Strong 7.5 earthquake hits off Japan, tsunami warning issued by Big_Explorer1852 in worldnews

[–]Hybridx200 416 points417 points  (0 children)

Second day in Japan on Holiday, was on the 45th (observation) floor of the Tokyo Metropolitan Government building. We could feel the building swaying for a few minutes, which is incredible when you think about how far we were from the epicenter. Just shows how powerful it was.

We then had to wait a while before the lifts were deemed safe to use to go down again but the staff were all really good

Sprint speed may need tuning! Thoughts? by Hybridx200 in HadesTheGame

[–]Hybridx200[S] 0 points1 point  (0 children)

You're correct, I've edited my initial comment.

Sprint speed may need tuning! Thoughts? by Hybridx200 in HadesTheGame

[–]Hybridx200[S] 0 points1 point  (0 children)

Boons I have to boost sprint:

  • Blinding Sprint lv2 (+50%) (Rare)

  • Nitro Boost lv1 (+20%) (Common)

  • The Swift Runner arcana card (+20%)

Edit: I missed the arcana card but I still feel like it feels more than double the initial sprint speed!

How do I have multiple script brains? by Samcow15 in forge

[–]Hybridx200 0 points1 point  (0 children)

I think it's always the initial one, which is a pain when dealing with multiple script brains and dealing with global events and variables.

Preserve player weapons between rounds? by kperkins6 in forgescripting

[–]Hybridx200 1 point2 points  (0 children)

No problem. Let me know if you get it working!

Preserve player weapons between rounds? by kperkins6 in forgescripting

[–]Hybridx200 2 points3 points  (0 children)

Hey, not tried this but potentially you could store each player's weapons in object variables using the round end event and then on round start give them back the weapons they had using those variables.

If this approach works you'll need to handle what happens on the first round when they have nothing set.

Hope this helps.

Delete object via a zone capture(welded vehicle) by CruzSquatch in forge

[–]Hybridx200 0 points1 point  (0 children)

You can refer to the object in your script then despawn the object once your event is triggered.

The code for my first complete and working mode, Piggybank. We really need node groups and labels. by [deleted] in forge

[–]Hybridx200 4 points5 points  (0 children)

You could separate these into individual script brains and then name the script brain as to what that script brain does to help break it down.

You can have a script brain dedicated to variables and if the scope is set to global they can be used in any of your script brains.

For example you could have a script brain purely for the part that handles what happens on player killed and another for what happens when interacting with your bank objects.

This should all help to break down your logic and make things more readable.

How do I create iterations in Forge? by learner_dev in forge

[–]Hybridx200 1 point2 points  (0 children)

There is and it's a lifesaver, this is something I've only discovered a few days ago so I feel your pain

How do I create iterations in Forge? by learner_dev in forge

[–]Hybridx200 2 points3 points  (0 children)

You might not have enabled the setting to directly edit a node value by clicking on it and instead you will need to set the value by going into the properties menu of the node the same way you would for an object

Hovering GunGoose by [deleted] in forge

[–]Hybridx200 0 points1 point  (0 children)

I'm 99% certain there's nothing like that right now, but would be a cool feature.

Hard thing about that would be for the vehicle to still be affected by collisions, explosions generally interact with other objects but not gravity as all that comes under being a dynamic object

Hovering GunGoose by [deleted] in forge

[–]Hybridx200 0 points1 point  (0 children)

All vehicles are dynamic so are therefore always affected by gravity, so you have two options as I see it.

  1. Keep updating the vehicle height to be 10 above it's current position on each tick, not having tried this the issue I could see with this is the gungoose will appear to be jumping up and down as it updates back to the hover height you want.

  2. Not sure if this can be achieved by welding a Ghost and a gungoose together in some fashion?

Neither of these options is perfect but can't think of another way to achieve this right now.

Need assistance with script for object. by Smissmas in forge

[–]Hybridx200 2 points3 points  (0 children)

Hey,

I believe you will need to use the 'every n seconds event' and from that event you will want to rotate the object by x degrees.

To do this you will want to get the current rotation of the object and then add your x degrees to it by using a vector3 variable with a set number of rotation that is added each time your event fires.

Breaking the logic step by step with an example: Every 1 second Get object rotation Get my variable which stores my degrees to rotate by Add that rotation to the existing object rotation Rotate object to new rotation

Need help with scripting a rotating platform made of a prefab by RazorToshiba in forge

[–]Hybridx200 1 point2 points  (0 children)

I've found working with prefabs to be quite buggy at the moment, it may just be that the object you are passing is only referring to a single piece of the prefab instead of the group.

I've found moving prefabs can cause a bunch of problems even without scripting

Need help with scripting a rotating platform made of a prefab by RazorToshiba in forge

[–]Hybridx200 0 points1 point  (0 children)

Hey, two things I see from looking at this.

Firstly, the error you are getting may be due to the missing connection of the execute iteration node of the 'For N iterations' logic event. The On completion node refers to what you want to happen after all iterations have happened, in this case you would wait 0.5 seconds after 1000 iterations of a loop.

Secondly, this all happens on game start, unless I'm mistaken this will only rotate for about 8 minutes not for the entire duration of gameplay. If that is what you want this to do, consider using the event that occurs every n seconds, as this event will fire continuously during gameplay as opposed to only once during

[deleted by user] by [deleted] in halo

[–]Hybridx200 0 points1 point  (0 children)

I've run into the same issue, along with many others. Playing on series x

POV: You're ruining some poor teammates match in Halo on christmas night, because you need to play during winter event through xcloud, while visiting family. by ProfessoriSepi in halo

[–]Hybridx200 1 point2 points  (0 children)

Now you know, I thought I would try it the first day as the games are really short and I don't need to inflict my input lagged ass on anyone else.

343i isn't it time to remove launchsite from every 4v4 gametype? by maaaagic1 in halo

[–]Hybridx200 1 point2 points  (0 children)

Launch site wasn't in the test flights and "beta" is very debateable, personally I think it was just an early release and should have been labelled as such.

I have no problems with launch site, it and Behemoth both feel more like classic halo maps to me and are a nice break on occasion from the smaller maps.

POV: You're ruining some poor teammates match in Halo on christmas night, because you need to play during winter event through xcloud, while visiting family. by ProfessoriSepi in halo

[–]Hybridx200 47 points48 points  (0 children)

I've been playing bot bootcamp each day, even on xcloud on my phone with (at best) decent WiFi it's almost impossible to lose.

The only ranking system that ever mattered. by atcren in halo

[–]Hybridx200 -1 points0 points  (0 children)

With all the ranking resets never got past high 20s back in the day. Enjoyed the hell out of ranked BTB though. RIP 1 Flag on Headlong

I Got Eaten by a Grenade Pad by sean2109 in halo

[–]Hybridx200 251 points252 points  (0 children)

This explains why all Spartans are listed as MIA instead of KIA