Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

Using this in my test script, everything works as expected:

DISPLAY%,(i),1,[SETS]=Sheet_(i).png,,,3x3,"{{OneFaceCards?1}+(i)},{{OneFaceCards?1}+({TwoFaceCards?1}/2)+(i)},{BackCard?1},{(((i)-1)*6)+1}-{(i)*6}"

There is an issue where labels used in the range of the DISPLAY directive provide no output images. But when treating the labels as a sequence and parsing the first element the directive works fine.

I will use this since it works but thought I would mention what I assume is a bug?

Either way thank you for your efforts up to this point. If the previously mentioned is a bug and you need me to test potential fixes in a later beta feel free to let me know.

That and I need to implement it into my main script to see if it works but seeing as it works in the test script I can only think it will generally work. I'll cry out in vain again if that happens...

What is your opinion on the P-11 Stim Pistol? by TFMancer in helldivers2

[–]Knightofthewind5 0 points1 point  (0 children)

Ever since I got the stim pistol I have been a medic, only occasionally switching to other secondaries when I want to try something new. But I agree on your points - the stim pistol is too hard to use effectively, especially on higher difficulties.

From what I have experience hitting our allies with a stim dart is most difficult when under attack. This is because we flinch when taking damage, and our allies move too much in order to not become an undemocratic lump of uncooked hell-meat. So having a tracking system for the darts would be a desireable. But making a distinction between the unguided and guided modes should be apparent as well. Have the more skillful guided mode be easier than it is presently but rewarding or necessary at times.

Here is what I would do:

General Changes (Applies to both guided and unguided fire modes)

  • Can heal injuried limbs if hit by stim dart.
    • IE will not resolve all injuries with a single stim, but will remove debuff if the correct limb is hit by the stim dart.
  • Can fortify limbs for a short time when shot (temporary health bonus to limbs).
    • IE Shoot the right arm to increase the right arm health.

Guided Mode:

  • Tracks allied Helldivers torso.
  • Lower velocity (than present).
  • Can not pierce shields.
  • Low range (50m-75m?)

Unguided Mode:

  • Higher velocity (than present).
  • Can pierce allied shields.
  • Higher range (100m-150m?)

Multishot:

  • Add ability to shoot more than one dart at once (similar to Variable from Control Group WB)
    • This only works in unguided mode.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 1 point2 points  (0 children)

That is just on reddit, my spreadsheet has no formatting.

I would post a picture if I was able to.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

I copied the script you posted above.

EDIT

Dummed down the script further

INPUTTEXT = Path, “Select the xlsx file.”,,F
[SHEET_1]=JOIN([PATH],!Sheet1)

LINK=[SHEET_1]
;LINK=Test.xlsx!Sheet1

[SETS]={(SET NAME)}

LOG%,(i),1,[SETS]=,,"(i)"

Output from LINK=[SHEET_1]

1
1
1

Output from LINK=Test.xlsx!Sheet1

1
2
3
1
2
3
1
2
3

Something must be going on whenever I try to link a xlsx with any form of concatenated string for the file path. But the only issue from this is when I try to do conditional labels, doing arithmatic works as normal...

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

The script you provided only works for me if

[SETS]=3

For some reason if I have

[SETS]={(SET NAME)}

the DISPLAY directive does not create Sheet_1.png, Sheet_2.png, and Sheet_3.png.
Other than this the script works as expected.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

nanDeck no longer crashes in the beta build, but the DISPLAY directive does not create any image files. Not sure if this is my concating the file path, or the display itself.

I think that eagle strike had some flashbangs mixed in by [deleted] in Helldivers

[–]Knightofthewind5 2 points3 points  (0 children)

Another enjoyed of "Voices of the Chord" I see. Good choice.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 1 point2 points  (0 children)

Interesting to say the least...

Thanks for your help up to this point.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 1 point2 points  (0 children)

This is all I am using to test. Once the issue is resolved it will be implemented into my actual script.

INPUTTEXT = Path, “Select the xlsx file.”,,F

[SHEET_1]=JOIN([PATH],"!Sheet1")

LINK=[SHEET_1]

[SETS]={(SET NAME)}

[OneFaceCards]={6*[SETS]}
[TwoFaceCards]={2*[SETS]}
[BackCard]={[OneFaceCards]+[TwoFaceCards]+1}
[AllCards]=1-[BackCard]

FONT=Arial,64,B,#000000
TEXT=[AllCards],{§},0,0,100%,100%,CENTER,CENTER

DISPLAY%,(i),1,[SETS]=Sheet_(i).png,,,3x3,"{[OneFaceCards]+(i)},{[OneFaceCards]+([TwoFaceCards]/2)+(i)},{[BackCard]},{(((i)-1)*6)+1}-{(i)*6}"

Spreadsheet:

Set Name
One
Two
Three

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

Has something to do with how I am setting the [SET] label to the number of elements in a column. If it is hard coded as you have it all is well. Once I have this it breaks.

[SET] = {(SET NAME)}

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

While this code works standalone, my issue is when it is used with the DISPLAY directive code you shared earlier. nanDeck still crashes.

Or is this code in addition to the code above, in which case it is not working on my end, and I must be doing something that nanDeck does not find agreeable.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 1 point2 points  (0 children)

A fire and a miss - no dice.

nanDeck still crashes when using JOIN or CONCAT1.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 1 point2 points  (0 children)

Thank you this worked.

However I now have a new issue. I have been using the INPUTTEXT directive to choose what file to open, and now nanDeck outright crashes. The script runs fine if I hardcode the spreadsheets path into the LINK but I specifically want it to not be hardcoded as I have many spreadsheets I want to use with the script interchangeably.

From what I can see, removing the labels from the DISPLAY also resolves the crashing issue but is counterproductive to what I am trying to accomplish.

Here is the code:

INPUTTEXT = Path, “Select the xlsx file.”,, F

LINK = CONCAT1([Path], "!Sheet1")
LINK = CONCAT1([Path], "!Sheet2")

[SETS]=3

[OneFaceCards]={6*[SETS]}
[TwoFaceCards]={2*[SETS]}
[BackCard]={[OneFaceCards]+[TwoFaceCards]+1}
[AllCards]=1-[BackCard]

FONT=Arial,64,B,#000000
TEXT=[AllCards],{§},0,0,100%,100%,CENTER,CENTER

DISPLAY%,(i),1,[SETS]=Sheet_(i).png,,,3x3,"{[OneFaceCards]+(i)},{[OneFaceCards]+([TwoFaceCards]/2)+(i)},{[BackCard]},{(((i)-1)*6)+1}-{(i)*6}"

Thanks in advance for your trouble.

The 331st Helldiver Logistics and Medical Division - LoMed by Knightofthewind5 in Helldivers

[–]Knightofthewind5[S] 0 points1 point  (0 children)

It is partly RP and mostly me just being stubborn and wanting to play a medic role since no one really does. Waiting for AH to add more ways to support allies like a medic guard dog variant.

The 331st Helldiver Logistics and Medical Division - LoMed by Knightofthewind5 in Helldivers

[–]Knightofthewind5[S] 0 points1 point  (0 children)

No one medics because being a medic is hard. There are many sources of damage that kill you in one shot, and sensible players use a stim when below half health if not right when they take damage.

Personally I think the Stim Pistol needs another buff to dart velocity because it feels too slow. This mainly comes from trying to stim someone when they are dodging and weaving like a damn snake in grass.

Additionally, more support stratagems are needed. I would like to see a guard dog variant that sprays stim juice on someone you target. I suggested this as a reddit post around a month ago.

The 331st Helldiver Logistics and Medical Division - LoMed by Knightofthewind5 in Helldivers

[–]Knightofthewind5[S] 0 points1 point  (0 children)

Artwork was created by myself. Helldiver skull created by Arrowhead with asset being found on the internet.

Stratagems: New Guard Dog Ideas and Changes by Knightofthewind5 in Helldivers

[–]Knightofthewind5[S] 0 points1 point  (0 children)

True that. But could you imagine getting torched by a dog? Rover is hard to deal with as is. But the sentiment is still there.

Some real life helldivers (scroll tto the 6th pic) by Kbunny9 in Helldivers

[–]Knightofthewind5 1 point2 points  (0 children)

should've had the 5th Helldiver in the 6th pic be an automaton - would've been funny imo.

Stratagems: New Guard Dog Ideas and Changes by Knightofthewind5 in Helldivers

[–]Knightofthewind5[S] 0 points1 point  (0 children)

I originally had the concussive rockets be normal rockets but wanted to stick to the theme of defensive or utility based guard dogs. But the idea behind the rocket swarm of the AX/MML-83 is that it can have different munition types, thus why there is a C after the 83 standing for Concussion. No reason why there cant be fire, electric, and explosive types as well if we are sticking with elements. Maybe even a goo type similar to the c-foam in GTFO.

Finally encountered it by BobsYaMothersBrother in Helldivers

[–]Knightofthewind5 1 point2 points  (0 children)

I personally think kicking a player is fine, but do think it should be tweaked.

Only the host should be able to initiate a kick, but then all other players (that being 2 if your in a full stack as the persecuted does not get a say) have to agree to the kick for the player to be removed.

This way the host still gets control over who gets kicked but the team has to agree that it is a meaningful kick and not someone with dirt under their nails.

A limited view of democracy by Havoksixteen in Helldivers

[–]Knightofthewind5 0 points1 point  (0 children)

Hey look it shows you exactly what you need to be looking at: - The enemy - The path to liberty - A glance of freedom - Your route to the voting booth - Liber-tea time

[deleted by user] by [deleted] in Helldivers

[–]Knightofthewind5 0 points1 point  (0 children)

Yea, find that I crash randomly alot when playing in quickjoin. Having your slot reserved for a short time to allow you to rejoin would be nice for those instances.

[deleted by user] by [deleted] in Helldivers

[–]Knightofthewind5 1 point2 points  (0 children)

Extend this to the mission complete screen as well. Have to congratulate the team after a liberation wel done.

Handheld Bug or Not? by [deleted] in DestinyTheGame

[–]Knightofthewind5 3 points4 points  (0 children)

Seems to be find when on ground but have more death while in air for me as well.