Mouse movement between screens with different screen resolution

I’m looking for a way to resolve the scaling issues between different resolution monitors and moving the mouse between them.

When moving the mouse to the edge of the screen, it hits an invisible void instead of moving onto the next screen.

I’m using a Nvidia GTX1080Ti and the 430.50 driver.

The monitor layouts look like this (23″,27″,23″), (1080,2160,1080):

On Windows, I used to use LittleBigMouse but haven’t been able to find a suitable alternative for Linux.

Does the movement from Infestation count as willing?

I know that infestation movement does not provoke opportunity attacks. However, I have a different question:

Does the movement caused by the infestation spell trigger the extra damage of booming blade?

The description of booming blade (SCAG p. 142) states:

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

And infestation (XGtE p. 158) says:

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

Do Boots of Striding and Springing negate skills, feats, and spells that reduce your movement?

Per the horribly worded description:

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor.

But there are multiple ways in which a characters speed can be reduced beyond encumbrance. For instance, the Sentinel feat:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

Another example is being grappled:

  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

I highlighted the word becomes in these descriptions because, in the English language, it would indicate a one-time change. So a boy BECOMES a man. A seed BECOMES a plant.

But the Boots also say, “While” — A continuous duration. This puts the description at odds.

A character wearing the Boots has there walking speed “become” 30 feet unless encumbered or wearing heavy armor. They are hit by and NPC with the Sentinel feat so there speed “becomes” 0. Now what?

Does the character’s speed re-become 30 feet allowing them to keep moving? Or are they forced to stand still?

I seem to recall there being another magic item that uses the a phrase similar to “cannot be reduced below” but so far my search has come up empty.

Can Freedom of Movement counter Aberrant Ground?

The Freedom of Movement spell states this in it’s description:

For the Duration, the target’s Movement is unaffected by difficult terrain, and Spells and other magical Effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

A Gibbering Mouther has an ability called Abberant Ground which states this:

The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

That ability doesn’t appear to be magical. Does that mean that Freedom of Movement won’t stop a creature from being reduced to 0 speed if they fail their strength saving throw?

Does the feat Mobile Spellcasting allow movement when casting during a grapple?

If a character is engaged in a grapple and has the feat Mobile Spellcasting (Complete Adventurer, p.111), are they allowed to make a grapple check to perform the Move action alongside their spellcasting?

Mobile Spellcasting reads, in-part:

You can make a special Concentration check (DC 20 + spell level) when casting a spell. If the check succeeds, you can cast the spell and move up to your speed as a single standard action.

How does Freedom of Movement interact with the “Move” action while grappling?

The question requires a two-part answer:

  1. Does a character affected by Freedom of Movement need to make a successful grapple check to use the Move action, or would success be automatic?
  2. If successfully using the Move action, is a character affected by freedom of movement able to move the grapple by its full movement speed or only half?

You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.

Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.

The main issue to consider is how the Freedom of Movement effect works on the other characters in the grapple. Is the only bonus granted in a grapple the ability to simply leave the grapple whenever desired, or does it work more like encumbrance reduction and allow the character to move at full speed (dragging others along) when it would otherwise be unable to do so?

Does the Freedom of Movement spell prevent petrification by the Flesh to Stone spell?

Among other things, the Freedom of Movement spell prevents an affected creature from being restrained by spell effects:

For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The Flesh to Stone spell initially restrains a creature, and then, if the creature fails enough saving throws, petrifies it:

You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

Clearly, the restraining effect of Flesh to Stone would be prevented by Freedom of Movement. However, can the creature still be petrified if they fail enough saving throws, or does preventing the restraining effect end the Flesh to Stone spell, or prevent it from having any effect?

How is it possible to scan the internal network to perform lateral movement without being detected by a firewall?

How is it possible to scan the internal network to perform lateral movement without being detected by a firewall? I’m trying to do a decent scan on the internal network for days. I have a meterpreter shell, add subnet, set proxychains port 1080 and do a slow scan with nmap. I would like to know what other techniques that Pentesters use in their day to day that are effective.

WebServer is an ubuntu, but the internal network is packed with Windows and Linux machines, thus bringing a realistic environment for training. I am doing these studies in a controlled environment.

Mimicking enemy boss movement of Wonderboy in Monster Land

I want to imitate the movement of the “Death” boss enemy in Wonderboy in Monster Land.

At first, I thought it just moves with a sine wave, but it’s not. The up and down movement is erratic.

I thought it changes its faceing direction at the player’s x position, but as you see in the video, it did not change direction when player jumped.

And if the player sitz under the boss, the boss just moves up and down and changes direction irregularly.

So far I’ve tried to imitate its movement with this:

transform.position = pos + transform.up * Mathf.Sin(Time.time * frequency) * amplitude; 

I used sin, but it’s quite different from movement of the boss. How can I change the behaviour in my game to be more like this boss’s movement?

Unity 2D: Smooth ease-out movement on grid

I’m trying to create a grid movement in Unity, as where the player will ease-out on a tile when stopping, but I can’t seem to get it right. I need a little nudge in the right direction for how to implement something like this:

Example of how I'd like my movement

I used a coroutine to execute the movement when input is requested and use an ease-out curve to make the player stop smoothly. But, when walking multiple tiles it is jittery because the ease-out is applied. Also, the smoother I want the ease-out to be, the slower the player moves.

protected IEnumerator SmoothMovement(Vector3 endPosition, float duration) {     float elapsed = 0F;     Vector3 startPosition = transform.position;      while (elapsed < duration) {         Vector3 newPosition = Vector3.Lerp(startPosition, endPosition, moveCurve.Evaluate((elapsed/duration)));          rigidBody.MovePosition(newPosition);         elapsed += Time.deltaTime;         yield return null;     } } 

The IEnumerator is called once there’s horizontal or vertical input.

Own movement with high speed

Own movement with low speed and better ease-out