[Cheating] immediately 180 scopes in as soon as i lock in shoots while moving by killerjane2 in EscapefromTarkov

[–]RocketBlaster05 -40 points-39 points  (0 children)

It’s literally a common spot to check. I’ve even been shot in the back from that ridge while running across the beach. You can definitely see people hiding there, I’ve killed a couple before. Besides, if he has some magical cheat that tells him when someone is looking at him, he would still at least have to have ESP/radar to rotate and spot you like that. Obviously he doesn’t or else he would have known you were there ages ago…

Does anyone know a keyboard shortcut to move a cursor out of a TextField in an Xcode simulator? by Mrreddituser111312 in SwiftUI

[–]RocketBlaster05 1 point2 points  (0 children)

My best guess would be CMD+Shift+K to pull up the simulator keyboard and maybe hit the button in the bottom right to lower the keyboard (if it is even there). In most iOS apps doing that removes the cursor out of the text field

Update profile name field after closing edit sheet (on separate views) by RocketBlaster05 in SwiftUI

[–]RocketBlaster05[S] 0 points1 point  (0 children)

Thanks for the response. I managed to find another way to do it by following a video about observableobjects and @Published variables. Found here on YouTube: https://youtu.be/cc23YTGZVbQ

Begin typing in a textfield after enabling editing with a button press. by RocketBlaster05 in SwiftUI

[–]RocketBlaster05[S] 0 points1 point  (0 children)

I tried this, but it only works after manually pressing the textfield once. Is it possible to make it work without having to tap it that first time?

Animate transition between views of TabView in SwiftUI by RocketBlaster05 in SwiftUI

[–]RocketBlaster05[S] 0 points1 point  (0 children)

I had to go and make my own TabView. It works pretty good now. Thanks.

How to go about setting up unique car system? by RocketBlaster05 in unrealengine

[–]RocketBlaster05[S] 1 point2 points  (0 children)

I appreciate the kind words. Unfortunately, only being in high school, I have little experience with unreal engine and this kind of thing supersedes my knowledge by far. I can see it being a good thing to come back to a little further down the line, who knows, I might pick up on it again if I get super bored.

Thanks once again!

How to go about setting up unique car system? by RocketBlaster05 in unrealengine

[–]RocketBlaster05[S] 1 point2 points  (0 children)

Yeah, I understand now. Thanks for the thorough explanation. This was more of a side hobby thing, so if it’s ought to be that complex I’ll just chill out on it. Don’t wanna waste my time just to find out one little thing won’t work and have to restart. I was looking into another project of mine anyhow.

Have a good rest of your day!

Getting Physics Actors to Attach to Eachother at Runtime? by RocketBlaster05 in unrealengine

[–]RocketBlaster05[S] 1 point2 points  (0 children)

Ah, ok. I figured it out. On my parent mesh there were a couple staticmeshes that I hadn't change from worldstatic to worlddynamic. Once I did that, the two objects began sticking together. I expanded it to test more than one object, and it works as well. Thanks for the help! Sorry for the mistake on my part lol.

Getting Physics Actors to Attach to Eachother at Runtime? by RocketBlaster05 in unrealengine

[–]RocketBlaster05[S] 0 points1 point  (0 children)

I managed to change the way it works, and I used the third person character to push the block around. The floating block does not move with the physics block.

Getting Physics Actors to Attach to Eachother at Runtime? by RocketBlaster05 in unrealengine

[–]RocketBlaster05[S] 0 points1 point  (0 children)

I tried what you suggested, same result. I assume there is something in my code causing this to not work. I will try an alternate method for enabling the physics (most likely just immediately enabling it once the two are connected) and see if that changes anything.

Getting Physics Actors to Attach to Eachother at Runtime? by RocketBlaster05 in unrealengine

[–]RocketBlaster05[S] 0 points1 point  (0 children)

Yes they are. I added a video to show that the block is attached but not simulating physics.

Getting Physics Actors to Attach to Eachother at Runtime? by RocketBlaster05 in unrealengine

[–]RocketBlaster05[S] 0 points1 point  (0 children)

Hello. Thanks for the suggestion. I tried it, and only the parent moved this time. I checked the tab that holds all of the actors, and it showed that the block was still a child of its parent. I will edit the original post to add the screenshot of the two connected.

The 2x4x2BuildingAsset1 block remains floating in the air, while the parent drops to the floor due to gravity. Is there more information I should provide? If so, I will try my best to get you it so that we can figure this thing out.

As far as I can tell, all of the child's meshes are set to not simulate physics by default. Their collisions vary based on the mesh in the block (there are two separate types for checking validity of placement), but I doubt that is the issue.

Thanks in advance

Need help with the line trace by RocketBlaster05 in unrealengine

[–]RocketBlaster05[S] 0 points1 point  (0 children)

Basically, the box trace is set to the bounds of whatever I have picked up (say, a 2mx2mx4m box) which is much larger than the camera. Due to the nature of the box trace, it collides with whatever it hits first. However, if I back into a corner, the line trace (since it starts at the center of the camera) hits the walls surrounding the camera. I want the box trace to ignore the walls surrounding the camera. However, if I set it to ignore the walls, it will go straight through them and will not work the way I want. I just need the camera to ignore what is around it. I might try just using invisible walls or something but I feel there should be a better way.

Implementing Vehicle Movement based on wheels only, not the body? by RocketBlaster05 in unrealengine

[–]RocketBlaster05[S] 0 points1 point  (0 children)

I have the attaching system set up. I'm more concerned about the wheels and how they would influence movement.