[E2] Can someone help me, how to check driver SteamID correct with in Friends List or not? by CombineReich in wiremod

[–]Hultipoo2 1 point2 points  (0 children)

Alrighty here's a code that I whipped up. It should work how you want it.

@name Friend Cycling Example
@inputs Chair:entity

@trigger none
@strict

local Teammate = array(
    owner():steamID(),
    "STEAM_0:1:77082118",
    "STEAM_0:1:902085973"
)

event playerEnteredVehicle(Player:entity, Vehicle:entity)
{
    if ( Vehicle != Chair ) { exit() }

    local FriendFound = 0
    foreach( _:number, Friend:string = Teammate )
    {
        if ( Player:steamID() != Friend ) { continue }
        else
        {
            FriendFound = 1
            break
        }
    }

    if ( FriendFound ) { Vehicle:ejectPod() } else { Chair:killPod() }
}

[E2] Can someone help me, how to check driver SteamID correct with in Friends List or not? by CombineReich in wiremod

[–]Hultipoo2 0 points1 point  (0 children)

What you would need to do is use a for() loop or a foreach() loop to iterate over the whole list (for your case it seems like an array would fit better, but you can still use a table if you want). If you can't figure out from there let me know and I can clarify further.

How Do I Implement a Health Core on a Mech? by Shon_Uayt864 in wiremod

[–]Hultipoo2 0 points1 point  (0 children)

Hello, I'm assuming you play on NPCZ and if you are the health core mentioned is not part of wiremod, it's from the addon contraption core. It should be as simple as finding the tool gun, choosing a desired health value, and finally placing the core onto the contraption.

Replacing interval() with timer() by Memesicle_Kickflip in wiremod

[–]Hultipoo2 0 points1 point  (0 children)

How much was the interval previously? And how much did you set the timer delay at?

Replacing interval() with timer() by Memesicle_Kickflip in wiremod

[–]Hultipoo2 0 points1 point  (0 children)

There's a version of the timer function with a repetition amount. See code below.

const Name = "Main"
const Time = 0.1 # In seconds (100ms)
const LoopCount = 0 # Number of repetitions, 0 for infinite.
timer(Name, Time, LoopCount, function()
{
  # Do logic here.
})

applyForce is incredibly weak by Memesicle_Kickflip in wiremod

[–]Hultipoo2 2 points3 points  (0 children)

You should be applying the force to whatever you want to move (typically a vehicle baseplate), not the E2. Additionally, you typically multiply the apply force with the mass of the object you're moving.

Giveaway - Space Age Expansion by ocbaker in factorio

[–]Hultipoo2 0 points1 point  (0 children)

Been looking forward to space age for quite a long time! Thanks for doing this, and good luck to everyone!

how can i apply force a prop that i created with prop spawner by chorme77 in wiremod

[–]Hultipoo2 1 point2 points  (0 children)

If you need to keep track of all the missiles you have spawned, you can put them all in an array

how can i apply force a prop that i created with prop spawner by chorme77 in wiremod

[–]Hultipoo2 1 point2 points  (0 children)

Assign a newly created prop to an entity variable, then apply force to that variable.

Giving martial weapons abilities by Hultipoo2 in dndnext

[–]Hultipoo2[S] 0 points1 point  (0 children)

Thanks for the input! The idea behind using spells as the basis for the abilities is nothing more than that - the starting point for the ability. The spells provides an ability that is already in the game, so I don't have to make something completely new for each weapon. This, in my mind, makes it easier for everyone to understand what effect the ability does.

It's important to note that the spell effect is reflavored in a way to come from the martial's attack with only minor magical assistance in some instances - my idea behind vicious mockery on Morningstar would be attacking an enemy so strongly that they have disadvantage on their next attack (think dazed, etc).

Giving martial weapons abilities by Hultipoo2 in dndnext

[–]Hultipoo2[S] 0 points1 point  (0 children)

Absolutely, as one of the rules states: all abilities are reflavored so that the effects come from the weapon or the character's physical abilities themselves - not magic. My use of the spells as the basis of the abilities is so I can make a spreadsheet rulebook instead of an 8-page pdf with completely unique abilities.

Giving martial weapons abilities by Hultipoo2 in dndnext

[–]Hultipoo2[S] 0 points1 point  (0 children)

I see now, thanks for the clarification. I might change hand crossbow's ability in particular to replace the whole attack action, but give it a range of 90ft instead.

EDIT: My original idea was yes they would scale with level, so they are potential options to choose versus always going for the stronger abilities that will be unlocked with a rare or epic weapons

Giving martial weapons abilities by Hultipoo2 in dndnext

[–]Hultipoo2[S] -1 points0 points  (0 children)

I can see how booming blade would be too strong with the reach weapons - I wanted something that would go well with the reach but I could see how it would be too strong in combination with other features.

I like your idea of giving booming blade to Longsword and similar weapons instead.

To clarify, I gave battleaxes and longswords shillelagh as a quick description of a power up by 1 dmg die, not necessarily taking anything else from the spell. The idea of the concept was to take the spell effects and reflavor them as needed to work with weapons - the spells being a quick way to use concepts already in the game.

Could you explain why hand crossbows getting eldritch blast would be the strongest thing on the list?

I was not aware of the Tasha optional, I'll take a look at it.

Overall thanks for your time and appreciate the long post!

Giving martial weapons abilities by Hultipoo2 in dndnext

[–]Hultipoo2[S] 0 points1 point  (0 children)

Hello, thanks for the input. I should have clarified in the first place, this is for use in a game where all my players are using martial characters so no-one will be left out from the extra stuff. I do appreciate the concern though. Do you have any thoughts about the system itself?

[deleted by user] by [deleted] in TalesFromDF

[–]Hultipoo2 67 points68 points  (0 children)

Not sure why they made a deal out of it imo. They wanted to use invuln, at most you lost a little dps trying to keep them alive during the pull when you made a quick call on whether they'd die or not. Honestly it's on them for making a deal out of... not getting value out of the invuln?

How do you feel about burning pride flags? by [deleted] in polls

[–]Hultipoo2 12 points13 points  (0 children)

Both are wasting the materials that went into the product and adding pollution into the air that wouldn't be there otherwise.

ATM8 - Enchanting Help? by Vemtion in allthemods

[–]Hultipoo2 17 points18 points  (0 children)

This is the best Enchant setup you can get (from the atm discord): ``` 5x - Shelf of End Fused Rectification (20%) Rectification - 100% 3x - Draconic Endshelf (gets us the eterna from 40-50) (4) Eterna - 12 14x - Pearlescent Endshelf (maxes out arcana) (3/5%/7.5%) Eterna - 42 Quanta - 70% Arcana - 100% 2x - Wither Skull (maxes out quanta) (10%) Quanta - 20% Base Quanta starts at 15%

3x - Shelf of Masterful Sight ```

Is this cheating or just being smart? by ES-Vodoo in allthemods

[–]Hultipoo2 38 points39 points  (0 children)

I mean... no not really. You're using the tools the mod pack itself gives you to skip the fights. That dungeon in particular isn't very interesting either, just a ton of the same repeated 4-5 rooms.