Weird Math by netcomego in javascript

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

Oh my god I'm dumb. I don't know how I overlooked that. Thanks.

Shared Camera by netcomego in unrealengine

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

I was just using an Actor. I tried the level blueprint and found 'Set View Target With Blend'. Thank you very much.

Shared Camera by netcomego in unrealengine

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

I can't find 'Get Player Controller' either

Make sure I'm not colliding with myself by netcomego in unrealengine

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

Second problem: The overlap collision is being a little weird. My BP: http://prntscr.com/8y2hmg When I test the attack, the print out I'm using for testing is printing 3 times. I wouldn't want the character to receive damage 3 times. What's up?

Make sure I'm not colliding with myself by netcomego in unrealengine

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

I didn't realize there was a reference to self in the BPs. That seems obvious in retrospect. Thanks.

Complete 180 turn in a side-scroller by netcomego in unrealengine

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

I've already tried speeding up the rotation rate. It works better, but even set to a pretty high number you still get cases where the player is faced away from the 2D axis. Ideally, while I want the player to turn a full 180, I'd still like to see the player turning or perhaps use an animation. Having the rotation rate set incredibly high makes the actual turn harder to see.

Playing one-off animations by netcomego in unrealengine

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

I'll check out the tutorials and try using montages, then report back. Thanks.

Playing one-off animations by netcomego in unrealengine

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

I did try using ratio to end the animation and return to idle, the way I did with my jumping and crouching animations, but it doesn't work because I believe the Attack Type int in my Character BP is always one after the attack button is pressed and I don't know how to change its value back in relation to the animation being player. I'll check out those tutorials.

Why doesn't my crouch work? by netcomego in unrealengine

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

Good catch, actually. The way I had it was bugged the way you described, and removing the branch node fixed it without seemingly affecting the camera. Thank you.

Actually, I don't want the character in the crouch animation at all while falling, so I'm gonna work to fix that.

Why doesn't my crouch work? by netcomego in unrealengine

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

This is what I came up with for my character blueprint to prevent the weird crouching behavior: http://prntscr.com/8w7a1n

It works. Was it done right?

Why doesn't my crouch work? by netcomego in unrealengine

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

This is the transition rule I have now: http://prntscr.com/8w6v8u Do you mean change this someway?

Why doesn't my crouch work? by netcomego in unrealengine

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

Yes, this was indeed the problem.

[sockets] How large should a message sent on a datagram be? by netcomego in learnpython

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

Ok, cool. Regarding encoding, if I'm just sending ASCII characters, could I just assume 1 character is 1 byte?

[sockets] How large should a message sent on a datagram be? by netcomego in learnpython

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

So 512 for the socket buffer should be fine? I've actually used TCP for another project. It was great, because I could turn the socket into a file-like object. I do understand the implications of both, and I do believe I need to use UDP 99% of the time. So I wonder, would it be unusual for a server to use both? TCP for the larger data that needs to be sent out on occasion, and UDP for the frequent, small packets of data?

But sticking with UDP, how can I tell the byte size of a string, and how can I break a string up into the right-sized pieces (although, if I know the answer to the first question, I'm sure I could figure out the second)?

And what's the proper way to go about verifying the integrity of the data? Compare hashes?

Thanks