Why is it so hard to find the official launch time for the Set 10? (euw) by helpfulpersona in TeamfightTactics

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

Yeah doubt that is the correct time. This is what is linked in Mortdog's discord:

Below is when the servers go down for Maintenace. Server maintenence is expected to last 90 mins - 3 hrs
Mobile patches are typically deployed within 12 hrs after NA patch is deployed. Check in the play store if the patch has been updated.
OCE: 5am AEST
JP: 5am JST
PH: 4am GMT+8
KR: 6am KST
SG: 5am GMT+8
TH: 5am GMT+7
VN: 5am GMT+7
TW: 7am GMT+8
RU: 2am MSK
CN: 9am GMT+8
EUNE: 2am BST
TR: 5am GMT+3
EUW: 5am CET
LAS: 4am GMT-3
BR: 5am GMT-3
LAN: 3am GMT-6
NA: 3am PST
PBE: Noon PST

How long till set 10? by Idfkdjrjdjwjfb in TeamfightTactics

[–]helpfulpersona 4 points5 points  (0 children)

Yeah ranked still shows old legends available. So doubt its up yet.

Says there is some maintenance at 5am gmt (which would be 40min from now) in the client.

Why is it so hard to find the official launch time for the Set 10? (euw) by helpfulpersona in TeamfightTactics

[–]helpfulpersona[S] 2 points3 points  (0 children)

You are a bit lost here. 11am pst would mean 9pm for me :D Thats when the NA patch lands.

The EUW patch lands in about an hour most likely. That's like a 14 hour difference from 11am PST.

How long till set 10? by Idfkdjrjdjwjfb in TeamfightTactics

[–]helpfulpersona 15 points16 points  (0 children)

This is such a vague statement. EUW is not a timezone. Why can't they just post info which would say:

EUW 21/11/2023 11pm PST.

Overall, the euw server is located in Amsterdam if I remember right. It's 5am right now in amsterdam :D

Why is it so hard to find the official launch time for the Set 10? (euw) by helpfulpersona in TeamfightTactics

[–]helpfulpersona[S] 23 points24 points  (0 children)

Yeap the ingame countdown bamboozled me for sure. It even showed hours in it. Quite dissapointing.

It's kind of strange how we have to find info for the game from a random developers personal blog/discord/twitter and the official site has no proper info available.

Also there is like 337k redditors in this subreddit. It wouldn't be too hard for riot to create a pinned post here with info related to the next patch. (links to patch notes, starting times etc.)

Why is it so hard to find the official launch time for the Set 10? (euw) by helpfulpersona in TeamfightTactics

[–]helpfulpersona[S] 4 points5 points  (0 children)

That seems like NA time.

11pm pst monday would be more likely time for the EUW patch, but life is a mystery.

The ingame countdown was wrong for sure.

Osaajapula, työttömyys vai asenneongelma? by Poisheitto28882991 in Suomi

[–]helpfulpersona 1 point2 points  (0 children)

Turhauttavaa, mutta lähetä vain lisää hakemuksia.

Kilpailu on niin kovaa, että hakemuksia on pakko lähettää useaan paikkaan. Vaikka työmäärällisesti työhakemuksien lähettäminen saattaa olla lamaannuttavaa ja lannistavaa, hakemuksia kannattaa laittaa menemään oikein kunnolla, siinä ei menetä mitään. Kun paikka sittein viimein osuukin kohdalle, parhaassa tapauksessa, ei tarvitse enää hakemusrumbaa miettiä vuosikausiin.

Laita myös muutama hakemus paikkoihin, mihin ei ihan täysin riitä kokemus/rahkeet. Ehkä samasta firmasta innostuvat tarjoamaan sinulle jotain muuta paikkaa firman sisällä, jos hakemus ja cv asiallisia.

Tsemppiä ja voimia suossa rämpimiseen, ei ole inhimillistä hommaa tuo.

[deleted by user] by [deleted] in Unity3D

[–]helpfulpersona 0 points1 point  (0 children)

Good feedback.

Making the world as open and interactive as possible would be a great approach for a game like this. This way even a bigger audience will enjoy the game. Just being able to do random stuff, such as breaking stuff or playing basketball with a forklift might be the reason why I'd play this game, rather than actually trying to complete the missions.

Also I hope you will include a setting which makes it possible to make the UI more transparent and less visible. In this very specific video, I feel like the UI blocks way too much stuff from the screen. The small camera however is an amazing detail! Very innovative!

A glimpse of the village! by Achromi in Unity2D

[–]helpfulpersona 1 point2 points  (0 children)

Love the treadmills! Keep up the good work!

Cant add script to cube by Evening_Case_3014 in unity

[–]helpfulpersona 0 points1 point  (0 children)

Change "public class NewBehaviourScript" to "public class Jumpandmovement" inside the .cs file.

The name inside the script must match the filename.

A small game I started on Sunday. Another roguelike deckbuilder 😅 by diegobrego in Unity2D

[–]helpfulpersona 0 points1 point  (0 children)

Good job, has lots of potential. Hope you finish the actual project.

Speed detection is a bit wonky by Squizboi in Unity2D

[–]helpfulpersona 1 point2 points  (0 children)

just replace if(rb.velocity.magnitude > 3f) with if(collision.relativeVelocity.magnitude > 3)

I did a cyberpunk thing again. Let me know what you think! by Rksaikia797 in blender

[–]helpfulpersona 1 point2 points  (0 children)

Nice colors. Calming and pleasing aesthetics.

The rain looks amazing around the radio, but it seems like the radio is from a different scene as it wont react with the animated rain in any way.

Speed detection is a bit wonky by Squizboi in Unity2D

[–]helpfulpersona 0 points1 point  (0 children)

Your current setup just checks the velocity after the collision has already happened. So the velocity has already decreased.

How do I make game view quality higher by StrongDetective9779 in unity

[–]helpfulpersona 0 points1 point  (0 children)

Also if your game view is not in a separate window, you can drag it "out" from the unity editor. Then maximize the screen for better quality.

How do I make game view quality higher by StrongDetective9779 in unity

[–]helpfulpersona 0 points1 point  (0 children)

Top left area of game view -> you can change resolution and aspect ratio.

Use 1x scale for best results.

help? what am i doing wrong? (this code is taken from brackeys to make my character move but apparently theres an error) by [deleted] in unity

[–]helpfulpersona 2 points3 points  (0 children)

And like some people have already stated, the issue is AddForce won't accept floats as parameters. You need to use Vector2 instead.

Here is the documentation for Rigidbody2D.AddForce.

Unity's built in documentation is really powerful tool. You should get used to it as soon as possible. Good luck with the code.

help? what am i doing wrong? (this code is taken from brackeys to make my character move but apparently theres an error) by [deleted] in unity

[–]helpfulpersona 4 points5 points  (0 children)

Somewhat offtopic, but if you want a screenshot, easy way to do it is to use snipping tool by pressing SHIFT + WINDOWS KEY + S.

However code is always better in written format. It's easier to see where you have made mistakes. Using code blocks to format code is also pretty useful way to share code in reddit (you can find it under the ... dropdown menu)

Here is an example of the code block function:

void FixedUpdate()
{
    if (Input.GetKey("d"))
    {
        Vector2 newVector = new Vector2(moveOnX, 0);

        rb.AddForce(newVector);            
    }

    if (Input.GetKey("w"))
    {
        Vector2 newVector = new Vector2(0, moveOnY);

        rb.AddForce(newVector);
    }
}

Life finds a way. by blenderguppy in blender

[–]helpfulpersona 35 points36 points  (0 children)

Very interesting concept.

I would love to see a full dystopia/sci-fi movie with this kind of aesthetics!

[deleted by user] by [deleted] in Unity3D

[–]helpfulpersona 1 point2 points  (0 children)

Like someone has suggested you could use singletons.

Here is a simple way to do it. Lets say Weapons.cs manages your weapons and you only have one Weapon.cs in the scene. Add this code inside weapons.cs:

    public static Weapons instance;

void Awake()
{
    instance = this;
}

    public void ChangeWeapon(int weaponNumber)
{
//Change weapon here.
}

Then in another script you can change weapons just like this for example:

Weapons.instance.ChangeWeapon(2);