input number 0.0
  • sample to be used

  • >part_a
  • input part
  • part_a to be used

  • >part_b
  • input part
  • part_b to be used

  • >color_a
  • input color #FFFFFF
  • color to be used

  • >color_b
  • input color #FFFFFF
  • color to be used

  • >selector
  • input signal (0-1)
  • signal input

  • <sample
  • output number 0.0
  • gets sample output

  • <color
  • output color #FFFFFF
  • gets color output

  • <part
  • output part
  • gets part output
connectivity
Determines if two parts are connected.
  • >part_a
  • input part

  • >part_b
  • input part
  • part_b to be used

  • <connectivity
  • output logic (0,1)
  • gets connectivity output
oscillator
Produces a repetitive, oscillating electronic signal, often a sine wave or a square wave.
  • >time
  • input number 0.0
  • time input

  • >time_scale
  • input number 0.0
  • oscillator time scale

  • >amplitude
  • input number 0.0
  • maximun change over a period

  • >frequency
  • input number 0.0
  • number of occurrences of a repeating event per unit time

  • >phase
  • input number 0.0
  • initial angle of a sinusoidal function at its origin

  • >offset
  • input number 0.0
  • an integer indicating the distance (displacement) from the beginning of the object up until a given element or point

  • >type
  • input signal Sin|Square
  • oscillator signal

  • >invert
  • input logic True|False
  • Inverts oscillator signal

  • <sample
  • output number 0.0
  • gets oscillation output
logic_gate
Performs a logical operation on one or more logic inputs and produces a single logic output
  • >type
  • input type NOT|AND|OR|NAND|NOR|XOR|XNOR
  • operation type

  • >in_a
  • input logic (0,1)
  • logic input

  • >in_b
  • input logic (0,1)
  • logic input

  • <out
  • output logic (0,1)
  • gets logic gate output
controller

PID(proportional, integral, derivative) Controller

External references:

http://en.wikipedia.org/wiki/PID_controller

Community references:

http://www.rawbots.net/topic/87-controller-tutorial/

accelerometer
Measures the acceleration of part_a along each of the 3 spatial axis.
  • >part_a
  • input part
  • accelerometor part input

  • <gravity
  • output number 0.0
  • gets acceleration of the gravity

  • <pitch
  • output number 0.0
  • gets pitch angle output

  • <accel_up
  • output number 0.0
  • gets projected acceleration on the y axis

  • <accel_side
  • output number 0.0
  • gets projected acceleration on the x axis

  • <accel_front
  • output number 0.0
  • gets projected acceleration on the z axis

  • <roll
  • output number 0.0
  • gets roll angle in degrees