#thread for the ignorant dumbass.
1 messages · Page 1 of 1 (latest)
nqo calppal cuh wqord tqo malh mqother b
im not spending another 20 minutes going over it. respond here when you have an answer
nope
why not?
because its not, no other way of saying it
no I meant
read back our messages, and think
sure. you can do that tutorial. it will give you information
This is a lot different.
ok
what type of list is badguys
continue with the tutorial.
could you explain what you mean by "type" again?
gameobject is a type?
Can a list only have one type?
"So in this case, the type is "BadGuy."
BadGuy is a class, dude.
I don't understand lmao.
no one said its not a class
or is the type a string and an int?
you're right, BadGuys is a class
yeah
but that wasnt my question
what was it then?
What type is nearbyNades list
the unity narrator said that the list type of "badguy" is "badguy", which is a class.
same for my list.
it's also a class.
just answer the question
a class bruh
Wrong
collider?
Wrong
is this a list?
no
but I added "grenade" to the list.
and grenade equals grenadeNearby's component "grenade" (grenadeNearby is a collider)
I mean if you told me what it is, couldn't I try to figure out why?
is it not?
but
Grenade isn't its type.
so that's wrong.
explain why its not
I thought you said "it is not?"
ok
we need to know your thought process here
Default types
I thought that was what he meant.
how many times can i say, i mean exactly what i say
bro I thought you meant the default types.
like vector3
i say "look at that horse"
"i thought you meant unicorn"
that's why I didn't say that.
yeah that's why I named this thread as it is named.
Grenade
the type Grenade yes
I meant
this.
ye
I mean I have rn.
but
they only explode when they're close to another grenade.
explain what gameObject and transform is
objects as in?
why transform?
because
gameObject means the game object the script is on.
if you dont know the basics you cannot do something so complicated
you want to destroy the current interations gameobject, not the Grenade Component
transform without anything after, well I don't know.
and not this gameobject
transform is the exact same thing, but its a transform instead of game object
oh yeah right
if you dont know, i'll do it for you. But then im done
you will have to do the rest on your own
Why are you destroying explosion
oh
lmaoo
yeah it iterates the loop until i is at one (i value starts from the amount of things in the "nearbyNades" list?)
Wrong
was I close though?
well I know how they work.
yes
you just proved that
its just Destroy(nearbyNades[i].gameObject);
and now you're on your own
int somtInt = 5;
for (int i = 0; i < five; i++)
{
Debug.Log(someInt);
}```
wouldn't that debug something like
5
4
3
2
1
no
so vice versa?
how can it possibly go from 5 to 0
yeah I realized that now.
if you had a reverse loop then yes it would do that
yes
a bit, i guess
thats the amount of things in a list
ye
.Length is the length of an array
yeah
holy shit @polar beacon
thank you.
lol
just took like 1 minute.
would this work?
how about you stick to what you were doing, get it working before experimenting
destroy all nades, deal damage to whatever is in big radius, else, normal logic
time for you to figure out how to make it work
the basis is there. you just need to finish it
feel free to ask other people.
I'll try.