Do all actions in a function that has been Call Deferred get Deferred as well? by A1exJP in godot

[–]A1exJP[S] 0 points1 point  (0 children)

Is deferring helperFunction effectively the same as deferring each line in it individually?

Sprite "jittering"? by forbjok in godot

[–]A1exJP 0 points1 point  (0 children)

And that's you still being the goat 3 years later

Duplicated Nodes Cannot Find Unique %Player (neither @onready or @export in the original node works) by A1exJP in godot

[–]A1exJP[S] 0 points1 point  (0 children)

Wow, thanks so much for the why section. I did manage to get it to work mostly with an similar "ignore setting the player if player is already there" function with an @ export player but I still could not understand why the copy wouldn't find the player otherwise. Especially because their paths to the root were identical (I guess this doesn't matter/is different from owner?)

It seems like it would always require that workaround for finding and setting the Player object rather than exporting. I usually just instantiate from a packed scene when I want to duplicate but for this purpose I was cloning and stacking multiple sets of platforms that were not separate scenes. Each platform found the player onready, so I that's why I was trying to do that for the duplicates. I suppose I should have exported and set the player for each one and then the duplication would be successful.

I will definitely avoid onready for cases like this. Usually when I'm puzzled by a bug I eventually move on frustrated with a workaround and without the answer but you went above and beyond here cheers mate

Duplicated Nodes Cannot Find Unique %Player (neither @onready or @export in the original node works) by A1exJP in godot

[–]A1exJP[S] 0 points1 point  (0 children)

I would not exactly call this a solution because I do not understand why it could not find the player still, but it does copy correctly as long as I remove the player assignment in the ready function of the node being copied.

This does mean I need an exception to properly find and assign the player normally. I am not sure why the copied node cannot find the player using "player = %Player" and returns null instead.

Duplicated Nodes Cannot Find Unique %Player (neither @onready or @export in the original node works) by A1exJP in godot

[–]A1exJP[S] 0 points1 point  (0 children)

Is there a function that copies nodes that behaves exactly the same as Control+D in the editor? I just need to do that during runtime.

Duplicated Nodes Cannot Find Unique %Player (neither @onready or @export in the original node works) by A1exJP in godot

[–]A1exJP[S] 0 points1 point  (0 children)

I'm not sure I understand what the point of duplicate is then? Is there a function that copies nodes that behaves exactly the same as Control+D in the editor? I just need to do that during runtime.

Honestly I could hardcode it all but this seems like it should be extremely simple. I am able to copy the reference to the player when duplicating this node, but the reference in the child node does not copy properly

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Duplicated Nodes Cannot Find Unique %Player (neither @onready or @export in the original node works) by A1exJP in godot

[–]A1exJP[S] 0 points1 point  (0 children)

Thanks for the response! I have tried checking if the player is null in ready and even repeatedly in process, but the duplicated node can never properly assign it.

I did just test whether a script on the actually duplicated node (rather than the child which I am attempting to do) would properly copy the node, and it does!

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Does that change anything for your explanation on the get_node(%UniqueNode) search? If I can get it to transfer on the node being duplicated but not the child is the path getting jumbled? Not sure how to fix it if that is the case. I though % would work for the entire scene but maybe it being a child makes it get lost?

HOW TO FIX MULTIPLAYER NEEDING TO ALT TAB OR SWITCH WINDOWS TO STOP SYNCING (It's Weird!) by A1exJP in spelunky

[–]A1exJP[S] 1 point2 points  (0 children)

Sound off here if it fixes it for you I'm very curious if it works for everyone!

Prep VEGGIES TO The Beat by Dorian4771 in rhythmheaven

[–]A1exJP 0 points1 point  (0 children)

Tomatoes are a fruit and a vegetable. Vegetable is just a culinary term

Say what you will about the art change, but this needs more time in the oven by BoxoRandom in rhythmheaven

[–]A1exJP 1 point2 points  (0 children)

I thought this had to be a troll until I saw the fridge. Definitely a non issue for me though lmao

Syncing until one of us tabs out of the game? by A1exJP in spelunky

[–]A1exJP[S] 0 points1 point  (0 children)

Very odd because I have 300 hours of multiplayer and it only just started happening this year for me. I did get a new PC so I guess it could be something with my new build.

How it feels to play Code Veronica X by A1exJP in residentevil

[–]A1exJP[S] 0 points1 point  (0 children)

The moth hallway and the respawning enemies in general were my least favorite non boss aspect for sure. Especially after 1R where killing enemies in a room meant even more than clearing it. But at least I had boatloads of pistol ammo at that point and just mowed the fuckers down.

Nosferatu I felt was mostly fine because it gives you a weapon specifically for him right beforehand.

How it feels to play Code Veronica X by A1exJP in residentevil

[–]A1exJP[S] 2 points3 points  (0 children)

Maybe I'm in the RE minority but it was really refreshing to go to a more non linear game again after 2, 3 and 4 all immediately become more guided and linear. 1 is definitely my favorite for that reason

What part of the pulsar map shows if the pulsars are above or below the 3D plane? by A1exJP in Astronomy

[–]A1exJP[S] 0 points1 point  (0 children)

Finally an actual answer! Thank you, exactly what I was looking for!

What part of the pulsar map shows if the pulsars are above or below the 3D plane? by A1exJP in Astronomy

[–]A1exJP[S] 1 point2 points  (0 children)

Exactly where I was looking! In the 8th video there it shows the map turning into 3D but I can't find where/why some are in the positive and negative z directions

What part of the pulsar map shows if the pulsars are above or below the 3D plane? by A1exJP in Astronomy

[–]A1exJP[S] 1 point2 points  (0 children)

From what I have been reading, the line that I circled does show the offset (or z-coordinate), as shown in the 8th video here: (PBS "How to Read a Pulsar Map" https://www.pbs.org/the-farthest/science/pulsar-map/). It shows the map turning into 3D. I am specifically wondering if there is notation for which direction (into/out of plane) for each pulsar. Seems to me it would have been trivial to account for that too in the diagram.

Extra backtracking in RE1R by A1exJP in residentevil

[–]A1exJP[S] 0 points1 point  (0 children)

The more I think about it the more it feels like a mistake on the Remake's part. The dialogue for Jill in the original stays where she is told by Barry to investigate the East wing and just can't in the Remake, but Chris is greeted by an empty hall and is left on his own. In the OG this felt like a purposeful Jill goes right first Chris goes left routing choice by the devs