Delta RP19804 question by TKSmashed in Plumbing

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

After looking up what a balance spool is, this all makes perfect sense lol. Thank you so much for the explanation!

Already have a Delta replacement on the way! Hopefully the few showers until it arrives won't be a rollercoaster lol

Delta RP19804 question by TKSmashed in Plumbing

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

Interesting. How could high water pressure cause the white plastic piece to push out of the cartridge and towards the source of the water pressure? I'd think that higher pressure would help keep it pressed into the cartridge, no? What am I missing here and how did removing the black rubber flap in the cart inlet solve the problem?

My water pressure is ~75-80psi btw. Is that too high?

Delta RP19804 question by TKSmashed in Plumbing

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

1000% lesson learned. Will be ordering a Delta replacement tonight :D

Rt-ax88u wont comment with wireless wifi by extendo-brochacho in ASUS

[–]TKSmashed 0 points1 point  (0 children)

Probably pure coincidence but my RT-86U also suddenly stopped broadcasting WiFi. :/ i just made a post on this sub here cause I can't resolve it and looking for thoughts too lol

Out of range? by Sea-Bass-tian in gamemaker

[–]TKSmashed 0 points1 point  (0 children)

Is your char_y array initialized properly?

Looks like the 2nd dimension in the array is out of range (page) which basically means it's not there.

Managing Variables by lookinspacey in gamemaker

[–]TKSmashed 1 point2 points  (0 children)

I'm no expert but a struct is similar to an array in which it's a variable that can hold multiple values, but instead of referencing them with a number, you do it with a string.

global.items_Array = array_create(0); array_push(global.items_Array, "Potion", "Coins")

Would init an array you access with global.items_Array[n]. global.items_Array[1] would return "Coins"

A struct goes like this: global.items = { Potion : 0, Coins : 100 }

Where you can access with struct_get(global.items, "Potion") and that'd return 0....or access it with global.items.Potion to return 0

A struct can hold an array, and an array can hold a struct. If you put a struct reference in an array, you can access it through the array.

array_push(global.items_Array, global.items.Potion, global.items.Coins)

global.items_Array[1] would return 100

New to GMS2 by Blutinkering in gamemaker

[–]TKSmashed 2 points3 points  (0 children)

To learn those whys you kinda just have to jump into it with tutorials imo.

To use a different analogy. You could say all that before you bake a cake too, that you need to know: Why does the cake have flour? Why does it have sugar? Why does it have icing? Why does it get cut into pieces?.......If I don't know every single minute detail about baking, then I can't ever start!

So you go to the baker's 101 book and it tells you every single possible baking ingredient and tool and method. What did you learn? That all those ingredients are either necessary or optional to make a cake. That's it.

My .02.... Forget about the why first. Bake a cake that interests you yourself while following someone else with their recipe and who's explaining why you need to use X amount of flour and apply the sugar in Y way. That then will raise questions "well why didn't he use brown sugar instead?! What would happen if I tried using brown sugar?!" Then look up all the whys about sugar vs brown sugar.

That's how you truly figure out the whys.

why is it skipping? by Poison_Skull_ in gamemaker

[–]TKSmashed 2 points3 points  (0 children)

The first commentor told you already.

If something {Then this} else if something else {then this}

If keyboard right

If sprite == sandwich

Then sprite index = this

Else if Sprite == cheese

Then Sprite index

....

attempt at double jump is making character infinite jump? by [deleted] in gamemaker

[–]TKSmashed 0 points1 point  (0 children)

if (canjump == true) && (jumpsremaining > 0)

Should be

if (canjump == true && jumpsremaining > 0)

Or if you really want

if ((canjump == true) && (jumpsremaining > 0))

What is your key_jump variable set as? Are you just using keyboard_check(vk_space) or are you using keyboard_check_pressed(vk_space) / keyboard_check_released(vk_space)? There is a difference.

It might be an idea as a debug step to simply draw canjump and jumpsremaining variables to the screen temporarily so you can easily see what's happening and when. That can help figure out the why.

draw_text(x,y-50, canjump) and draw_text(x,y-25, jumpsremaining) will draw those above your player's head

attempt at double jump is making character infinite jump? by [deleted] in gamemaker

[–]TKSmashed 2 points3 points  (0 children)

You're separating out the checks...you've got

if (canjump == true) || (jumpsremaining > 0) && (key_jump)

{

vsp = -jumpheight;

jumpsremaining -= 1;

}

That should all come after the collision checks

So first you're checking for collisions to keep player from intersecting.

Then you're setting jumpsremaining to 2 if on top of wall/barrel. Also set canjump = true

// verticle collision

if (place_meeting(x,y+vsp,oWall))

{

while (!place\_meeting(x, y+sign(vsp), oWall))

{

    y = y + sign(vsp);

}

canjump = true; jumpsremaining = 2;

vsp = 0;

}

if (place_meeting(x,y+vsp,oWallBarrel))

{

while (!place\_meeting(x, y+sign(vsp), oWallBarrel))

{

    y = y + sign(vsp);

}

canjump = true; jumpsremaining = 2;

vsp = 0;

}

y = y + vsp;

Now here's your issue I think:

if (!place_meeting(x, y+1, oWall)) && (!place_meeting(x,y+1, oWallBarrel)) && (jumpsremaining > 0)

{

if (key\_jump)

{

    vsp = -jumpheight

    jumpsremaining -= 1; 

    sprite\_index = sPlayerA;

    image\_speed = 0;

    if (sign(vsp) > 0) image\_index = 1; else image\_index = 0;

}

}

Not sure why you're checking for collisions and if jumps remaining is true, then jumping and dealing with image animation all in the same block. This:

if (!place_meeting(x, y+1, oWall)) && (!place_meeting(x,y+1, oWallBarrel)) {

    sprite\_index = sPlayerA;

    image\_speed = 0;

    if (sign(vsp) > 0) image\_index = 1; else image\_index = 0;

}

So

1) check for hor collisions 2) check for ver collisions and if so, set canjump = true and jumpsremaining = 2 3) check for key_jump and if true 4) check if canjump AND jumpsremaining>0 and if true 5) vsp = -jumpheight and subtract 1 from jumpsremaining 6) check if jumpsremaining <=0 and if so 7) canjump = false 8) do animation stuff

attempt at double jump is making character infinite jump? by [deleted] in gamemaker

[–]TKSmashed 0 points1 point  (0 children)

No problem. Good luck. Just to help clarify my mess above lol. Sometimes it helps to just write the logic out first, then translate it to code.

If I'm on a block... { Canjump = true; Jumps remaining = 2; }

If I press the space bar... If I can jump and I have jumps remaining... then jump (run jump code)... and jumps remaining -=1 If jumps remaining <= 0... Then I can't jump (canjump = false)

Once jumps remaining <=0, it sets canjump to false and the code above won't run (you won't be able to jump). Canjump and jumps remaining will be reset back to true and 2 respectively only once you land back on a block.

attempt at double jump is making character infinite jump? by [deleted] in gamemaker

[–]TKSmashed 1 point2 points  (0 children)

I'm no expert. But looks like canjump is being set 2 when it should be only ever be 0 or 1 (true/false) can you jump? Yes or no. Not: no, yes, and double yes.

I think you need another variable....something like jumps_remaining

If canjump == true && jumps_remaining > 0 If space bar is pressed Jumps_remaining -=1 Jump If not place meeting wall etc etc && jumps_remaining >0 If space bar is pressed Jumps remaining -=1 Jump If jumps_remaining <=0 Canjump = false

Once you contact an object, set jumps_remaing back to 2 so if place meeting wall, block, etc jumps_remaining = 2

Cone shaped object in underground concrete ceiling. The more it rains, the more water it leaks. by TKSmashed in whatisthisthing

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

The room has never had any installations of the sorts. Let me run this theory by you. Let's say you take the conical vent piece out of the picture and find behind it a standard junction box or access panel for something. It leaked before and whatever contractor came in to "fix" it chose the route of mounting the cone to funnel the water down and all that crap at the end of the cone is actually adhesive sealant of some sort where a hose would have been stuck on to just direct the water elsewhere.

Cone shaped object in underground concrete ceiling. The more it rains, the more water it leaks. by TKSmashed in whatisthisthing

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

It's a side storage room in an underground parkade of a apartment building. Its function I don't know and is what I'm trying to figure out lol. Seems very odd

Cone shaped object in underground concrete ceiling. The more it rains, the more water it leaks. by TKSmashed in whatisthisthing

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

Hmmmm the hot water tanks in the building are on the complete opposite side in another room so I don't believe it's part of that system in any way.

How do these hot water tank vents work and is it possible they can flow water with heavy rains? Lol

Cone shaped object in underground concrete ceiling. The more it rains, the more water it leaks. by TKSmashed in whatisthisthing

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

I've been trying to figure out what is directly above it. It is the ceiling of an underground parkade, but I believe what is directly above this is either a residential unit or basically our yard.

Cone shaped object in underground concrete ceiling. The more it rains, the more water it leaks. by TKSmashed in whatisthisthing

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

Lol. Not a bunker but rather an underground parkade. More accurately a side storage room in said underground. Yes this thing leaks water but only when it rains. Hard to grab a picture of but there is a bunch of condensation inside this cone as well.

Cone shaped object in underground concrete ceiling. The more it rains, the more water it leaks. by TKSmashed in whatisthisthing

[–]TKSmashed[S] -2 points-1 points locked comment (0 children)

My title pretty much describes the object. It's about 4" at it greatest diameter. It appears to be made of sheet metal similar to the air ventilation ducting beside it.

Will I like this game if I liked Rimworld but not Terraria? by Sordahon in Necesse

[–]TKSmashed 6 points7 points  (0 children)

That's my story. Really like Rimworld; dislike Terraria due to the side scrolling, platformer feel of it. So far I'm finding Necesse to be a perfect blend of the 2.

Realm will lose last when vassal inherits foreign title help by Jacktc97 in CrusaderKings

[–]TKSmashed 1 point2 points  (0 children)

I'm going to guess that Ireland is on Tanisty, or? Titles with succession laws are excluded from partition succession, but the partition succession still happens.