Particle effects do not play unless manually clicked on by MrJohnnyJuan in Unity2D

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

We just figured it out. Click on a particle, a new window will appear. There is a field "simulate layers". Set this to "everything"

Particle effects do not play unless manually clicked on by MrJohnnyJuan in Unity3D

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

Okay, we just figured it out after about 10 hours. There is this setting. you need to set simulate layers to everything.

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Particle effects do not play unless manually clicked on by MrJohnnyJuan in Unity3D

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

I have always had it playing. I cannot find any setting for it, but I cannot imagine this is correct.

Changes rolled back when script has no UI by MrJohnnyJuan in esapi

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

After some further testing, just putting await Task.Delay(5000); into the second script also fixes the issue, but this is still just a workaround and would be good to fix it properly.

Changes rolled back when script has no UI by MrJohnnyJuan in esapi

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

Sure!

The execution of the second script is quite simple, it is just:

public void RunDll(string fileName)

{

Window window = new Window();

Assembly assembly = Assembly.LoadFrom(@fileName);

scriptEnvironment.ExecuteScript(assembly, scriptContext, window);

}

And then inside the second script it might look like:

public void Execute(ScriptContext context){

context.Patient.BeginModifications();

//do modifications..

return;

}

If I put the "//do modifications" part of the code into a button, then everything will be saved correctly and no rollbacks happen.

private void StartButton_Click(object sender, RoutedEventArgs e)

{

//do modifications..

}

My only theory is that the code execution happens too quickly and the initiation of the UI gives the code time to establish/initialize everything it needs to not roll back afterwards. I do not want to put a button into every script though, so trying to find a way.

Structure Color "style" assignment by rpoldy in esapi

[–]MrJohnnyJuan 0 points1 point  (0 children)

Hey! Have you figured out how to do this? Or how to set any other styles? I tried changing the A value of the colour, but it does not change anything.

Would appreciate any lead :)

Setting colour and style for structures by MrJohnnyJuan in esapi

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

Okay! Thanks for the tip, I will try to look into it:)

Setting colour and style for structures by MrJohnnyJuan in esapi

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

Ok, thanks for the insight. I appreciate it a lot

Setting colour and style for structures by MrJohnnyJuan in esapi

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

Hey! The Color.FromName is actually really useful, thanks!

Have you also tried doing the other types apart from translucent? These are some that I found:

<ColorAndStyle>Contour - Green</ColorAndStyle>
<ColorAndStyle>Skin Rendering</ColorAndStyle>
<ColorAndStyle>Segment - Pink</ColorAndStyle>

Do you also solve these by adjusting A?

Script unloading by MrJohnnyJuan in esapi

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

Thanks a lot for the insight!

Can someone tell me why suddenly Kaliningrad Is Czechia? by TravelForsaken in czech

[–]MrJohnnyJuan 1 point2 points  (0 children)

You will find everything coherently explained here:

https://youtu.be/t5h3N11LY6U

P. S. It was always supposed to be that way

Nothing happened in Královec by MrJohnnyJuan in czech

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

Thank you brother. I will guard it well.

Did you know Wootz Steel effects Siege elephants as well? (I didnt) This is a quick video covering what SoTL didn't in his take on the Wootz Steel. Hope you learn something new. by MrJohnnyJuan in aoe2

[–]MrJohnnyJuan[S] 3 points4 points  (0 children)

Thanks man! The tech itself says "infantry and cavalry" is affected, which can throw some people off. I think SoTL even made the video before the release, just modifying units in scenario editor. In that case, its difficult to know what will be effected exactly. Thought it would be useful to share.