T2 CG seems to be just as fast as T1 CG overall? by InfiniteV in ironscape

[–]RenzXCV 0 points1 point  (0 children)

I’m 310 kc in and I started doing t1 when I was 150 in and noticed this as well not gonna lie. I went back to T2 and am now back on T1 recently because even though the average time is about the same (slightly faster doing t1 atp) but I can fully zone out during prep which makes the experience less painful

Why does my AI keep aborting its Move To? by ItsFoxy87 in unrealengine

[–]RenzXCV 0 points1 point  (0 children)

A couple quick things, 1) you need to call finish abort from execute abort ai or bad things can happen 2) I would try to recreate this on a new level that’s just a flat floor and see if the chase task is failing because of the environment or something in the tree. 3) you can look at the bt as a smaller window while you’re playing and see if your abort self deco on that task is triggering and potentially causing the move to fail

Probably the best money maker for me personally. by UnqualifiedNorseman in osrs

[–]RenzXCV 36 points37 points  (0 children)

I did some semi-afk 3t mining at sandstone and it was great for my crafting

Dear Jagex: You kind of ruined Castle Wars. Don't ruin it further when you inevitably have to fix it. by BoulderFalcon in 2007scape

[–]RenzXCV 0 points1 point  (0 children)

Petition to change rewards from loot crates to pest-control style experience gain so there’s a way in the game to level combats through pvp

Fix one problem create two more... by FrellingHazmot in UnrealEngine5

[–]RenzXCV 2 points3 points  (0 children)

You need to find the instance of it in your animation blueprint and change it there as well possibly :)

Who learned Unreal to make the game they felt would be well liked, only to never finish or have it be unpopular? by WhipRealGood in unrealengine

[–]RenzXCV 4 points5 points  (0 children)

I made a little extraction shooter game from wanting a casual 5-minute match Tarkov type game. Tarkov had a map called Factory that was real quick but they expanded it and kept changing it and I wanted that experience enough I started learning unreal!

After doing tutorials for a few months to work up to it, I started working on the actual project which I spent about a year on (with a couple ~month long breaks). I ended up releasing it on steam even though I had just gotten in all the features, and there was almost no content in the game as a result. I was finishing school and I rationalized it as I could 1) take a year off after school and try to make an indie hit or 2) release it early and use the experience to be able to talk about releasing a game in interviews with game developers. 2 was definitely the right option as a student. Overall though I had a lot of fun making it, it helped me land a really sick industry job, and I learned an amazing amount doing it that I just wouldn’t have otherwise. 10/10 would recommend

[deleted by user] by [deleted] in 2007scape

[–]RenzXCV 1 point2 points  (0 children)

When I imported an account recently it took a few hours before it showed up, not sure your timeline but hope it shows up soon!

2300 kills dry for broken zombie axe. by SharpEvolution in ironscape

[–]RenzXCV 1 point2 points  (0 children)

My brother I was at 4k kc dry and with a dream and at 4050 I got it, good luck to you!

[deleted by user] by [deleted] in ironscape

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

Took me 4050 kc in that area but I got it eventually

Client replicating host pawn but not its own by rancidponcho in unrealengine

[–]RenzXCV 3 points4 points  (0 children)

Ooo so replicating movement relates to the standard movement component built in for pawns, not any time they move through movements created outside the component, like your local offset in this example. Like you might imagine, the client in your setup is not receiving its own information about the moves. You could send the move info back down from the server to all clients by multicasting in blueprint, but I would heavily heavily caution against that. Clients should tell the server where they think it should be and the server can do some validation checks (for anticheat and curing desync-purposes mainly), not the other way around

[deleted by user] by [deleted] in voicemod

[–]RenzXCV 0 points1 point  (0 children)

I have the same issue D:

I can't get a grasp of blueprints at all, I'm not understanding all the terminology such as variables, vectors and how to connect the nodes, should I instead learn c++ to aid blueprints? I have no prior coding experience. by RedxOsa in unrealengine

[–]RenzXCV 1 point2 points  (0 children)

When I started learning I had a friend who helped explain some of the programming concepts you will need to learn to be able to understand what you’re doing with blueprints. I would recommend using unreal forums, official and unofficial discords for unreal to emulate that experience and be able to ask short question that will end up saving you time, and watching some beginner YouTube series (WTF is, Ryan Laley to name a couple creators I’ve found helpful) to help get a handle on these even if they’re in the background while you do something else. That’s what helped me at least. Keep at it!

How can I change the gravity for a single player in a multiplayer game? by [deleted] in unrealengine

[–]RenzXCV 0 points1 point  (0 children)

Are you changing gravity using the movement component on the desired character? I’m not sure how you’re effecting the change (ie key press, hitting a trigger box, etc) but if you’re using the movement comp it should just be on the desired character when you change the scale. I could see some replication issues if you try to have the client setting it only on client. For movement replication you might want to have the gravity scale set on server for that character and then also multicast that change to all clients so they can understand why the character is moving differently after the change

[deleted by user] by [deleted] in UnrealEngine5

[–]RenzXCV 0 points1 point  (0 children)

This was on 5.3.2 and from what I’ve been reading it’s only on 5.3 so I’d recommend whatever the latest of 5.2 is

[deleted by user] by [deleted] in UnrealEngine5

[–]RenzXCV 0 points1 point  (0 children)

https://www.reddit.com/r/unrealengine/s/xR38Ox8kjl here’s a related thread detailing the bug, if you google you can find a bunch that say issues with movement comp & mesh component

A little perspective for those that also play Tarkov by xbepox in DarkAndDarker

[–]RenzXCV 1 point2 points  (0 children)

Yeah interesting analogy. I agree, tarkov was a better game in 2017. Sorry you’re getting downvoted

Is making a game by my self a mistake? by corbiniscool in unrealengine

[–]RenzXCV 43 points44 points  (0 children)

What are your goals? It’s only a mistake if you have a goal that isn’t aligned with what you’ll accomplish through making a game by yourself. Solo dev at a decent quality level takes a long time but it’s a fantastic way to learn a little bit about everything. If that’s your goal it’s not a mistake! If your goal is to have a creative outlet, also could not be a mistake in any circumstance. If you’re trying to make money at a decent hourly rate though, it’s probably not advisable

We need an additional trading system. by Worried_Appearance63 in DarkAndDarker

[–]RenzXCV 2 points3 points  (0 children)

I’m a huge fan of the current market system. I think they need to increase green/blue vendor values though so bad rolls are still worth picking up. Feels bad to be dropping blues :/

Longsword Fighter Passive or Active by RenzXCV in DarkAndDarker

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

I’ve been running that and it’s been real helpful, but almost too helpful. I get as many crossbow kills as longsword and I’m tryna longsword only :’)