Bot Loadouts and Logos
Logos
You can give your bot/script a logo, which will be displayed in the RLBotGUI and sometimes tournaments.
The logo must be a 400x300 pixels png file.
You specify the logo using logo_file
under the [settings]
header in the config toml file. See Config Files.
Customizing Loadouts in the GUI
The easiest way to customize your bot's loadout is via the RLBotGUI. To bring up the loadout editor, click on the bot info icon and then click Edit Loadout.
You can use any item in the game, including painted items. The editor should have the latest items, but we have to manually update them. So if some recently added items are missing, please remind us on our Discord server. You can also click the bottom left buttons to preview your loadout in-game instantly!
Tip: When previewing in-game and trying multiple loadouts, sometimes the camera will lose track of your car when it respawns. You can avoid this by cycling the camera with your mouse buttons instead of using the number keys. With this technique it should be possible to get into a camera mode like hard-attach and have it be stable as you look at different wheels, blue car vs orange car, etc.
Manual Loadout Customization
In your bot's config file you can set your bot's loadout file with the loadout_file
field under the [settings]
header.
Loadout toml file example
A loadout toml file looks like this:
[blue_loadout]
team_color_id = 29
custom_color_id = 0
car_id = 23
decal_id = 6083
wheels_id = 1580
boost_id = 35
antenna_id = 0
hat_id = 0
paint_finish_id = 0
custom_finish_id = 0
engine_audio_id = 6919
trails_id = 3220
goal_explosion_id = 4118
[orange_loadout]
team_color_id = 69
custom_color_id = 0
car_id = 23
decal_id = 6083
wheels_id = 1580
boost_id = 35
antenna_id = 0
hat_id = 0
paint_finish_id = 1681
custom_finish_id = 1681
engine_audio_id = 5635
trails_id = 3220
goal_explosion_id = 4118
[blue_loadout.paint]
car_paint_id = 12
decal_paint_id = 12
wheels_paint_id = 12
boost_paint_id = 12
antenna_paint_id = 0
hat_paint_id = 0
trails_paint_id = 12
goal_explosion_paint_id = 12
[orange_loadout.paint]
car_paint_id = 12
decal_paint_id = 12
wheels_paint_id = 12
boost_paint_id = 12
antenna_paint_id = 0
hat_paint_id = 0
trails_paint_id = 12
goal_explosion_paint_id = 12
Item IDs
The GUI loadout editor uses a CSV file generated by BakkesMod using the dumpitems
command. You can see the most recently generated file here.
To see the items, you might want to browse https://rocket-league.com/items/ or just use the editor in the GUI instead.
Colors
Use team_color_id
and custom_color_id
to index into the swatches (see images below).
team_color_id
are the primary color of the car. The top left color is index 0 increasing as you go right:
custom_color_id
is the secondary color, also called accent. These are identical for both teams:
Warning
The shade of the colors may not be correspond exactly with pictures.
Painted Items
For painted items, use the paint index below:
- 0 - None
- 1 - Crimson
- 2 - Lime
- 3 - Black
- 4 - Sky Blue
- 5 - Cobalt
- 6 - Burnt Sienna
- 7 - Forest Green
- 8 - Purple
- 9 - Pink
- 10 - Orange
- 11 - Grey
- 12 - Titanium White
- 13 - Saffron
These are set in your loadout toml file under the [blue_loadout.paint]
and [orange_loadout.paint]
headers. See the example in the section above.
Generating a Loadout
Your bot does not have to look the same every match.
During initialization of a bot, you can set your bot's loadout to any loadout, typically using a set_loadout(...)
method.
This enables you to choose different loadouts based on player index or game mode or randomize parts of your loadout, etc. Be fancy!
Warning
We recommend having a default loadout specified by a loadout.toml
. Your bot will use this as a fallback in matches where cars are spawned immediately, e.g. if wait_for_agents=false
or existing_match_behavior="ContinueAndSpawn"
in the match configuration.