dnd 5th – If an area is covered with both ball bearings and caltrops, does the creature need to move at half speed or quarter speed to avoid both effects?

Neither ball bearings nor caltrops indicate that the speed of a creature is physically penalized, but simply that a creature can choose to move at half speed to avoid its effects. Then we can treat each consideration separately.

First, ball bearings

As an action, you can pull these tiny metal balls out of their bags to cover a flat, square surface 10 feet apart. A creature moving through the covered area must make a successful throw or fall, sparing DC 10 dexterity. A creature moving in the mid-speed zone does not need to make backup.

Does the creature move at half speed in the area of ​​the ball bearings? Then they are not affected.

Then, caltrops (emphasis me):

As an action, you can spread a bag of caltrops to cover a square surface 5 feet apart. Any creature that enters the area must either make a DC 15 Dexterity save roll or stop moving that turn and suffer a piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 life. A creature moving in the mid-speed zone does not need to make backup.

Does the creature move in the caltrops area at half speed? Then they are not affected.

An area covered with both ball bearings and caltrops is no different. Does the creature move in the area at half the speed? Then they are not affected.

Note that if the creature chooses to move more than half of its velocity on the combined surface, it will be forced to make both save throws, one against the ball bearings and one against the caltrops, which may suffer damage. one or the other effect or both. combined.

unit – How to move the points of a multi-segmented Bézier curve on one side

I'm trying to move points of a multi-segmented Bezier curve to one end of the curve using the following code, which has been modified for my use from here. Only the last segment seems to give the desired behavior. All other segments, basically, disappear or pass quickly.

public2 vector[] MultiSegmentCubicCurveReduction (trajectory curve, start of float, end of float)
{
listing pointsForSubpath = new list();

float oneMinusStart = 1f - start;
float oneMinusEnd = 1f - end;

float scale = (end - start) / (curve.NumPoints - 1);

for (int i = 0; i <curve.NumSegments; i ++)
{

var a =
oneMinusStart * oneMinusStart * oneMinusStart * curve[3*i] +
3f * oneMinusStart * oneMinusStart * start * curve[3 * i + 1] +
3f * oneMinusStart * start * start * curve[3 * i + 2] +
start * start * start * curve[3 * i + 3];

var b = a + (3f * oneMinusStart * oneMinusStart * (curve[3 * i + 1] - curve[3 * i]+
6 * start * oneMinusStart * (curve[3 * i + 2] - curve[3 * i + 1]+
3 * start * start * (curve[3 * i + 3] - curve[3 * i + 2])) * ladder;

;

var d = oneMinusEnd * oneMinusEnd * oneMinusEnd *[3 * i] +
3f * oneMinusEnd * oneMinusEnd * end * curve[3 * i + 1] +
3f * oneMinusEnd * end * end * curve[3 * i + 2] +
end * end * end * curve[3 * i + 3];


var c = d - (3f * oneMinusEnd * oneMinusEnd * (curve[3 * i + 1] - curve[3 * i]+
6 * end * oneMinusEnd * (curve[3 * i + 2] - curve[3 * i + 1]+
3 * end * end * (curve[3 * i + 3] - curve[3 * i + 2])) * ladder;

pointsForSubpath.AddRange (new list() {a B c d});
}

return pointsForSubpath.Distinct (). ToArray ();

}

move

I want to come and want to buy new things. Advise something very personal :)

unit – Should this camera move be done in a coroutine?

In my game, I have a camera on the shoulder.
If the player is inactive, he can go around the camera.
If the player is aiming, the camera is again translated and returned to its position over the default shoulder and zooms in smoothly.
Translation, rotation and zoom are performed in 0.2 seconds.

Currently, I'm doing translation, rotation and co-routine zooming.

I would like to know if this is a common approach or if such a quick transition should rather be done conventionally by making a gradual transition in Update ().

Thank you for your thoughts!

unit – Synchronized non-local CharacterController speed is blocked during last move in Unity3D

j & # 39; I CharacterControllers as players in my multiplayer scene, and they have NetworkTransforms Attached with

  • Synchronization mode = synchronization character controller.

When I stop running with my character, my character also stop on the screens of other players.

j & # 39; I MonoBehaviours attached to them, where I control the character's animations based on characterController.velocity.

Here is the problem:

the the animations do not stop because characterController.velocity is the as he was when I was running.

This only happens on not local characters, because the local player has Local player authority checked, so its controller is not synchronized of the server but at the server.

Why and how could I solve this problem?
Thanks in advance!

metabox image selected do not move custom post type

I'm working on developing themes and I need to move my featured image metabox for user-friendly use. I'm looking for metabox.

thank you Allah for finding the solution

for the test, I found a problem, it's just a job for the message type "post", no custom message type

# Information

WP version: 5.0.3
PHP Version: 7.2.11
I'm using Laragon

# This is the code

add_action (& # 39; do_meta_boxes & # 39;; & # 39; ppdc_screenshot_move_metabox & # 39;);

function ppdc_screenshot_move_metabox () {
remove_meta_box ('postimagediv', 'ppdc-screenshot', 'side');
add_meta_box ("postimagediv", "capture image", "post_thumbnail_meta_box", "ppdc-screenshot", & quot; normal & quot; & # 39;; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbsp; & nbs;; , "High");
}

unit – how to move an object according to the rotation of another object?

This question is related to my other question about the rotation of the camera. I hope it is acceptable to ask a second question. I can not figure out how to calculate how the camera moves to stay behind my player, depending on the player's rotation.

enter the description of the image here

In the picture above, the arrow represents a player with the direction of the arrow representing the direction the player is facing. The red object represents the camera. I want the camera to always stay behind the player. When the player turns, I want the camera to move behind the player. I can not understand the calculation to calculate where to go.

Step 1 The arrow is at 0.0 and is pointing to 0 (north). The red circle is 0, -5

Step 2, the arrow is at 0.0 and turned 90 degrees to the right (facing east). The red circle should move "behind the arrow", left and up, at the same distance from the arrow as at the beginning. I guess it would be -5.0 in this case

Other Scenarios a) The arrow is at 0.0 and is turned to -30 degrees (turned left). The red circle should go right and up.

b) the arrow is at 0.0 south (180 degrees opposite to # 1) and runs -30 degrees right (on the screen but left if you are the arrow). The red circle must move correctly.

I think about it for days and I can not find an answer.
thnx
Mast

Move wire status icons

AnimeHaxor submitted a new resource:

Move the wire status icons – … to the left before the wire title.

Would you like to have wire status icons left before the wire title?
See attachment 21428

Add this to your extra.less template:

Cons:

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Move wire status icons

unit – How to move the points of the Bézier curve along the circle to form a symmetrical curve in the center

In the image below, A is an open Bezier curve with its points positioned to represent a circle. AP3 and AP1 have the same position.
From B, how can I move the points (AP1 and AP3 along the large circle of radius r while the CPs decrease in length when CP1 and CP4 also rotate) until they form a Bézier curve symmetrical in the center of the big circle marked as a red curve?

enter the description of the image here

LibGDX: move a random object

I'm learning libgdx and I'm trying to move a random object to the screen. I need help to move it. Is it better to use deltaTime ()? or I have to use another method.