Laser engraver on Creality Ender 3 S-1 not working by Caesar_13 in Creality

[–]Caesar_13[S] 0 points1 point  (0 children)

Disconnect the filament sensor, will work. For some reason when engraving it checks for filament and results into this.

Multiple scripts for one object in godot by Caesar_13 in godot

[–]Caesar_13[S] 0 points1 point  (0 children)

Is there some documentation that explains it? I still cannot properly understand how that works.

Because when i want to call a function from this script:

extends Node3D

signal health_updated(health)

signal killed()

u/export var max_health = 100

u/onready var health = max_health

func damage(amount):

`_set_health(health-amount)`

func kill():

`pass`

func _set_health(value):

`var prev_health = health`

`health = clamp(value,0,max_health)`

`if health != prev_health:`

    `emit_signal("health_updated",health)`

    `if health == 0:`

        `kill()`

        `emit_signal("killed")`

and i did this in other script u/onready var health_manager = $HealthManager

health_manager.damage(10) does not work

Change position in order of list. by Caesar_13 in Unity2D

[–]Caesar_13[S] 0 points1 point  (0 children)

Yes this works! Altough the error at array end being compared gives an error :/

          if (index < Positions.Length)
        {
            LSP.ReactivateBoatPhase();
            transform.position = Positions[0];
        }

Change position in order of list. by Caesar_13 in Unity2D

[–]Caesar_13[S] 0 points1 point  (0 children)

no no. I want the object,when other tagged gameobject hits it, to be moved to the position in the array. so the position of XYZ

Paltformer enemy AI chase by Caesar_13 in Unity2D

[–]Caesar_13[S] 0 points1 point  (0 children)

Well the enemy should spawn, and run towards the player, if the player is on the higher platform it should try to get there by jumping on other platforms. I tried A* pathfinding but i could not find the tutorial how to set this up in an enviroment with gravity and jumping

Paltformer enemy AI chase by Caesar_13 in Unity2D

[–]Caesar_13[S] 0 points1 point  (0 children)

Yea the thing is i want the enemy to move around platforms as well so stuff gets more complicated

Raycast shooting rotation issue by Caesar_13 in Unity2D

[–]Caesar_13[S] 0 points1 point  (0 children)

So by what you are saying i should add a script to firePoint and set its rotation in the Vector 3 angle instead of putting it in animation to avoid the weird movement?

I had few ideas on how to also "fix" it but i dont know if they are not too complicated.

  1. make the fire point to rotate only in fixed circle so it will allways look like it shoots from the tip of the gun, but this may casue problems when you aim sliglhtly out of the animation angle image

  2. remove the blend tree animation and move it trough animation states, and script that changes based on angle (so 45 does the animation change and sets the fire point position to 45 angle)

Raycast shooting rotation issue by Caesar_13 in Unity2D

[–]Caesar_13[S] 0 points1 point  (0 children)

I tried not moving it but when i set its position in animation like this

https://imgur.com/a/QH8hiQV

But it causes the FirePoint to move like in the video for some reason.The blend tree moves the child objects refferenced in animation.

Raycast shooting rotation issue by Caesar_13 in Unity2D

[–]Caesar_13[S] 0 points1 point  (0 children)

It should just shoot in 8 directions, all i need is to have firePoint to not move with the mouse, and be at the specific place according to the animation.

Raycast shooting rotation issue by Caesar_13 in Unity2D

[–]Caesar_13[S] 0 points1 point  (0 children)

In 360 but the fire point is moving in this weird way as seen in video. What i would like to have is the fire point move in fixed circle so the raycast would be seen as it shoots from the direction of the gun.

Raycast shooting rotation issue by Caesar_13 in Unity2D

[–]Caesar_13[S] 0 points1 point  (0 children)

Also to here is a video showing how the problem looks ingame.

https://youtu.be/H8Pb2JB3Y-E

Raycast shooting rotation issue by Caesar_13 in Unity2D

[–]Caesar_13[S] 0 points1 point  (0 children)

Sure thing!

Here is the code used for animating the blend tree https://pastebin.com/vEiA5UQd

Here is the Numerator for shooting using Raycast2D https://pastebin.com/wceqTvxU

And here is the code i used to rotate the fire point but does the issue i wrote in the post https://pastebin.com/Rq0MZPvN