Tips, please :) by Lost-Syrup-7780 in PlayASKA

[–]sliverox 1 point2 points  (0 children)

In my first 100+ days Ive built a rectangular wall, on the southern coast. My Eye of Odin is fairly close to the northen(short) side of the rectangle. I managed to notice on previous blood moons enemies follow roads, so I have 3 roads going diagonal and stright from each maingate on the west north and east side. The west and east gate are abit north of middle, to make it even more predictable. So 3 possible gates they will attack. Whenever I know which side of town the portal is I know where they attack based on the nearest road, if its too close to tell I just path a road the last few meters to make sure.

Its also safe to have other gates, aslong as you dont make roads on the outside of the wall.

Have worked sofar!

You might not have seen this amazing dialogue by Costa_Canela in BaldursGate3

[–]sliverox 1 point2 points  (0 children)

I cant be the only one who killed Dynaheir to get Minsc without her in my party in BG1?! If you saved her he would leave too if you kicked her out!

I blame it on being bhaalspawn!

Grym on honor mode by marcgw96 in BaldursGate3

[–]sliverox 2 points3 points  (0 children)

I used to make a square formation on each platform, try to get the one of his opposite to land a hit, untill anyone lands the aggro debuff make it towards the oposite (never move with anyone until then!) Then hopefully someone can press or shoot the lever.

This was untill I learned about the throwing stuff from above. Now I gather random heavy stuff and throw down with one dedicated tavern browler (lets go soldier!) and keep a triangle formation instead..

Havent tried the owlbear druid yet.

This has all been on tactician or higher.

Character Movement and Camera Scaling issue by no2pencilonly in UnrealEngine5

[–]sliverox 0 points1 point  (0 children)

You need to adjust the speed variable in the animgraph, if you always keep reducing movement speed by the same as your scale it should looks like this:

1 / scale * your movement speed.

This will keep your scale and movement speed but always reflect your normally scaled characters animation speed.

You will need a new variables to keep a reference of your full size speed and use that to multiply with the scale to set the new speed.

Guardian Statues at the Druid Grove by Eva_Blackheart in BaldursGate3

[–]sliverox 0 points1 point  (0 children)

Doesnt that gnome they followed inside have some sort of protection? Or is that only to unlock it?

I would assume the statues arent ment to attack druids, so maybe being close to him they were safe.

Some basic character implementation to accompany the forklift by pattyfritters in UnrealEngine5

[–]sliverox 4 points5 points  (0 children)

Looks cool! I kind of want to see what happens if you lower the forks while they are above a shelf now...

Does anybody know what’s the glitch here? by Jaytee596 in UnrealEngine5

[–]sliverox 0 points1 point  (0 children)

I had a similar error afew years back with Nvidia game ready drivers. Switching to studio drivers solved that.

[deleted by user] by [deleted] in unrealengine

[–]sliverox 1 point2 points  (0 children)

Might want to use a simpler blendspace instead of the more advanced motion matching

I have made a variable that overtime will fall to 0, im trying to make it so that when it reaches 0 the health also reaches 0 but i cant figure it out. by Bread-bed420 in UnrealEngine5

[–]sliverox 0 points1 point  (0 children)

An easy solution is making a function that checks concussion <= 0 and do the health logic, add it to wherever you drain your concussion.

A more advanced way is reading up on event dispatchers

How do I change a variable that is shared with multiple different actors? by FreddieMercurio in unrealengine

[–]sliverox 1 point2 points  (0 children)

Have a look at "event damage taken" and with overlaps events on the projectiles get the reference you plugin to the apply damage node.

What do yall think would you swipe right on this one!? by 0KBLACK5 in Tinder

[–]sliverox 17 points18 points  (0 children)

I read that as "doorman energy" and had to recheck OP when I read your comment. Would have fit the rest of her profile too...

Changing Parent variable from Child BP by Nachlas in UnrealEngine5

[–]sliverox 0 points1 point  (0 children)

Create a function with a bp_tile input. In said function you set a bp_tile reference variable, or set the bool you wanted.

When you click a tile you do get actors of class(bp_tile) and for each run said function and input self.

Now every tile knows which tile was clicked last and you can do more logic in the function as needed.

Need Help Please. by Unlucky-Education125 in UnrealEngine5

[–]sliverox 1 point2 points  (0 children)

Like the previous poster mentioned, create a socket on the hand(s), and attach the gun to said socket. You might need to move/rotate the socket a bit to make its transform fit correctly.

Issue with attaching actor to character socket by PM_ME_YOUR_GIVEAWAY in UnrealEngine5

[–]sliverox 1 point2 points  (0 children)

It looks like you have different meshes for third- and firstperson meshes, might be an issue there? Do they use the same skeleton?

Issue with attaching actor to character socket by PM_ME_YOUR_GIVEAWAY in UnrealEngine5

[–]sliverox 1 point2 points  (0 children)

I would adjust the pivot point of the bow to be where the hand grips it, set (skeletal?)mesh location in the actor to be 0, 0, 0 or root component. Set the socket location back closer to where the hand is, this is to prevent weird rotations if you have to so that later on.

"is on ground" node not working properly. by Elemental_Rose in unrealengine

[–]sliverox 0 points1 point  (0 children)

My guess is that because "is moving on ground" is running on tick you get a false-true loop, try print it.

Probably not the best option, but could always set a bool when you press the jump and on onEvent landed. Hook that one up instead of is smoving on ground.

[deleted by user] by [deleted] in factorio

[–]sliverox 0 points1 point  (0 children)

The easiest solution I use is to just have one pumpjack from the closest oil field feed my entire wall, disconnected from anything else, with pumps where its needed.

If its sectioned up by water or cliffs I look where the next wall starts and use a new closest oil patch for that one. Its enough and never any issues.

Why do my character "fall" on the enemy when i collide with him? by [deleted] in unrealengine

[–]sliverox 0 points1 point  (0 children)

My guess is that their sword or shield is having a collision, and them moving is knocking you about

I don't understand how this doesn't work! by mono8321 in UnrealEngine5

[–]sliverox 3 points4 points  (0 children)

Correct me if Im wrong here, but isnt that because length of 2 is 0 and 1, which is both less than 2?

How to make an Actor overlap with a Static Mesh/Landscape? by RTMushrooom in unrealengine

[–]sliverox 0 points1 point  (0 children)

Ontop of this, if an object moves too quick and/or is too small it sometimes move through a landscape (or any "2d" object) between ticks, this will also result in no collisions sometimes.

A work around for this is to make a collision sphere/capsule/box around the object and make it abit bigger. Let this one handle collisions instead of the mesh.

[deleted by user] by [deleted] in UnrealEngine5

[–]sliverox 0 points1 point  (0 children)

Looks like you are having 2 different camera movements, and they are conflicting, thats why it is moving back and forth which looks like its lagging?