In Ghost Ops do NPCs get free attacks only on total Bullet Time failure or also on partial failure?

I have the original version of Ghost Ops (which uses Fudge dice), not the Savage Worlds version or the OSR version. This question is about that original version, but if you think the rules in one of the other versions can throw some light on this, please chip in.

On page 132 of the core rulebook there is an example of a failed Bullet Time action. The PC was attempting to shoot 3 NPCs in the head, and needed an 8 but only got a 6.

The book then has some more rules:

The Handler can decide that the Operator succeeded in some of the attempt. Maybe they barged the door and managed to get 2 of the attempted headshots off but missed the third. Failing a Bullet Time event places the Operator as prone for 1 round, allowing any Tangos free attacks. Deciding to attempt Bullet Time is risky but can be ultimately rewarding.

So, if the GM has said the failed roll can be partial success (hit 2 of the NPCs) and partial failure (miss the 3rd NPC), which of these applies?

  1. It still counts as a normal fail – the PC is prone and subject to a free attack by all three NPCs (assuming the two he shot aren’t dead or disabled).
  2. It still counts as a ‘reduced’ fail – the PC is prone but only the third NPC, who was not hit, gets a free attack.
  3. It counts as a success – the PC is not prone and the NPC/s don’t get free attacks.
  4. The GM decides on a case by case basis.

I’m hoping there is clarification for this question in one of the expansions, or in an updated version of the pdf (I only have a print copy). I’ve failed to find any errata on the internet.

How does the second bullet point of the War Caster feat change the ability to cast spells while holding weapons?

The second bullet point of the War Caster feat reads as follows (PHB, p. 170):

  • You can perform the somatic components of spells even when you have a weapons or a shield in one or both hands.

Are you allowed to cast spells in the following situations without the feat:

  • when wielding a sword and shield?
  • wielding a two-handed weapon, such as a greatsword?

How does this change when you have this feat? For the two-handed weapon scenario, can you not simply hold the two-handed weapon in one hand and cast the spell in the other? Or is there a rule specifying you must hold a two-handed weapon with two hands even when you are not attacking with it?

How to generate random waves for a bullet hell game that feel balanced and natural

My game consists of ‘waves’ of objects called ‘spawners’, which once every certain amount of time (their firetime), move to a new place on the screen and spawn an enemy. Each wave has 4 important properties:
1: the amount of spawners the wave has
2: the interval of time between creating new spawners
3: the total length of the wave
4: the types of spawners that can appear in a wave (represented as a std::vector<std::pair<std::string, int>> where the string is the spawner name, and the integer is its spawn weight.

The game works by picking a random spawner from the possible spawner types (with a weighted rng) every new spawner interval. Currently waves are set and are loaded from a file at runtime.

My problem is that I cannot find a good way to randomly generate waves that feel balanced and natural. Currently, I am trying to generate waves based on a difficulty value, mostly using weighted random number generation. However, this does not produce balanced waves that correspond well to the target difficulty. Even after trying several different techniques, I am unable to get a system that generates waves that fell balanced and natural (like the ones hand made).

Is there any way to generate waves that feel natural, based off of the difficulty value? How should I approach this problem?

Also if its of any help, each spawner also defines its own difficulty value.

CMake error while installing Bullet Physics (PYTHON_LIBRARY set to NOTFOUND)

Hello everyone I’m trying to install Bullet Physics in my Ubuntu 18.04 LTS.

I managed to install cmake successfully, but as soon as I try to run


it shows me the error

CMake Error: The following variables are used in this project, but they are set to NOTFOUND. Please set them or make sure they are set and tested correctly in the CMake files: PYTHON_LIBRARY (ADVANCED) 

I already installed python3-pip and other libraries, but why is this error happening?

(In usr/lib there are the following folders python2.7, python3, python3.6, python3.7)

Thanks in advance!

Bullet is not instantiating properly in Unity

So I’m trying to make a simple weapon where I just instantiate a bullet at the Shoot Point’s gameobject position. For some reason when I press down on my mouse the bullet just flies up. Any ideas on why this could happen?

Vector3 velocity = bullet.transform.forward * 1000 GameObject bulletGameObject = Instantiate(bullet, shootPoint.transform.position, Quaternion.identity); Rigidbody bulletBody = bullet.GetComponent<Rigidbody>(); bulletBody.velocity = velocity; Destroy(bulletGameObject, 4f); 

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In Google sheets, how do I reduce the bullet point indent size?

In my Google sheets presentation, I have a table. In some of the cells of that table, I would like to create a bullet-pointed list. Unfortunately, the default bullet point indent size pushes each item in about 25% of the cell, followed by the post-bullet indent. This means the text starts close to halfway through my cell.

My question is, can I adjust the indent size for the bullet points in these lists? Is there a way of creating a themed bullet point with customized indent sizes?

Detect collision with bullet physics, to make a character controller

I inherited from btCollisionWorld::ContactResultCallback but I really have no idea how to use this virtual function:

btScalar addSingleResult(btManifoldPoint& cp,         const btCollisionObjectWrapper* colObj0Wrap, int partId0, int index0,         const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1) 

I thought about using btCollisionWorld::ConvexResultCallback instead but there is no method in btCollisionWorld to use it.

For now my only goal is to move a btCollisionObject around and detect collision with walls, to adjust the position and movement.

I would just need the collision normal, some collision point, or anything else…