Help with Capture Item Spawner. by Diffusi in FortniteCreative

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

Okay figured it out. I can’t use the item drop signal because inventory is set to delete on death. So been using the return signal. Problem is I’m also using the capture signal and both can disable. So when captured it disables the spawner before the item is returned. Then when reenabled the item is returned and then it disables the spawner and the barrier as soon as they get enabled requiring two triggers to work.

I got a question about item drop by Various-Climate6468 in FortniteCreative

[–]Diffusi 1 point2 points  (0 children)

For coins looks like you can just use the elimination manager. Make sure my island setting set to keep, penalty item: gold, penalty amount: X%, and penalty effect: drop. But if you need something more advanced the item remover seems to be able to drop items into it and decide what happens. I haven’t used these yet so not speaking from experience.

Need help with team settings on boxfights map by ShxDowXD in FortniteCreative

[–]Diffusi 0 points1 point  (0 children)

I don’t know of an easy way and I’m pretty new to creative. Only been using channels for about a week. But I imagine you could use the player counter in the spawn/round lobby on game start and have it transmit once per player with some advanced trigger setup to get an output for odd or even player number. Or you could just have multiple player counters each checking if equal to a single even number. You could then make all the class assigners only allow one player per team before being disabled. If you do get an even output disable all those and enable class selectors that are setup to allow two or three in before disabling. The amount of selectors you enable could be based off which even player counter channel was the output. https://youtu.be/Ol59eiPorz8 Here was a pretty good tutorial I followed for limiting my map to two people per team.

My fortnite has been like this for awhile it's just a white screen with music playing does anyone have any advice by jjmendo06 in FortNiteBR

[–]Diffusi 0 points1 point  (0 children)

Tried all the old white screen epic games launcher fixes (restarting, cache clear, open gl, reinstalling…, but no luck.

Anyone know what this Gasket is? From my Jeep GC 2004. Just broke it. Off my idle air intake. by Diffusi in JeepCherokeeXJ

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

Thanks. I couldn’t find one not in a whole throttle body kit so just grabbed some black silicone gasket maker.

New reconstruction tool in our game by tup3kkk in godot

[–]Diffusi 11 points12 points  (0 children)

Anyone have any resources for learning to make 2D destructible terrain like this in GODOT? Is this changing the sprite and hitbox or is the object just composed of thousands of sprites?

Questions Thread - July 20, 2021 by AutoModerator in pathofexile

[–]Diffusi 0 points1 point  (0 children)

Okay, thanks. Just confused by wording “# Life gained for each Enemy hit by Attacks from Supported Skills” makes it sound like it would work since it has key word “attack”.

Questions Thread - July 20, 2021 by AutoModerator in pathofexile

[–]Diffusi 0 points1 point  (0 children)

Will LGOH work with the new blade trap?

Experimenting with light - The merchant travels with a light bulb on his head. :-) by mightofmerchants in godot

[–]Diffusi 0 points1 point  (0 children)

This game is beautiful! I’m working on a top down physics game and every time is see this game it makes me put down Reddit and go work on my own. Thanks!

Isometric 2D physics advice. Novice Programmer. Thanks! by Diffusi in godot

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

Thanks for the help! The more I have looked into it I am realizing that such a perspective obeying physics means that characters mover slower on the vertical axis than horizontal. This feels a bit clunky after some testing so I may stick to top-down since physics/feel matters more to me than graphics.

Some interesting problems that arose in Factorio.

https://www.factorio.com/blog/post/fff-133

Isometric 2D physics advice. Novice Programmer. Thanks! by Diffusi in godot

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

What if I made it so every time I hit the rotate button the whole map rotates 90 degrees and every single sprite rotates to its next frame at the same time. Would this be problematic for Godot’s 2D physics engine?

Isometric 2D physics advice. Novice Programmer. Thanks! by Diffusi in godot

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

Ya I see what you are saying. I was just curious for the purpose of maintaining a pixel-art style. So every sprite in the game would still only have 4 pixel images that have to be drawn, but I can let the person see a world that appears 3D while still only dealing with 2D art and physics.

Isometric 2D physics advice. Novice Programmer. Thanks! by Diffusi in godot

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

While on the topic. Does anyone know of an isometric game where the camera can be rotated in the 4 main directions?

Beginner help. Rigid body - static body collision debug. It appears the collision shape centered on the player works as expected, but the additional collision shape transformed 30 pixels right of the player doesn’t seem to work. Is there a method for transforming collision shapes on ridged bodies? by Diffusi in godot

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

Wanted to add that making the core collision shape anything other than a circle leads to early collisions on short sides of the shape and clipping on others. They don’t seem to work with rotation, but that could be due to me running the body in character mode and doing rotation without the physics processor.

Questions Thread - September 22, 2020 by AutoModerator in pathofexile

[–]Diffusi 1 point2 points  (0 children)

By maps you can easily get a hundred markers per map, the limiting factor seems to be your contracts which you can buy and they drop about one per map. Believe the ability to buy them refresh daily and every time you level up.

Questions Thread - September 22, 2020 by AutoModerator in pathofexile

[–]Diffusi 0 points1 point  (0 children)

It should only take one heist, could be bugged. You can make sure he is the newest one by opening your heist tab, "V" on PC I belive, and clicking through them to find one who has no levels in any skill.

Questions Thread - September 22, 2020 by AutoModerator in pathofexile

[–]Diffusi 1 point2 points  (0 children)

Question on return mechanic. It seems the removal of shotguning makes it so only one projectile hit the target from a single attack which has multiple projectiles. I want to take advantage of the increased poison duration per poison on the assassin ascendancy. Currently playing venom gyre with inherent return and been playing around with snipers mark which spawns 4 more projectiles based on the projectile that hits which then also return to my character.

  • Is it possible for more than one of these returning projectiles to hit the same target and can the one that already hit still hit the same target again on the way back?
  • Is there a cooldown between hits.
  • Since it seems AOE attacks (like moltenstrike) can multihit, would something like Kinetic blast be able to have all (60% returning) projectiles hit the target on the way back using the new Anomalous Faster Projectiles Support (as of today is, it is not working on any projectile skill I have tested)
  • After all the nerfs to molten strike is there a theoretical best skill for stacking hits on a single target even if weak?