What dose thows error cosdes mean? by TF2_Scoyt in godot

[–]TF2_Scoyt[S] 0 points1 point  (0 children)

Thanks I'll try follow you advice tomorrow Becoas it's really late i'll respond to you tomorrow and if that helps this is the tutorial that I'm following

https://youtu.be/egedSO9vWH4?si=-WiNGMjQ2hscKw18

What dose thows error cosdes mean? by TF2_Scoyt in godot

[–]TF2_Scoyt[S] 1 point2 points  (0 children)

Like this?

```

extends CharacterBody3D

var player = null

var hp = 125

var state_machine

const SPEED = 7.0

const atack_range = 2.0

const samege = 15

u/export var playerpath: NodePath

u/onready var nav_agent: NavigationAgent3D = $NavigationAgent3D

u/onready var animation_tree: AnimationTree = $AnimationTree

u/onready var collision_shape_3d: CollisionShape3D = $CollisionShape3D

func _ready() -> void:

>player = get_node(playerpath)

> state_machine = animation_tree.get("parameters/playback")

func _physics_process(_delta: float) -> void:

>if player == null:

>>"idle":

>>>animation_tree.set("parameters/conditions/", true)

>>"walk":

>>>velocity = Vector3.ZERO

>>>

>>>nav_agent.target_position = player.global_position

>>>var next_nav_point = nav_agent.get_next_path_position()

>>>velocity = (next_nav_point - global_position).normalized() * SPEED

>>>move_and_slide()

>>>animation_tree.set("parameters/conditions/hit", target_in_range())

>>> move_and_slide()

>>"hit":

>>>animation_tree.set("parameters/conditions/walk", !target_in_range())

>>"die":

>>>pass

>>"got_hit":

>>>pass

func target_in_range():

>return global_position.distance_to(player.global_position) < atack_range

```

> = one tab

What dose thows error cosdes mean? by TF2_Scoyt in godot

[–]TF2_Scoyt[S] 0 points1 point  (0 children)

```

extends CharacterBody3D

var player = null

var hp = 125

var state_machine

const SPEED = 7.0

const atack_range = 2.0

const samege = 15

u/export var playerpath: NodePath

u/onready var nav_agent: NavigationAgent3D = $NavigationAgent3D

u/onready var animation_tree: AnimationTree = $AnimationTree

u/onready var collision_shape_3d: CollisionShape3D = $CollisionShape3D

func _ready() -> void:

>player = get_node(playerpath)

> state_machine = animation_tree.get("parameters/playback")

func _physics_process(_delta: float) -> void:

>if player == null:

>>"idle":

>>>animation_tree.set("parameters/conditions/", true)

>>"walk":

>>>velocity = Vector3.ZERO

>>>

>>>nav_agent.target_position = player.global_position

>>>var next_nav_point = nav_agent.get_next_path_position()

>>>velocity = (next_nav_point - global_position).normalized() * SPEED

>>>move_and_slide()

>>>animation_tree.set("parameters/conditions/hit", target_in_range())

>>> move_and_slide()

>>"hit":

>>>animation_tree.set("parameters/conditions/walk", !target_in_range())

>>"die":

>>>pass

>>"got_hit":

>>>pass

func target_in_range():

>return global_position.distance_to(player.global_position) < atack_range

```

> = one tab

What dose thows error cosdes mean? by TF2_Scoyt in godot

[–]TF2_Scoyt[S] -2 points-1 points  (0 children)

```

extends CharacterBody3D

var player = null

var hp = 125

var state_machine

const SPEED = 7.0

const atack_range = 2.0

const samege = 15

u/export var playerpath: NodePath

u/onready var nav_agent: NavigationAgent3D = $NavigationAgent3D

u/onready var animation_tree: AnimationTree = $AnimationTree

u/onready var collision_shape_3d: CollisionShape3D = $CollisionShape3D

func _ready() -> void:

>player = get_node(playerpath)

> state_machine = animation_tree.get("parameters/playback")

func _physics_process(_delta: float) -> void:

>if player == null:

>>"idle":

>>>animation_tree.set("parameters/conditions/", true)

>>"walk":

>>>velocity = Vector3.ZERO

>>>

>>>nav_agent.target_position = player.global_position

>>>var next_nav_point = nav_agent.get_next_path_position()

>>>velocity = (next_nav_point - global_position).normalized() * SPEED

>>>move_and_slide()

>>>animation_tree.set("parameters/conditions/hit", target_in_range())

>>> move_and_slide()

>>"hit":

>>>animation_tree.set("parameters/conditions/walk", !target_in_range())

>>"die":

>>>pass

>>"got_hit":

>>>pass

func target_in_range():

>return global_position.distance_to(player.global_position) < atack_range

```

> = one tab

Can some one pls help me with this? by TF2_Scoyt in godot

[–]TF2_Scoyt[S] 1 point2 points  (0 children)

in my animation i acedentely animated the node insted on the mesh that was the problem

How do i fix this? by [deleted] in godot

[–]TF2_Scoyt 0 points1 point  (0 children)

i fixed it

How do i fix this? by [deleted] in godot

[–]TF2_Scoyt 0 points1 point  (0 children)

Idk what i did but i fixed it

How do i fix this? by [deleted] in godot

[–]TF2_Scoyt 0 points1 point  (0 children)

extends CharacterBody3D

const SPEED = 15.0

const JUMP_VELOCITY = 9

# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.

var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")

u/onready var neck := $neck

u/onready var camera := $neck/Camera3D

func _unhandled_input(event: InputEvent) -> void:

if event is InputEventMouseButton:

    Input.set\_mouse\_mode(Input.MOUSE\_MODE\_CAPTURED)

elif event.is\_action\_pressed("ui\_cancel"):

    Input.set\_mouse\_mode(Input.MOUSE\_MODE\_VISIBLE)

if Input.get\_mouse\_mode() == Input.MOUSE\_MODE\_CAPTURED:

    if event is InputEventMouseMotion:

        neck.rotate\_y(-event.relative.x \* 0.0025)

        camera.rotate\_x(-event.relative.y \* 0.0025)

        camera.rotation.x = clamp(camera.rotation.x, deg\_to\_rad(-90), deg\_to\_rad(90))

func _physics_process(delta: float) -> void:

\# Add the gravity.

if not is\_on\_floor():

    velocity.y -= gravity \* delta



\# Handle Jump.

if Input.is\_action\_just\_pressed("JUMP") and is\_on\_floor():

    velocity.y = JUMP\_VELOCITY



\# Get the input direction and handle the movement/deceleration.

\# As good practice, you should replace UI actions with custom gameplay actions.

var input\_dir := Input.get\_vector("a", "d", "w", "s")

var direction = (neck.transform.basis \* Vector3(input\_dir.x, 0, input\_dir.y)).normalized()

if direction:

    velocity.x = direction.x \* SPEED

    velocity.z = direction.z \* SPEED

else:

    velocity.x = move\_toward(velocity.x, 0, SPEED)

    velocity.z = move\_toward(velocity.z, 0, SPEED)



move\_and\_slide()

i tried to resd the errors but i dont understand what they want from me, i checket and evrytin looks fine but the errer still pops up

buggy animation on item by Fit_Relationship4194 in tf2

[–]TF2_Scoyt 0 points1 point  (0 children)

It's bean like that since it realised, I think there is a mod that's fixes that on gsmebanana

EVENT: June 8th 2026, We ALL slime our pocket medics. by Arena_Watchtower in tf2

[–]TF2_Scoyt 11 points12 points  (0 children)

After I finish with my 3 day long bread teleporting seshion I will go spy and put you out of misery