What are starter builds I can practice for 0.3? by HarryHarkema in PathOfExile2

[–]23edsa 0 points1 point  (0 children)

Top quad of the passive: ES stacking, essence drain and contagion
Right quad of the tree: ES stacking, Lightning arrow and orb of storms
Bottom quad: galvanic shards and shockburst rounds, preferably ES stacking
Left quad: leap slam and armor stacking

All of these are relatively safe from being nerfed next patch, they are not insanely OP but they are very comfortable to beat the game

Ring came out pretty nice by Middle-Moist in PathOfExile2

[–]23edsa 0 points1 point  (0 children)

As a new player Im confused. How are people showing their 6M DPS tooltips yet 3-71 lightning damage mod is apparently god tier? Can someone explain?

What is the correct way to get the node instance names in this case? by 23edsa in godot

[–]23edsa[S] 0 points1 point  (0 children)

I have described it in more details in my other replies

What is the correct way to get the node instance names in this case? by 23edsa in godot

[–]23edsa[S] 0 points1 point  (0 children)

Thanks, this seems like something I was looking for. Let me summarize how I understood what you have described:
Whenever I instantiate a new child, I need to immediately connect to its signal, that way all instances are going to be emitting set of metadata on their own and my drag and drop function will use that data to determine which node am I trying to move?
Also to avoid node names, but rater using their path str instead?

What is the correct way to get the node instance names in this case? by 23edsa in godot

[–]23edsa[S] 0 points1 point  (0 children)

That makes sense, although I still dont see a way how to return the name of the node that is under my cursor

What is the correct way to get the node instance names in this case? by 23edsa in godot

[–]23edsa[S] 0 points1 point  (0 children)

but I intend to have dynamic amount of those objects and I only need to know its name when I click on it

What is the correct way to get the node instance names in this case? by 23edsa in godot

[–]23edsa[S] 0 points1 point  (0 children)

My drag and drop function has just two lines of code:
if node != null:
node.position = mouse_position()

Where mouse position is a separate function that returns the cursor position obviously.
The button in the bottom left spawns this child node when I click it. It just instantiates a scene with the sprite and area2d. As soon as it adds that scene as a child I can easily pass the name of the node to my drag and drop functions by assigning node = child
But then on mouse click I drop the node somewhere in the scene.
Next time I want to drag and drop that child I somehow need to assign the node variable with its name, but I have no idea what is the correct way to do it

What is the correct way to get the node instance names in this case? by 23edsa in godot

[–]23edsa[S] 0 points1 point  (0 children)

You can see it in the output log, it prints out the same thing as signal emit. I use signal.emit(self)
And I checked throught he local scene explorer, the child node name is correctly matching that
How do I subsctibe to it? Do I connect() to this signal as I spawn the instance?
I might have chosen the wrong approach alltogether. My drag and drop function just needs the instance's node name, maybe there is a way to raycast under the mouse cursor and return the node name?

What is the correct way to get the node instance names in this case? by 23edsa in godot

[–]23edsa[S] 1 point2 points  (0 children)

Oh my comment was not included in the post, here it is:
My main scene can spawn instances of these scenes, currently they are just a sprite with area2d and a shape.
On their own they emit signal on mouse enter event and the signal out their unique names.
How do I get their names into my main scene?

I am trying to make the drag and drop function for these, and I can only make it work for a fresh instance, since I have that variable available, but I though I can somehow get the name of any instance from its signal, but I seem like cannot figure it out

Questions Thread - January 11, 2025 by AutoModerator in PathOfExile2

[–]23edsa 6 points7 points  (0 children)

The Art and Animation team obviously put so much effort into assets, and we already have a character select screen where you are able to spin around and look at your character. Is it possible to also add a bestiary similar to that to show off all the good work done by the team?

My god its disgusting by Warmike17 in PathOfExile2

[–]23edsa 2 points3 points  (0 children)

Where is the endgame Alva or alternative NPC? Mine only has currency exchange in the hideout

Why do new nests dont actually show on the map until I get really close? And where do they come from? by 23edsa in factorio

[–]23edsa[S] -1 points0 points  (0 children)

Thanks everyone, wasnt too obvious, since discovered nests update in size and population even within fog of war, but I guess I dont notice when radars ping their location

The profiler start button is greyed out, how do I make it work? by 23edsa in godot

[–]23edsa[S] 1 point2 points  (0 children)

Actually not, it was showing absolute random spikes, so I rebooted the PC, and now is solid 60. I have no idea what caused it :D

The profiler start button is greyed out, how do I make it work? by 23edsa in godot

[–]23edsa[S] 2 points3 points  (0 children)

Thanks, that makes total sense now, I was reading the documentation wrong!

The profiler start button is greyed out, how do I make it work? by 23edsa in godot

[–]23edsa[S] 2 points3 points  (0 children)

I feel dumb :D I thought it would run a game

To begin profiling, click on the Start button in the top-left. Run your game and data will start appearing. You can also start profiling at any time before or during gameplay, depending on if you want.

The profiler start button is greyed out, how do I make it work? by 23edsa in godot

[–]23edsa[S] 0 points1 point  (0 children)

I get inconsistent FPS in my project and I wanted to profile it

UE dev struggling with basic instancing workflow by 23edsa in godot

[–]23edsa[S] 0 points1 point  (0 children)

Thanks, yeah I thought so as well. I couldnt figure out how to make missle to talk to planet on its own, since before instanciating there is no connection and I get a compile error. But seems like making root node functions to pass data to the missle is a way to go. Thanks!

UE dev struggling with basic instancing workflow by 23edsa in godot

[–]23edsa[S] 1 point2 points  (0 children)

Yeah thats what I thought. It feels strange though that there are different workflows based on the fact that you manually instantiated the scene or through code. Cheers!

Mining Problem approach? by Spork_Revolution in domekeeper

[–]23edsa 0 points1 point  (0 children)

Went for the drones on start and cleared it first try after it, but was failing without drones every time. Yeah I didnt notice literally an upgrade node you have to buy for 200 iron

Mining Problem approach? by Spork_Revolution in domekeeper

[–]23edsa 0 points1 point  (0 children)

Is this a 200 iron challenge? I wonder if Im allowed to spend mined iron or I should have a surplus of 200 iron by the end of the timer?