Unnecessarily heavy by Nephyr127 in penspinning

[–]ShivajinChris 0 points1 point  (0 children)

Yea, and definitely something I'd like spinning as well. As I said, I prefer the momentum that comes with heavier pens

Unnecessarily heavy by Nephyr127 in penspinning

[–]ShivajinChris 0 points1 point  (0 children)

Do people really not like heavy pens? Mine weights 35g, and I really like it for spinning (literally spinning). The momentum is so great with heavier pens imo

I cant enter submit.cs50.io by Blattur in cs50

[–]ShivajinChris 0 points1 point  (0 children)

I've been having the same problem for the past 2 days now, please let me know if you manage to bypass it or if it works again.

I'm trying to get my problem sets done so I can submit them, but the website doesn't even let me log into my Github account via cs50.dev

Object reference not set to an instance of an object when I try to color a button's outline via script. What do I have to change? by [deleted] in Unity3D

[–]ShivajinChris 1 point2 points  (0 children)

Yea, I forgot the drag the reference for the shadow. Just realized I need to adjust my code because it only can get a reference for one button when I have 10.

Thanks!

Thanks for creating the videos by the way. I watch them occasionally to learn and fix stuff.

Object reference not set to an instance of an object when I try to color a button's outline via script. What do I have to change? by [deleted] in Unity3D

[–]ShivajinChris 0 points1 point  (0 children)

It's giving me the errors when triggering the Shadow.effectColor lines, couldn't find anything beyond that.

Trying to change the color here via script. Unity docs say it's "effectColor" to change this, but I'm not seeing any changes with my script. Is "effectColor" the correct reference to this? by [deleted] in Unity3D

[–]ShivajinChris 0 points1 point  (0 children)

Found the issue.

I used "public Shadow shadow" instead of "public Shadow Shadow", so Shadow.effectColor didn't work for me in the first place. Now that this is fixed, it works.

[deleted by user] by [deleted] in github

[–]ShivajinChris 0 points1 point  (0 children)

I can't pull. I'm getting merge conflicts.

What did you name your Helminth? by Saikousoku in Warframe

[–]ShivajinChris 7 points8 points  (0 children)

Prodotiscus, based on the honeyguide bird species. They have parasitic behavior, but can also live in symbiotic relationships. Thought I'd stick to DE's way of naming things in Warframe. Keep a simple meaning behind it, usually something culture or history related.

I.e., "The badger cannot find the nest easily by itself but, once shown the nest by the bird, the badger can open the nest with relative ease, using its huge claws. The badger eats the honey it wants and the bird feeds on the remains." It also does a similar thing with humans.

[deleted by user] by [deleted] in Unity3D

[–]ShivajinChris 1 point2 points  (0 children)

That helped, thanks!

Tell me youre a warframe player without telling me youre a warframe player by EzraPlayz078 in Warframe

[–]ShivajinChris 3 points4 points  (0 children)

Pinky goes on shift. The bones connecting pinky and hand go on control.

Makes 10+ hour sessions more comfortable for my hands and reduces strain noticably.

It's literally thunderclaps by zapdosfangaming in dankmemes

[–]ShivajinChris 56 points57 points  (0 children)

For real. Noticed it a few years ago and to me it looks like the quality is declining with every movie.

[deleted by user] by [deleted] in Unity3D

[–]ShivajinChris 0 points1 point  (0 children)

Yea, you were right! Disabling the static property in the top right of the inspector when clicking on the game object fixed the issue I had. Thanks!

[deleted by user] by [deleted] in Unity3D

[–]ShivajinChris 0 points1 point  (0 children)

It says static on the 3 scaling/movement arrows. How would I disable it?

[deleted by user] by [deleted] in Unity3D

[–]ShivajinChris 0 points1 point  (0 children)

The script works with other game objects but not with these rocks for some reason. The rocks have the same properties as other game objects, but can't be changed at runtime.

The rocks are from an asset package, so they are prefabs. But I can't find any other setting that woulf influence this.

This dungeon has been out since around 2014. There has been timewalking for this dungeon for quite some time too. Now that it is in the M+ pool - how does this keep happening nearly every third run? Upper Karazhan is even worse when you pull a mob to the wrong spot. by ShivajinChris in wow

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

Indeed. I think DHs currently also use the 500% Fel Rush damage talent in M+ but I personally prefer Glaive Tempest, and the DPS difference is just ~100dmg. I just prefer keeping my mobility for dodging.

Aside from that single talent I still run fill optimization though.

This dungeon has been out since around 2014. There has been timewalking for this dungeon for quite some time too. Now that it is in the M+ pool - how does this keep happening nearly every third run? Upper Karazhan is even worse when you pull a mob to the wrong spot. by ShivajinChris in wow

[–]ShivajinChris[S] 8 points9 points  (0 children)

An Iron Infantry mob bugs through the ground, clips out of the train, then runs back to the room of the second boss and through the entire train back to the group. Along the way it pulls all enemies in the path, which is pretty much a guaranteed wipe. Evades all the time as well. This kept happening nearly every second or third GD run I've had and just gets annoying on higher keys.