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: Construct Demolish Control CD-ROM game has a ReadMe file where you
can view both the License Agreement and updated information about the game. We strongly
encourage you to take the time to read this file in order to get the benefit of changes made
after this manual went to print.
To view this file:
Double-click on it in the Robot Arena 2 directory found on your hard drive (usually
C:\Program Files\Infogrames\Robot Arena 2\ReadMe), or
Click on the Start button on your Win98/Me/2000/XP taskbar, then on Programs, then on
Infogrames, then on Robot Arena 2, then on Robot Arena 2 Help, and finally on the ReadMe
file item, or
From the launcher screen, click on ReadMe.
System Requirements
Operating System: Windows
98/Me/2000/XP
Processor: 450 MHz Pentium
II or higher
Memory: 64 MB RAM
Hard Disk Space: 170 MB Free
CD-ROM Drive: 4X Speed (8X recommended)
Video: 16 MB 3D Windows
: DirectX
98/Me/2000/XP.
2. Insert the game disc into your CD-ROM drive.
3. If AutoPlay is enabled, a launcher screen should appear. If AutoPlay is not enabled,
double-click on the My Computer icon on your Windows
taskbar and
choose Programs/Infogrames /Robot Arena 2/Robot Arena 2 to start the game. Or, from the
launcher screen, click on Play.
Note: You must have the Robot Arena: Construct Demolish Control game disc in your CD-
ROM drive to play.
Installation of DirectX
The Robot Arena: Construct Demolish Control CD-ROM requires DirectX
taskbar,
then on Programs, then on Infogrames, then on Robot Arena 2, then on Robot Arena 2 Help,
and finally on the Tutorials item.
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When you are finished editing points and are satisfied with the height of the chassis, click on
the Finished button. Once you have added components to your chassis, you will not be able
to modify the shape of the chassis without deleting the components, so make sure you have
the design you want before continuing.
Armor
After you have created a chassis, you can add armor to
the chassis. You may add armor immediately, or add armor
after you have decided on your internal components.
You have a choice between four armor types, each with a
different strength (the number on the left) and weight (the
number on the right). You might want a lighter material so
that your robot can make a certain weight class or to drive faster. Or, if you arent concerned
about weight and speed, you can pick a heavier material to give your robot more protection.
If the Apply Default Chassis Appearance box is checked when you pick an armor type, your
chassis appearance will be modified to look like that particular armor. If you prefer to paint
the chassis surface yourself (or have already done so), you can uncheck this option and your
chassis appearance will not be changed. Note that weight and defensive strength of your
armor are not affected by this option, only the visual appearance.
Note: You can return to the armor screen at any time to change the armor for your robot.
Components
Here you see a transparent 3D view of the chassis that
lets you see the shape of your robot and also place com-
ponents inside of it. Click and hold the right mouse button
with the cursor over the 3D view of your robot to rotate
the 3D view. Use the mouse wheel to zoom in and out.
You will need to adjust your view often to accurately
place components.
Chassis
This is the area where you create the main framework that makes up the shape of your robot
and select an armor material used to construct it.
Structure Design
Robot Arena: Construct Demolish Control lets you design your own custom chassis shape. Click
on the Structure Design button to show a blank blueprint. If you already worked on a chassis
during this session, you will see your last chassis shape.
Step 1 of creating your chassis is to draw the outline of
your robot baseplate (the bottom of your robot). Imagine
you are looking at the robot from the top down, and begin
plotting points on the blueprint grid to draw your outline.
If you choose Draw Freeform, place the mouse cursor over
the grid and click the left mouse button to place points
and make a shape. There are a few rules to follow:
Your final point must connect back to the first one.
No lines can ever intersect.
No two points can be closer than one grid unit.
Corner angles cannot be smaller than a minimum angle amount.
You have a maximum of 16 points.
If you choose Circle, use the slider to adjust the radius. If you choose Rectangle, use the
Length and Width sliders to create the shape you want.
In Step 2, the baseplate shape that you drew has been extruded into 3D space. The Height
slider sets how high the top of your chassis is. The 3D window on the right shows a preview of
the chassis. Click the right mouse button, then drag and rotate the shape. You still have a blue-
print to work with (on the left side of the screen), but now you are editing the top outline of
your robot. You cant draw a new shape, but you can move points to a new position. This lets
you create slanted panels to modify the chassis shape.
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There are three different control types available:
Switch: This toggles power ON or OFF each time you use it.
Button: This sends power to a component while the button is pressed, and turns power
OFF when the button is released. It is also used to trigger components needing
instant input, such as a burst motor.
Analog: This is like a gamepad (or joystick) and provides variable power to a compo-
nent. If you are using a keyboard to control your robot, the analog control can
only send full 100% positive or negative power. With an analog gamepad con-
nected, you can use the sensitivity of the device to send partial power.
Click and drag any of the control types onto an empty slot in your controller. A window will
ask for a name for this control as well as the input that will activate it, such as a key on your
keyboard or a button on a gamepad. Click the input field and press a key on your keyboard or
a button on your gamepad to assign it to the selected control.
To wire the control to a specific component, select the control you placed (a selected control
is outlined in blue), then click on a motor or piston in your 3D view. Some motors and pistons
can only be wired using certain control types. For example, a burst motor can only be wired
using a button to trigger it.
The component-wiring window will then give you options to specify how the control will
affect the component. Some components may only have one option. Others, such as a spin
motor, may be wired to spin clockwise or counterclockwise.
Note: You can press the F1 key during a match to see the robot controls display, to remind
you of the keys or buttons youve assigned for various controls.
Click any of the categories in the upper right of the screen (Power, Extenders, Mechanics, etc.)
to display a list of components. Notice that these lists each scroll from left to right. Select a
component to show a preview and description. The preview window may show green attach-
ment points that you can click on to select; when you attach the component to your robot, it
will be attached at the green attachment point.
To place a component on the baseplate, click on the Attach button to begin the attachment
process. The component will appear in your 3D view at the position of your mouse cursor.
Move your mouse over the robot and the component aligns itself to the baseplate, showing
that it can be placed there. To place the component, click your left mouse button. The compo-
nent must be completely inside the chassis. If it is intersecting with a chassis wall or another
component, it will appear red, indicating an invalid position.
If you want to rotate a component, hold down the Shift key and move your mouse. If you
want to raise a component up off of the baseplate, hold down the Ctrl key. These modifiers
must be used before the component is placed. Once placed, a component cannot be moved
(unless you remove it and replace it). To remove a component, select it in the 3D view and
click on the Remove button, or press the Delete key.
Some components cannot be attached directly to the robot and must be attached to other
components. For example, a wheel can only attach to a motor axle. The attachment process is
the same, but instead of holding the component over the baseplate, hold it over the compo-
nent to which you want to attach it. It will snap to the nearest valid attachment point.
Wiring
The wiring screen has a blank robot controller that you
can build however you like. There are nine empty slots for
controls that can be wired to components in your robot.
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Test Robot
This small test garage lets you try out your robot to see if it works the way you wanted it to
without the pressure of avoiding giant sledgehammers and razor-sharp spikes. You can select a
few options to put cinder blocks, crates, or other obstacles in the test area to crash into. You
will also see how long your battery and air power last while you drive your robot or fire its
weapons. Remember that your robot wont move at all if you forgot to add batteries!
OPTIONS
The Options button, available on most screens, allows you to adjust video and audio options.
Video Options
Click on the Video button on the Options screen to change the following settings:
Screen Resolution: Larger screen resolutions may run slowly on systems equipped with older
video cards.
Fullscreen: Uncheck this box to run the game in a window.
Graphic Detail: Low detail is less attractive but may improve performance on low-end
machines.
Effects: Turning OFF the visual effects may improve performance on low-end machines.
Status Messages: Turning this option OFF will hide the HUD elements, the damage indicator
numbers, and the floating status messages (such as immobility countdowns). Although
turning this option OFF means you will see less information, you may prefer this mode for
gameplay. You may also notice a small performance improvement on systems equipped with
older video cards.
Default Camera Type: Choose the default camera type used whenever you first enter an
arena. By default, this is set to the watch camera.
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Paint Shop
The Paint Shop lets you customize the appearance of your robots chassis. A dropdown menu
allows you to select from a number of appearance options.
If you would rather paint the chassis by hand using your own paint program, you can use the
Export and Import buttons to save a template, go paint it, and then reload it back in.
You can find complete details on creating custom textures in the Tutorials. To access them, click
on the Start button on your Windows
98; Windows
Me)
RAM (Memory)
Video and sound card data and drivers
Any screen or error messages youve encountered (and where)
You may also fax in your Technical Support questions or problems to: (425) 806-0480, or
write to the address below.
Product Return Procedures in the United States & Canada
In the event our technicians at (425) 951-7110 determine that you need to forward materials
directly to us, please include a brief letter explaining what is enclosed and why. Make sure you
include the Return Merchandise Authorization Number (RMA#) supplied to you by the techni-
cian, and your telephone number in case we need to call you. Any materials not containing this
RMA# will be returned to you unprocessed. Send your materials to the following address:
Infogrames, Inc.
Attn: TS/CS Dept.
13110 NE 177
th
Place
Suite # B101, Box 180
Woodinville, WA 98072-9965
RMA #:
31
Warranty Policy in the United States & Canada
If our technicians determine that the product storage medium is found to be defective within
ninety (90) days of original purchase, (unless otherwise provided by applicable law),
Infogrames, Inc. will replace the item free of charge, to the original purchaser, if the item is
accompanied by the original dated receipt and packaging. If you do not have the original
receipt, or if the warranty period has expired, Infogrames, Inc. will replace the product storage
medium for a nominal fee.
END-USER LICENSE AGREEMENT
IMPORTANT READ CAREFULLY: Please be sure to carefully read and understand all of the
rights and restrictions described in this End-User License Agreement (EULA).
AGREEMENT
This document is an agreement between you and Infogrames, Inc. and its affiliated companies
(Company). The enclosed software game disc(s), cartridge or Game Pak (Software) and
any accompanying printed materials are licensed to you only on the condition that you accept
all of the terms contained in this EULA.
By opening this package and installing or otherwise using the Software you agree to be bound
by the terms of this EULA. If you do not agree to the terms of this EULA you may not install
or use the Software and within 15 days of purchase you must call the Tech Support telephone
number listed in the manual accompanying the Software (the Manual). Select the
Automated Phone Systems Main Menu option for Consumer Services and follow the prompts.
You will be given a Return Merchandise Authorization number (RMA #) by the technician. You
then have 15 days from the date of this contact to return the Software in its protective cover-
ing, the Manual and the original sales invoice to the address supplied to you.
If this is a PC product, when you install the Software you will be asked to review and either
accept or not accept the terms of the EULA by clicking the I Accept button. By clicking the
I Accept button you acknowledge that you have read the EULA, understand it and agree to
be bound by its terms and conditions.
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4. You may not electronically transmit the Software from one computer, console or other
platform to another or over a network.
5. You may not use any backup or archival copy of the Software for any purpose other than
to replace the original copy in the event its destroyed or becomes defective.
EDITOR AND END-USER VARIATIONS
If the Software includes a feature that allows you to modify the Software or to construct new
variations (an Editor), you may use such Editor to create modifications or enhancements to
the Software, including the construction of new levels (collectively the Variations), subject to
the following restrictions. Your Variations: (i) must only work with the full, registered copy of
the Software; (ii) must not contain modifications to any executable file; (iii) must not contain
any libelous, defamatory or other illegal material, material that is scandalous or invades the
rights of privacy or publicity of any third party; (iv) must not contain any trademarks, copy-
right-protected work or other property of third parties; and (v) may not be commercially
exploited by you, including but not limited to making such Variations available for sale or as
part of a pay-per-play or timesharing service.
TERMINATION
This EULA is effective until terminated. You may terminate this EULA at any time by destroy-
ing the Software. This EULA will terminate automatically without notice from the Company if
you fail to comply with any provisions of this EULA. All provisions of this EULA as to war-
ranties, limitation of liability, remedies and damages will survive termination.
LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES
You are aware and agree that use of the Software and the media on which is recorded is at
your sole risk. The Software and media are supplied AS IS. Unless otherwise provided by
applicable law, the Company warrants to the original purchaser of this product that the
Software storage medium will be free from defects in materials and workmanship under nor-
mal use for ninety (90) days from the date of purchase. The warranty is void if the defect has
arisen through accident, abuse, neglect or misapplication. If the Software fails to conform to
this warranty, you may at your sole and exclusive remedy, obtain a replacement free of charge
32
COPYRIGHT
The Software is protected by copyright laws and international copyright treaties, as well as
other intellectual property laws and treaties. All title and copyrights in and to the Software
(including but not limited to any images, photographs, animations, video, music, text and
applets incorporated into the Software) and any printed materials accompanying the
Software are owned by the Company or its Licensors.
GRANT OF LICENSE
The Software is licensed and not sold to you and its use is subject to this EULA. The Company
grants you a limited, personal, non-exclusive license to use the Software in the manner
described in the user documentation. The Company reserves all rights not expressly granted
to you in this EULA.
PERMITTED USES
1. If the Software is configured for loading on a hard drive, you may install and use the
Software on a single computer.
2. You may make and maintain one copy of the Software for backup and archival purposes,
provided that the original and copy of the Software are kept in your possession.
3. You may permanently transfer all your rights under this EULA, provided you retain no
copies, you transfer all of the Software (including all component parts, the media and
printed materials and any upgrades) and the recipient reads and accepts this EULA.
RESTRICTIONS
1. You may not delete or obscure any copyright, trademark or other proprietary notice on
the Software or accompanying printed materials.
2. You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the
Software.
3. You may not copy, rent, lease, sublicense, distribute, publicly display the Software, create
derivative works based on the Software (except to the extent expressly permitted in the
Editor and End-User Variation section of this Agreement or other documentation accom-
panying the Software) or otherwise commercially exploit the Software.
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CHOICE OF LAW AND VENUE
This EULA is governed by the laws of the United States of America and the State of New York,
exclusive of its conflicts of law provisions. The exclusive venue for litigation regarding or aris-
ing from this EULA is New York County, New York and you agree to submit to the Jurisdiction
of the courts of New York County, New York for any such litigation.
MISCELLANEOUS
If any provision or portion of this EULA is found to be unlawful, void, or for any reason unen-
forceable, it will be severed from and in no way affect the validity or enforceability of the
remaining provisions of the EULA.
This EULA constitutes the entire agreement between you and the Company regarding the
Software and its use.
2003 Gabri el Interacti ve, Inc. Al l ri ghts reserved. Al l other trademarks and regi stered trademarks are the property
of thei r respecti ve owners. Manufactured and marketed by Infogrames, Inc., New York, N.Y.
Wi ndows and Di rectX are ei ther regi stered trademarks or trademarks of Mi crosoft Corporati on
i n the Uni ted States and/ or other countri es.
Penti um i s a trademark or regi stered trademark of Intel Corporati on or i ts subsi di ari es
i n the Uni ted States and other countri es.
Thi s product contai ns software technol ogy l i censed from GameSpy Industri es, Inc.
1999- 2003 GameSpy Industri es, Inc. Al l ri ghts reserved.
Uses the Havok
,
Copyri ght 1999- 2003 Tel eki nesys Research Li mi ted. Al l Ri ghts Reserved.
01073
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if you return the defective Software. Follow the Product Return Procedures described in the
Manual. The Company does not warrant that the Software or its operations or functions will
meet your requirements, or that the use of the Software will be without interruption or error.
TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, EXCEPT FOR THE
EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES,
EXPRESS OR IMPLIED, INCLUDING AND WITHOUT LIMITATION, THE IMPLIED WAR-
RANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND NON-
INFRINGEMENT. EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COM-
PANY DOES NOT WARRANT, GUARANTEE OR MAKE ANY REPRESENTATION REGARD-
ING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS COR-
RECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. SOME JURISDIC-
TIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED WAR-
RANTIES, SO THE ABOVE EXCLUSIONS AND LIMITATIONS MAY NOT APPLY TO YOU.
LIMITATION OF LIABILITY
IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR
ANY INCIDENTAL, INDIRECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR
ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
INJURY TO PERSON OR PROPERTY, FOR LOSS OF PROFITS, BUSINESS INTERRUPTION,
LOSS OF BUSINESS INFORMATION, LOSS OF PRIVACY, FAILURE TO MEET ANY DUTY
AND NEGLIGENCE) ARISING OUT OF OR INANY WAY RELATED TO THE USE OR INABIL-
ITY TO USE THE SOFTWARE, EVEN IF THE COMPANY OR AN AUTHORIZED REPRESENTA-
TIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF LIABILITY FOR INCIDENTAL
OR CONSEQUENTIAL DAMAGES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU.
IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO
THE SOFTWARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE.
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ROBOT ARENA