grenade | Cause fires in production | Monitoring library
kandi X-RAY | grenade Summary
kandi X-RAY | grenade Summary
grenade is a tool for causing fires in production. I created this tool at Wattpad to answer questions like:.
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Top functions reviewed by kandi - BETA
- Run the kingpin command
- Run starts the HTTP server
- OpenFileLeak opens a random file .
- DiskUsageLeak writes a leak file
- CPUSpike spawns a goroutine to spin the system
- ConnectLeak connects to the given address
- GoroutineLeak
- MemoryLeak sleeps forever
- DNSLookupSpike waits for an IP address .
- LogVolumeSpike logs the Sentence of Sentence
grenade Key Features
grenade Examples and Code Snippets
Community Discussions
Trending Discussions on grenade
QUESTION
In my game I want to have a floating monster that's attack throws a grenade at the player. My problem is that the grenade only spawns in 0, 0, 0
. In my script I make it so that the zombies spawns in on its own location but for some reason that doesn't work. I tried making it spawn by having the spawn location equal new Vector3(100, 100, 100)
but it still spawned at 0, 0, 0
. I know that the co-routine runs because I put a Debug.Log
. Thanks for the help!
Edit #2: I can't have a rigidbody on the script. I have edited the movement script and I have found that no mater what if a rigidbody is added then it will go to 0, 0, 0
.
Edit #3: I updated the scripts
Here is my script: (Sorry if the code is bad)
...ANSWER
Answered 2021-Jun-11 at 20:12You could set its position in the Instantiate line. Instantiate has several arguments. You can set its position in Instantiate, as well as its rotation and parent.
Set it to this:
QUESTION
My background is in SQL but I've been learning Bash to create tools to help non-Linux users find what they need from my Linux system - I am pretty green with Bash, I apologize if this looks a bit dumb.
The goal of the script is to essentially display all directories within the current directory to the user, and allow them to input 1-9 to navigate to lower directories.
My sticking point is that I'm trying to use arrays to define potential filepaths, since in practice new directories will be added over time and it is not practical to edit the script each time a filepath is added.
Here's my prototype so far, currently it navigates into Test1, Test2, or Test3 then echos pwd to prove it is there.
...ANSWER
Answered 2021-May-22 at 07:24This might do what you wanted.
QUESTION
I'm developing a web game in JavaScript and I have a few arrays of objects. For some reason, I'm experiencing this problem: When I randomly select an object from an array:
...ANSWER
Answered 2021-Apr-20 at 16:30Your code is working fine and the variable itemToGive
is the object you think it should be. [object object]
is just some problem you're experiencing with string conversion. Run the snippet below
QUESTION
I try to make a bouncing bullet for a game that should disappear after bouncing 3 times. I thought it's simple, I gave my bullet a variable with the value of 3 and decreased it in my bullet-platform collider by one.
After it didn't work and checked the variable with console.log(), I found out that the variable gets decreased continuously. I tested my other colliders and found out that only the bullet-platform collider do that, while the player-platform, enemy-platform, bullet-player and bullet-enemy collider don't. In addition my function for destroying bullets, when they hit a platform, oddly work fine. My bullets only get destroyed when hitting a platform.
Does anyone have an Idea how to fix that?
Edit: I made a Github repository of my game for better insight. (At least I hope I did, I haven't used Github before.) https://github.com/Kiroho/Game
Edit2: After testing around, I found out that it must have something to do with how I use my ammoGroup class.
I found out that, if I create bullets via ammoGroup (via createMultiple), the collider starts firing for each bullet until I shot them at least once. After all existing bullets are fired once, everything works normally and the collider fires as intended -> only on collision.
My bullet-platform collider
...ANSWER
Answered 2021-Apr-02 at 04:26I found out that I have to disable the body of the bullet objects when creating, otherwise the collider fires. I can't find out why, but it seems to be a (more or less) known thing. While body.checkCollision.none=true worked, disabling the body's physic with body.enable = false is probably the better solution, since it disables all physic and not only the collision.
QUESTION
My entire code:
...ANSWER
Answered 2021-Mar-10 at 21:19Untested but try the following
QUESTION
I keep getting 'spell' is not defined.
Please keep in mind I am very new at this. I've mostly been following a tutorial class in Udemy.
...ANSWER
Answered 2021-Jan-13 at 23:07Looks like "spell" is defined in the branch where index == 1. But the error is coming from the branch where index == 2. If that branch is taken first, spell will still be undefined at that point.
I suspect the problem line is mislocated and you shouldn't be charging a spell cost when you've used an item instead.
QUESTION
I have strange problem with buttons that are requesting for displaying templates on client page.
This is client side code. The main task of entire class is to just enable user to click button, send request and get response with HTML that has been rendered from handlebars template and just paste it in partiuclar place on client side. It works, but only once. After first click and displaying elements, I totally lose any interaction with those buttons. There is no request, and there is no even EventListener for clicking. I get no error. Completely there is no single reaction after clicking.
...ANSWER
Answered 2020-Nov-27 at 10:56Ok. The answer is actually simple. In fetch function container.innerHTML += data.
This line deletes my html with buttons, and the same time it deletes eventListeners. So I need just to modify my html.
QUESTION
I'm trying to get this to validate, it's probably a comma or formatting but I can't work it out and it's driving me insane - It doesn't seem to fail initially not sure why it does later on.
For reference: https://umod.org/plugins/server-rewards#adding-an-item
Any help would be appreciated - Thanks in advance.
...ANSWER
Answered 2020-Oct-25 at 15:04The error was the extra }
above "kits"
.
QUESTION
Ubuntu 16.04
Bash 4.4.20
I'd like to clean up a few of my game configs so the information is neatly stored in columns. Each line has something like:
...ANSWER
Answered 2020-Sep-19 at 08:29Could you please try following, written and tested with shown samples.
QUESTION
I have a character that can only turn on the Y-axis, so left and right basically, if up is Vector3.up. The character has a child which is the position where grenades spawn (his right hand), and now I'm trying to figure out how I can calculate the correct rotation for the parent so the child looks exactly at a target, but only "horizontally". The x and z rotation of the parent must be 0. Is there a way to do that? It's fine if the child only looks into the correct direction on the "horizontal plane", but doesn't look up or down to face the target perfectly.
This answer almost does what I want: http://answers.unity.com/comments/1339850/view.html
The only problem is that the resulting rotation is a mix of all three axes, instead of it being just a y-rotation.
...ANSWER
Answered 2020-Sep-17 at 13:39Afaik you would just have to invert the child's localEulerAngles.y
The localEulerAngles
are the child's offset rotation in euler angles relative to its parent. So taking only the y
component already tells you the child's offset against its parent.
So I guess in order to rotate the parent back accordingly you would do e.g.
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