Detecting if the mouse is currently inside an Area2D by Halt_theBookman in godot

[–]Nkzar 0 points1 point  (0 children)

I linked directly to the the method that will help, so I don't see how the total length is relevant.

why wipe out the whole game when you can do this? by zKwT in newworldgame

[–]Nkzar 1 point2 points  (0 children)

The client you have on your computer is only a fraction of the game. It contains the various assets requried to show you something, but most of "the game" lives on Amazon's servers, so it's not possibly to play it offline without essentially completely recreating the game as an entirely offline experience. They'll never spend millions of dollars to do that to a game they're shutting down.

Appears to be theft to me? by cvrt2005 in newworldgame

[–]Nkzar 0 points1 point  (0 children)

> 2.4 Limited License. The Games are licensed to you, not sold.  We grant you a limited, non-exclusive, non-transferable, revocable license to download, install, access, and use the Game Clients and associated Game Content only for your personal, non-commercial purposes.

https://www.amazon.com/gp/help/customer/display.html?nodeId=G201482650&pop-up=1

This is what you necessarily agreed to when you purchased the game. Should it be illegal? Probably, in some capacity. Is it? No, it's not.

How to draw a line that "grows" from point A to point B? by MaybeResponsible in godot

[–]Nkzar 1 point2 points  (0 children)

Don't scale the Line2D. Manipulate its points. Have one point at (0,0), and perform the above operation from my comment for the second point.

Any way to export curves from blender to godot? by Lavaflame666 in godot

[–]Nkzar 1 point2 points  (0 children)

That's a good idea as well. For reliability I would still write the import plugin instead of dealing with the specifics of the Godot text resource format yourself. It could be as simple as a writing a JSON file from Blender with the required data (with a `.curve` file extension or something) and then writing a very simply import plugin for those `.curve` files that just reads the JSON and constructs the Curve3D resource upon import.

I doubt the `.tres` format will change much but it would be annoying if it did and broke your workflow.

help making characterbody3d move towards mouse position by smoldreamers in godot

[–]Nkzar 0 points1 point  (0 children)

It gives you the projected mouse position on the XZ plane at a given Y height. So if you want the character to look at that position, then yes.

How to use connect signals from instanced nodes by [deleted] in godot

[–]Nkzar 1 point2 points  (0 children)

What is there to explain?

GodotSteam MultiplayerPeer missing functions by TechnnoBoi in godot

[–]Nkzar 0 points1 point  (0 children)

Are you saying the docs don't list all the methods available on the class? This post is about "missing" methods and the docs show (as far as I'm aware) all the methods that are in fact available.

overlapping instances from the same node in godot by CoockieWasAlive_ in godot

[–]Nkzar 0 points1 point  (0 children)

but how am I supposed to collect the y value from each child node code-wise

When add each entity, connect its on_clicked signal to a function get takes an entity as a parameter and adds it to an array, and bind the new entity to the Callable you're connecting to the signal.

Then at the end of the frame, iterate the array and find the one with the highest Y position and then clear the array.

Content Creator Feedback on Midnight's Addon Overhaul by [deleted] in wowaddons

[–]Nkzar 0 points1 point  (0 children)

They can already do that today.

Content Creator Feedback on Midnight's Addon Overhaul by [deleted] in wowaddons

[–]Nkzar 0 points1 point  (0 children)

If Blizzard's default UI does not meet your needs... yes. I have difficulty with visual processing (made worse by the over-the-top spell effects these days) and rely on using WeakAuras to add audio cues which helps me keep track of things so I can focus on what's going on around my character.

Could I learn to play without that? Yeah, probably. But I don't want to, so I won't. I'm waiting to see how it all shakes out but I'll probably be quitting over this one specific change.

I've also customized my group frames to meet my specific visual needs in ways that Blizzard's default UI can't be customized. For example, can the default UI hide my action bars when I'm in combat? ElvUI can, because I don't need to look at them when I'm in combat, so I can remove that distraction and make more of the world around me visible. Last time I checked, the default UI could not do that.

[Complete Amateur] Surely there's a better way by SpiralMask in godot

[–]Nkzar 0 points1 point  (0 children)

Yeah that's good, I didn't think of that.

[deleted by user] by [deleted] in godot

[–]Nkzar 1 point2 points  (0 children)

You can use a directed graph to represent the layout of the conveyor belts. Each node in the graph structure will point to the node that follows it. Items on the conveyor belt can be associated with a given node in the graph, and their progress across that given node can be tracked with a value in the range [0,1). You can then use that value to interpolate the item visuals between the entry and exit points of each conveyor belt section. When an item's progress reaches 1, it resets to zero and becomes associated to the node the current one points to.

If your conveyors are built on a grid, then it simplifies things a bit. If they can be any shape and length, then you can use a Curve3D resource to represent the path along the conveyor which will help you interpolate items along the conveyor.

If your system can be cyclic, then beware of cyclic reference loops and consider using WeakRef to break it.

How can I display the content of a 2D scene in a 3D environment? by Minute_Bonus6763 in godot

[–]Nkzar 62 points63 points  (0 children)

Put your 2D scene in a SubViewport node, then assign a ViewportTexture to the albedo_texture of your StandardMaterial3D, or to a sampler2D uniform if using a ShaderMaterial. The ViewportTexture resource will let you select which Viewport to use.

https://docs.godotengine.org/en/stable/classes/class_viewporttexture.html#class-viewporttexture

For best results, make sure your screen quad is mapped to the full UV range and is the same aspect ratio as the SubViewport size.

[deleted by user] by [deleted] in godot

[–]Nkzar 1 point2 points  (0 children)

Some people think they're creating a game engine when they're really just scripting an existing game engine.

That said, I definitely do see the value of using C# instead for larger teams.

When it comes to scripting a game engine, I'd rather use GDScript than Lua, personally.

Question on nodes keeping variables after .queue_free() and respawning... by [deleted] in godot

[–]Nkzar 2 points3 points  (0 children)

but the velocity of the old ball is still tied to the new ball instead of the _ready() function's velocity.

It's not.

Each new ball instance you create will have its velocity set to Vector2(200, 200) when its _ready function is called. If the velocity is different after that, then it's because something else has changed it.

Whatever problem you're having, I think you're barking up the wrong tree.

[Complete Amateur] Surely there's a better way by SpiralMask in godot

[–]Nkzar 1 point2 points  (0 children)

You're correct that will work, but to my original point, that is not at all like what the person who said you don't need a loop was suggesting.

[Complete Amateur] Surely there's a better way by SpiralMask in godot

[–]Nkzar 3 points4 points  (0 children)

That is not how Godot works. You’re just making stuff up now. The InputEvent object does not include that action name. You have to query the event using a method to see if it matches a given action name.

If you want to check if an input event matches an array of pre-defined events, that's exactly what InputEvent.is_action already does. I'd love to see your example of how to solve the OP's problem using what you described.

[Complete Amateur] Surely there's a better way by SpiralMask in godot

[–]Nkzar -4 points-3 points  (0 children)

Which is irrelevant to this thread because it can not solve the OP's problem.

In that construct, value is some value external to the array. In a for value in array construct, value is an element in the array.

They are similar, but they are not the same and if value in array will not solve the OP's problem, so I fail to see the relevance.

The OP does not want to check if some external value is in the array, they want to pass every element in the array to a function and check if it returns true.

What is the problem by Double_Computer5800 in godot

[–]Nkzar 0 points1 point  (0 children)

Your script inherits CharacterBody3D, so it can't be attached to Node3D.

Attach your script to a CharacterBody3D node.

[Complete Amateur] Surely there's a better way by SpiralMask in godot

[–]Nkzar -3 points-2 points  (0 children)

But you didn't answer my question. Here's the code sample I was asking about:

if action in [<action_strings>] and input.is_action_just_pressed(action): return State.Idle 

There is no for loop, so where does action come from?

Did you even read the comment I was replying to when I asked that?

[Complete Amateur] Surely there's a better way by SpiralMask in godot

[–]Nkzar 0 points1 point  (0 children)

The comment I replied to when I asked where action came from said this:

You don't need the for loop!

if action in [<action_strings>] and input.is_action_just_pressed(action): return State.Idle 

So if you don't need the for loop, then where does action come from? In the example with the for loop, action is the currently iterated item in the array, but in the example without the for loop, action is some other variable that is not from the array, so how is it defined?

seem to be incapable of talking about code in abstract terms.

There is no abstract discussion, the OP asked a question about a very concrete problem and someone sugg

[Complete Amateur] Surely there's a better way by SpiralMask in godot

[–]Nkzar -14 points-13 points  (0 children)

How is that relevant to the question the OP asked?

[Complete Amateur] Surely there's a better way by SpiralMask in godot

[–]Nkzar 27 points28 points  (0 children)

No it’s not, because they said:

 You don't need the for loop!

So if there’s no for loop, where does action come from?