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QUESTION
I have a camera rig where I initialise the stages and need to then move the camera and find the range over which an object is detectable. I cannot predict where the object is going to be. If no object detected by camera I increment the camera stage and look again. When I find the position where the object starts to be detectable I append the current camera location to a list. I repeat this over the whole range. What I would like to do is stop the unnecessary attempts to look for an object once it is no longer within view, i.e. once it stops being found. I have thought of a list which might read like: y_list = [100,150,200,250,300,...500] and I couldn't figure out how to check if the list had stopped growing in length for a few iterations of the for loop. I thought of using another list to show when an object had been detected but don't know how to implement it.
y_list_flags = [0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0]
Code
...ANSWER
Answered 2021-Jun-09 at 07:09the move_cam_stage
and obj_present
are dummy functions.
loop break and list stops growing when object not found again.
code:
QUESTION
I have a class Rigmodel, inside class RigModel I have RigDetails class as a properties. I initialize RigDetails in constructor of RigModel as below.
...ANSWER
Answered 2021-Jun-01 at 17:44dont set as nullable. - if not found - object would be null, the way you join - it would be like inner join this is example (please, let me know if it fixed your issue)
QUESTION
I ran into a problem closing a form where my ErrorProvider wouldn't let me do it. To correct it I made a jerry-rigged creating a variable Boolena to confirm if the form was being closed. I had already tried FormClosing but still the ErrorProvider was validating the focus field. Has anyone had the same problem? How did you solve it? I wanted to do it more elegantly.
Form Initialize
...ANSWER
Answered 2021-May-29 at 16:05Yeah Nothing wrong in this behavior. Control Validation will trigger any button click event except who's CausesValidation = False. In short you can set this property of the cancel button to "False". This will skip the validation.
QUESTION
I'm currently working on a program in Selenium that is gathering up URLs from a website that splits it's hosted content into mirrors, each mirror containing a variable amount of parts. Due to the website in question having very unreliable CSS selectors (changes per page, basically), alongside basically no classes/IDs/names in the HTML to work with, I've rigged up a rather complicated system.
Essentially, each page delivers a variable amount of parts, anywhere from 2 to 20+. So, I've setup a part checker that scans the page for instances of the word Part (from Part 1, Part 2, Part 3, etc) and removes duplicates as a method to count how many of these parts are present across every mirror. For example, if there are 7 parts in each mirror, my code will append Part 1-Part 7 to a list and remove any duplicate mentions of other parts.
Then, assigning that list's len() to a variable, I now have a variable with an integer value equal to the number of parts for each mirror. A little complicated, but it suits my needs well enough. Now, here is my problem:
I have two completed lists I would like to zip together into one dictionary, one list contains the names of the mirrors and the other contains all part URLs on the page. I would like to use this len()-defined variable that I assigned previously as a guide for how many URLs I want to iterate to each mirror key. Using the example above, lets imagine a page with 7 URLs per mirror.
I want my dictionary to end up looking something like this: (Please note, the zip code at the top I am using is intentionally incorrect, but helps, I hope, illustrate my goal in a more roundabout way)
...ANSWER
Answered 2021-May-28 at 03:39mirrorList = ["m1","m2","m3"]
urlList = ["url1","url2","url3","url4","url5","url6"]
partNum = 2
mirrorDict = dict()
for i,mirror in enumerate(mirrorList):
mirrorDict[mirror] = urlList[i*partNum : partNum*(i+1)]
-----------------------------------------------------------------
output > mirrorDict
{'m1': ['url1', 'url2'], 'm2': ['url3', 'url4'], 'm3': ['url5', 'url6']}
QUESTION
For example, by using camera rig, I want to move from A to B then B to C in just one single click. I normally write "to 0 0 0" in the event "onclick".
I want trigger both animations "1" and "1_1". At the moment it is only the "1_1" that is triggered by a click. I'm using a timeline from https://www.npmjs.com/package/aframe-animation-timeline-component
My code can be found in https://glitch.com/edit/#!/winter-deserted-topaz
...ANSWER
Answered 2021-May-27 at 08:10The topic is general, so I'll split it into separate cases:
Firing two simultaneous animations
If the animation components within an entity share an event ( defined in startEvents ) they will all fire at once:
QUESTION
I'm having trouble using the new action based input system in Unity OpenXR.
With the old (device based) input system it was possible to retrieve an input device object from outside the XR Rig using the InputDevices.GetDeviceAtXRNode()
function.
For example: This is what I would do in the old system to retrieve position data of the right hand controller:
...ANSWER
Answered 2021-May-22 at 14:11ActionBasedController[] controllerArray = ActionBasedController.FindObjectsOfType();
ActionBasedController controller = controllerArray[0];
QUESTION
I currently have a problem where I can't get tkinter to display text in one of its .Text modules because it happens in a function that ends in terminating the whole tkinter window. The idea is to have some final output with operation results appearing in the window for 5 seconds, and then have it shut down. The issue is, tkinter seems to be rigged to only ever let the ".insert(xy)" commands through when the whole function has worked itself out, which in this case means it can't do it. Simplified example code for window:
...ANSWER
Answered 2021-May-18 at 06:31First you don't need to use thread to run menu_outStrsDisplay()
if it is not a time-consuming task.
Second you should not called time.sleep(5)
. Use .after(5000, ...)
to call a function (is it tk_on_close()
?) after 5 seconds which calls master.destroy()
and ws.close()
:
QUESTION
I am making a video game in Aframe and I'm wondering how can I set my jump height to a variable. Here is the code I'm currently using
...ANSWER
Answered 2021-May-13 at 21:35Without any framework (like angular, or react) you can't use js variables within html elements.
The if you want some external js script to modify the property, you should do this with setAttribute()
:
QUESTION
TL;DR at the bottom
Good evening/afternoon/morning, I am trying to create a simple maze-horror game, and right now I'm trying to code my enemy. I used this rig to try to make my own custom enemy, https://www.roblox.com/library/5025299499/R15-Character-Template
I am using pathfinder to make my NPC chase the enemy which is working perfectly, except for the fact that it's constantly glitching/lagging. I tried every way possible, from refusing to use "humanoid.MoveToFinished", and using the code below instead. I also tried making the HumaoidRootPart be set to, "SetNetworkOwner(nil)". The only thing I haven't tried is to set ALL my parts in the rig too, "SetNerworkOwner(nil)", but I have NO idea on how to do that. I tried looping through all the parts, but I dont even know how to set each part that I looped through to, "SetNetworkOwner(nil). I also made and added custom parts into each body part of the rig, as you can see from the picture below. Please help me out, I really appreciate it.
TL;DR: I created an enemy using a template, I successfully used pathfinder, but it's just always lagging, even with all my efforts to stop the lag.
...ANSWER
Answered 2021-May-01 at 04:08Try deleting the repeat until
loop as the distance
variable doesn't seem to be used in the code.
Here would be the code structure:
Variable defining
Begin while loop
Player for loop
if statement to check player distance
< optional. If you do this, you need a variable for max distance for the NPC to follow a player. This variable should be made in the 'Variable defining' section
:CreatePath() and :ComputeAsync()
end for loop
:GetWaypoints()
start new for loop to loop through waypoints
:MoveTo(.Position)
:MoveToFinished:Wait(0.1)
< Highly recommended. This gives the script enough time to create and compute another path
end for loop
end if statement
end while loop
Please let me know if you have any questions
QUESTION
I already tried looking up multiple solutions in the Roblox developer forums, but I only found some unfinished code or some code that didn't work with mine. The code in this picture makes my rig find the part and chase it until it's there. That works perfectly, but I've been trying to find a way for the rig to chase the nearest player instead. I've heard of magnitude, but I'm not sure how to implement it, I cant even make the rig chase a player in the first place.
...ANSWER
Answered 2021-Apr-30 at 23:58First off, .magnitude
is the "length of a vector". It is mostly used to find the distance in vector units from pointA to pointB. Hence, the distance from the 2 points would be (pointA.Position-pointB.Position).magnitude
.
https://developer.roblox.com/en-us/articles/Magnitude
Now in order to chase the players, you can loop through all of the players and get the one your NPC will chase.
You can use a for loop and loop through game.Players:GetPlayers()
then get their character: .Character
and then their HumanoidRootPart which has their position. If you wanted to have a range for your NPC or an 'aggro distance', this is where you can implement magnitude. You would first create a variable for your distance. Since we will be dealing with vector units, it should be in length of vectors. For example local aggroDistance = 30
. When added to the code, this would mean that it would only track a player if they are within 30 studs. You would then put an if statement saying if ().magnitude < aggroDistance then
. Now you could use Pathfinding Service to move the NPC to the player by using PathfindingService:ComputeAsync()
:ComputeAsync()
makes a path from the starting position (the first parameter) to the end position (the second parameter). :MoveTo()
then makes the NPC move to the player. In order to listen out for when the NPC has reached the end of the path it made in :ComputeAsync()
you can do :MoveToFinished:Connect(function())
to run a function after it reached the end, or :MoveToFinished:Wait()
to wait before computing the next path.
Tip: You might also want to check if the player has more than 0 health (if they are alive) so the NPC only moves to players who are alive. You can do this by adding a and .Humanoid.Health > 0
in the if statement where you had your aggroDistance.
Please let me know if you have any questions.
Code Makeup:
aggroDistance variable
< optional
while loop
if statement (can contain aggroDistance variable if you have one) and check player health
:ComputeAsync()
:MoveTo()
:MoveToFinished
if statement end
while loop end
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