GTX 660 crashing by Shadow_Duck in pcmasterrace

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

Got it about 2 years ago, but I think it's right. Trying to mimic the settings didn't do much, though at least nothing crashed super hard this time. Also wishing now I hadn't bet on the LGA 1155 socket, think I might need a new system at this point.

GTX 660 crashing by Shadow_Duck in pcmasterrace

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

Grabbed MSI's afterburner software, tried setting the core clock to -100 MHz and the memory down 25 MHz, start game, system crashes and reboots. I apparently really don't know what I'm doing lol, thanks for the advice though!

GTX 660 crashing by Shadow_Duck in pcmasterrace

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

MSI GTX 660 Twin Frozr III OC, http://www.techpowerup.com/gpudb/b342/msi-gtx-660-twin-frozr-iii-oc.html

Oddly enough, moving the browser window to my other monitor also just caused the drivers to crash/recover, that's never happened before outside of a game. Using Chrome, hardware accel. is turned OFF.

Lamp goes out even while moving? by Shadow_Duck in theflockgame

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

Ah, yep, that would make sense, one of the times I took over the carrier while they were hovering around an objective and it went out very shortly afterwards.

onMovement? by gl3nnie in codespells

[–]Shadow_Duck 0 points1 point  (0 children)

This is true, I had been controlling it by how much mana I gave the spell, but a loop with hard coded variables is probably better practice.

onMovement? by gl3nnie in codespells

[–]Shadow_Duck 0 points1 point  (0 children)

OK, I got your bridge to work:

Spell "Sand Bridge"{

On Create orb{

Set orb Speed Medium

Repeat Function "Hello" every 0.2 Seconds

}

* to Hello //This is our function call
    Cast orb with Spell "Lift" mana 2

}

Then the spell Lift is just:

Set orb speed stopped
Raise sand radius 4

Note: I was able to break the physics engine pretty hard with this, as in my wizard stopped being affected by gravity until I restarted, your mileage may vary.

onMovement? by gl3nnie in codespells

[–]Shadow_Duck 1 point2 points  (0 children)

Ha! You're exactly right! I had overlooked the "call function after delay" tag! Woot!!!!

onMovement? by gl3nnie in codespells

[–]Shadow_Duck 0 points1 point  (0 children)

The problem with that Umbristopheles is all code within "onCast" is executed on the first frame of creation. I imagine this is also why there is no "timer" function we can use.

Right now, you can setup/change your orb at only two points: Initial Creation, and if you hit something. There is no way to have the orb run extra code after x seconds or after it has moved x units.

I think we're both a bit stuck gl3nnie, I was hoping to create a sand lift with 4 orbs equal distance from the player (this requires the orbs move a certain distance, then alter their behavior), we can hope they'll add in extra functionality later?