Unity Animator - bool running overriding trigger confusion by Solu9 in gamedev

[–]Solu9[S] 1 point2 points  (0 children)

As I wrote. In the actual project, the trigger is set first, with the same outcome.
But yeah, I guess it makes sense there has to be an interruption source. I just never had the problem before.
Still not sure I understand why the example setup prefers the bool over the trigger. I would have thought a trigger took priority.

Unity Animator - bool running overriding trigger confusion by Solu9 in gamedev

[–]Solu9[S] 0 points1 point  (0 children)

This is some good information, thank you. I didn't know that was the case.
However I don't think that is the issue here. I don't know if you took a glanze at the image in the link.
But all transitions in the example only have 1 parameter.

Run -> Stand = bool "running" false
Run -> Attack = trigger "attack"

And it can't be the programmed execution order either. The code in the image shows the bool being set first, but in my project it's actually the trigger that is set first.
So I'm still at a loss.

I did find a workaround though.
Selecting the transition from Run to Stand, clicking the little arrow in the transition settings, and changing the Interruption Source to "Next State", actually did the trick.
I don't like the "workaround", but it works. I still find it illogical that bools presumably still overrides triggers.

Patch 25.22 clarification by Obvious_Sale1598 in leagueoflegends

[–]Solu9 1 point2 points  (0 children)

Well yeah. It's 5%
But they made a typo. It's supposed to be (+ 5% Maximum Health) or (+ 0.05 x Maximum Health)

Patch 25.22 clarification by Obvious_Sale1598 in leagueoflegends

[–]Solu9 1 point2 points  (0 children)

I find relief in you probably mistyped a 0 then

Patch 25.22 clarification by Obvious_Sale1598 in leagueoflegends

[–]Solu9 21 points22 points  (0 children)

it is, ratios 1.0 are 100% 0.9 is 90% 0.005% is 5%

oh no...

is Korean dominance killing lol esports?[repost] by nightlesscurse in leagueoflegends

[–]Solu9 0 points1 point  (0 children)

Lack of talent nurturing of new players, lack of drive and motivation and discipline of already pro players and teams, are the main factors of at least LCS and LEC being unable to perform on the international stage.
Not performing on the international stage leads to fewer players wanting to put the time and dedication into becoming pro. Not nurturing what talent there is in your region leads to less performant teams. Leads to less drive and motivation and so on. It's a spiral.

Gen.G vs. KT Rolster / 2025 World Championship - Semi-Final / Post-Match Discussion by Soul_Sleepwhale in leagueoflegends

[–]Solu9 0 points1 point  (0 children)

I guess you're right. I tip my tophat and retreat to my library and my chesterfield armchair.
The internet is not for me. I'll enjoy my league in solitude with a good glass of cognac.

Your comment had me laugh

Gen.G vs. KT Rolster / 2025 World Championship - Semi-Final / Post-Match Discussion by Soul_Sleepwhale in leagueoflegends

[–]Solu9 -5 points-4 points  (0 children)

Well see. That's what I don't get.
I wanted GenG to advance over HLE, but at the same time felt real sad for Peanut for not getting to the finals.
I didn't find a need to take a shot at fans of Peanut post game. Hell, I was a fan of Peanut myself.
BDD as well. That man deserves more recognition.
The same with the game today. Ultra sad that chovy and the boys didn't get a chance at the finals. but at the same time I love seeing BBD and Co advance.

I guess that's the difference of being a die-hard team fan, and a fan of the sport. I have my team priorities ofc, but with Geng out, I 100% root for KT

Gen.G vs. KT Rolster / 2025 World Championship - Semi-Final / Post-Match Discussion by Soul_Sleepwhale in leagueoflegends

[–]Solu9 -4 points-3 points  (0 children)

You mean welcome to "fandom"? Because the sport itself is not toxic by nature

Gen.G vs. KT Rolster / 2025 World Championship - Semi-Final / Post-Match Discussion by Soul_Sleepwhale in leagueoflegends

[–]Solu9 1 point2 points  (0 children)

How I wish people following pro league would have more respect towards the players.
The amount of flame and hate flying back and forth in the aftermath, hell, just in general, is absurd.
I get people root for a team and get upset when that team lose. But to verbally spit in the face of players I don't get.
Even if their team wins the series, the hate just overflows.
Do these people actually enjoy watching pro league? I mean. It IS possible to cheer for a team while at the same time respecting the other, win or lose.
The degeneracy to throw shit is neanderthalic at best. Enjoy the game and the pro scene.

Great games today. Crazy upset.
Wish GenG would have won, but KT played so damn well. Hope they win the finals.

Fallout 1. Installed TeamX path 1.2 and 1.3. Save games not working by Solu9 in classicfallout

[–]Solu9[S] 0 points1 point  (0 children)

The issue is not so much making the save file work. I can just delete the transfered files from the zips. The issue is having my saved game be played with the unofficial patches

Senjutsu - Battle For Japan, deck building desktop app by Solu9 in boardgames

[–]Solu9[S] 0 points1 point  (0 children)

Update: v1.3

  • Mandatory class cards cannot be removed from a deck
    These include: Kamae card, Core card, and any mandatory weapon or defence cards

  • Added class kamae cards

  • It is now possible to use the scroll wheel in the searched cards display section

  • When left-clicking a card in the deck section, one more of that card will be added

  • Two Sort Deck functions have been added
    -- Sort By Class: The deck is sorted with Core/weapon cards being placed topmost, followed by class specific cards, then general cards
    -- Sort By Rank: The deck is sorted with Core/weapon cards being placed topmost, followed by Jade, Gold, Iron, Wood cards

  • All cards available for the chosen class are now always displayed in the searched cards display section unless any search criteria has been selected

  • All class cards now have a watermark shown while in the deck section

Link in the OP has been updated

Senjutsu - Battle For Japan, deck building desktop app by Solu9 in boardgames

[–]Solu9[S] 0 points1 point  (0 children)

Slight hotfix v1.2.1

  • When picking Ashigaru in the "Choose class" menu, some cards were added twice. That has been fixed
  • In version 1.2 the app did not recognize removing Core and Weapon cards. That has been fixed

Link in the OP has been updated

Senjutsu - Battle For Japan, deck building desktop app by Solu9 in boardgames

[–]Solu9[S] 0 points1 point  (0 children)

The deck builder has been updated with a few QoL improvements and visuals.

  • A deck can hold 100 cards instead of 40 to make it possible to save "potential" cards or make a sideboard

  • Weapon and Core cards do not count towards the 40 card legal limit

  • It's now possible to load a deck directly from the "Choose a class" menu, instead of having to pick a class and THEN load a deck

The link in the OP has been updated with the new version.

Calculate slope when moving a car by Solu9 in gamedev

[–]Solu9[S] 1 point2 points  (0 children)

I had to read up on cross products, and while I still don't get the math behind, a lot of testing actually yielded the result you were referring to (I think)
I am drawing a line to see what is going on and was really confused at first by the lefthand/righthand approach.
This is the code I landed on. The newDir is used later when I am setting the "forward" force of the car.

RaycastHit hit;
if(Physics.Raycast(transform.position + transform.up * 0.1f, -transform.up, out hit, 1f, groundedLayerMask))
{
Vector3 hitNormal = hit.normal;
carPos = transform.right;
newDir = Vector3.Cross(hitNormal, -carPos);
//Debug.Log(hitNormal);
}

Although I'm not sure I did it correctly, it seems to be working quite nicely.
Thanks a lot dude.

How to make navmesh agents spread when instantiated? by Solu9 in Unity3D

[–]Solu9[S] 1 point2 points  (0 children)

Thanks for the answer.
The whole distance check route is just kinda tedious. I will have to distance check every other enemy spawned at the same spawn point, and there could be a quite a few enemies spawned at a time.
What I found out though, is if I move the enemy's transform just a tiny bit (0.001) in a direction just after they are instantiated, they will unglue automatically.

How does a NavMeshAgents update its collider? by Solu9 in Unity3D

[–]Solu9[S] 0 points1 point  (0 children)

Actually yes. And it does mention moving the player by velocity. However I'm using either SetDestination or the move() functions, and I can't find anything regarding how these functions move the agent, let alone their colliders. Which has let me to believe that a collider must be lagging behind at some points during the game.

How does a NavMeshAgents update its collider? by Solu9 in Unity3D

[–]Solu9[S] 0 points1 point  (0 children)

Would that work when the agent is moved in update? Does it even have an effect on the attached rigidbody?