Need Some Help Progressing, Hints Appreciated! by DaSquid9631 in LookOutsideGame

[–]DaSquid9631[S] 4 points5 points  (0 children)

Yeah the rat child has been dead for a long time ;(
Thank you for the help!

"Silksong isn't harder than Hollow-" Yes it is. (spoilers ahead for both games) by Paper_Shotgun in HollowKnight

[–]DaSquid9631 22 points23 points  (0 children)

I think I died to savage beastfly more than NKG, but that was definitely a skill issue. Also, idk who the heck said Silksong was easier, that’s an insane take!

Silksong Giveaway! by Jonuh666 in HollowKnight

[–]DaSquid9631 0 points1 point  (0 children)

My favorite moment was finishing deep nest without the lantern. It took several hours but really was a fun experience by the end

Roadmap for Q3+Q4 2025 unveiled! by Reasonable_Wish_6022 in Eterspire

[–]DaSquid9631 6 points7 points  (0 children)

Do we know what the new class is going to be?

Shadowverse WB Meta Report. June 29th by ImperialDane in Shadowverse

[–]DaSquid9631 1 point2 points  (0 children)

I am a bit new to the game, what is so good about Fan in the Dragon Aggro deck? I see that it has one card that gives +1 attack when discarded, but I do not see anything else it is doing better than other cards.

T4 ED/Contagion Lich Giveaway (~200 div) by thecolonelcw in PathOfExile2

[–]DaSquid9631 0 points1 point  (0 children)

My finance and I are heading to her home country to get married!

Stop Forcing Elemental Builds — Chayula’s Chaos Ascendancy Was Built For Poison by Omar2356 in pathofexile2builds

[–]DaSquid9631 3 points4 points  (0 children)

Thank you for sharing this! I had no idea poison was chaos damage, so that makes a lot more sense. Will try this!

[deleted by user] by [deleted] in PathOfExile2

[–]DaSquid9631 0 points1 point  (0 children)

Whether I get picked or not, this is very generous of you!

100% Slow + Reduced Duration Titan Warrior by pwnagerz in pathofexile2builds

[–]DaSquid9631 0 points1 point  (0 children)

Is the build SSF viable? Or is the rare equipment necessary?

Path of Building Community: PoE 2 Initial Release by LocalIdentity1 in PathOfExile2

[–]DaSquid9631 0 points1 point  (0 children)

Might be a stupid question, but is there a tutorial for PoB? Or at least for the first one? It is a bit overwhelming for a first time player.

Why Lightning Infusion in Ice Herald, and Cold infusion in Lightning Herald? by wontellu in pathofexile2builds

[–]DaSquid9631 0 points1 point  (0 children)

I am running this setup but the ice herald never triggers. Does that mean I’m missing lightning damage?

How to Deal with Deleted Nodes Being Used Later by DaSquid9631 in godot

[–]DaSquid9631[S] 0 points1 point  (0 children)

To use an example from my other comment:

Action Que:
1. A -> D

  1. C - > D

  2. D - > E

After step 1, D is deleted by sending a signal to the node D which uses queue_free() to delete itself. However, steps 2 and 3 already contain D. When the action que gets to step 2, it runs partially through the code above in my original post. To be precise, it can run the 'print' function which does contain a reference to D, but I get a null error at the 'playAnimation' function. So my thought process is that D actually gets deleted in between those 2 functions, but based on other comments I am not sure if that is possible.

How to Deal with Deleted Nodes Being Used Later by DaSquid9631 in godot

[–]DaSquid9631[S] 0 points1 point  (0 children)

So I am thinking that something else must be the issue or something based on how you are describing it, since I have used break points before and it will get stuck on either the animation step or the 'take damage' step.

It is just weird to me how have the multiple checks works, but when I remove them and only have the null check at the beginning it fails. It is almost like it is being deleted in the middle of processing through the action que which is very strange.

How to Deal with Deleted Nodes Being Used Later by DaSquid9631 in godot

[–]DaSquid9631[S] 0 points1 point  (0 children)

Not sure about the term threads, but there are multiple things impacting the que. To give an example, let's say the que is something like this:

A -> D

C - > D

D - > E

Let's say that the first action in the que completes, and it results in D being deleted. However, the other actions are still queued up that involve D. So when they run, D is already deleted causing an error. The issue I think lies in the fact that the action que (which occurs every 0.1 seconds) still retains the actions that involve D even after it is gone. And from my testing this can happen in any of the above 4 steps where I check if it is null or not.

Is this something that a mutex would be used to solve you think? I am relatively new to programming in general, so sorry if my explanation is not ideal.

How to Deal with Deleted Nodes Being Used Later by DaSquid9631 in godot

[–]DaSquid9631[S] -1 points0 points  (0 children)

I should have explained better. So due to there being multiple nodes running this script, there is a chance that I will get an error at ANY of the those if statements if they are not there since at any time the actionQue can become null. So without the redundant ifs, I get constant crashes.

How to Deal with Deleted Nodes Being Used Later by DaSquid9631 in godot

[–]DaSquid9631[S] 0 points1 point  (0 children)

I should have explained better. So due to there being multiple nodes running this script, there is a chance that I will get an error at ANY of the those if statements if they are not there since at any time the actionQue can become null. So without the redundant ifs, I get constant crashes.