godot get_cell autotile coord

There is currently no description for this method. Who is working on Godot? If you have a better Idea on detecting what biome I'm in, please share. Return the tile index of the referenced cell. View Entire Discussion (2 Comments) More posts from the godot community 1.0k Posted by u/Carmelcamel 1 year ago 1 Answer. I don't mind changing it. WebTry get_cell_autotile_coord ( int x, int y ) ( Doc) It will return the coordinate of the subtile that is being used, so for example top left would return Vector2 (0, 0) 6 ah7madaj3 4 mo. Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community. WebGodot has only the binary version built in which means you either have tile, or no tile. Returns the tile index of the given cell. You signed in with another tab or window. This enable to set the different cells in the area described and link to the scene instance. WebIf you have autotile set up, get_cell_autotile( x, y ) will give you a specific, uh, area of the tileset. Emitted when a tilemap setting has changed. This is what it should look like in the editor now. How to use set_cell () with autotile? How can I support Godot development or contribute? That's why TileMap.get_cell_autotile_coord () exists. I ask this because my tank goes flying off with a positive Vector2 at Ludicrous Speed. Issue description: Really should be renamed lol Edit: as an answer to ur other questions On How should assets be created to handle multiple resolutions and aspect ratios? WebGodot version: v3.2.3.stable.official OS/device including version: Windows 10 PC. If you are using autotiles, then It just needs the autotile_coord and a vector and then each tile can be accessed. But in reality it returns the index of a tileset used to paint that cell. talo north american arms mini revolver Fiction Writing. Scan this QR code to download the app now. Last edited by leddev ; Oct 21, 2020 @ 12:25pm #2 cscl star vessel flag autism and narcissism differences godot get_cell autotile coord. Returns a zero vector if the cell doesn't have autotiling. I'm writing a level editor for players of my game, and I would like to use the auto tiling available similar to editing TileMaps in the editor. I've tried reimporting the image/ .tres and recreating the Tilemap semi truck mirrors sato label gallery free download. Or should I give up and use a manual tileset that'll have IDs, or just continue adding CollisionShape2Ds manually? I don't know if this will help, because I don't have much experience in godot, but I used tilemap in a project and I had similar problems to find which autotile was in a cell. Applies autotiling rules to the cells in the given region (specified by grid-based X and Y coordinates). Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community. Godot version: 3.2.1.stable.official. Follow this 3x3 minimal bitmask layout as described in the docs. zpl font size. I solved by using of getcellautotile_coord(cell.x, cell.y), where cell.x,cell.y is the cell's x,y values for the cell I wanted to find which autotile is there. For example in cell Do you put all those in an array/dictionary or you check directly from tilemap data? An index of -1 clears the cell. Return the tilemap (grid-based) coordinates corresponding to the absolute world position given as an argument. Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates. Revision 4348abab. privacy statement. Set any collision layer to be true or false. Issue_TileMap.zip. Someone could explain what getcellautotile_coord() is used commonly? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. For a standard 3x3 minimum the coords (10, 2) will pick out the no-wall "ground" section on the autotile. Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community. If you want to check which autotile it is I ask this because my tank goes flying off with a positive Vector2 at Ludicrous Speed. Tilemaps use a TileSet which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps. An index of -1 clears the cell. In the TileMap Inspector, Mode is square. There are several benefits to using TileMap nodes to design your levels. Sign in Struggling to figure out what kind of object is located on a cell to compare it with a list of obstacles. If you don't change the priority value of the tiles, all tiles will appear equally often. Optionally, the tile can also be flipped, transposed, or given autotile coordinates. Unfortunately I have found no way to set up the tileset in Godot in a way that replicates the behavior seen in the Tilesetter map editor. Next make sure your assets all have their origin position located "at the same spot". Webint get_cell_alternative_tile (const Vector2i &p_coords) const; TypedArray get_used_cells () const; Size2i get_size () const; void set_size (const Size2i &p_size); bool is_empty () const; void clear (); }; class TileSet : public Resource { GDCLASS (TileSet, Resource); #ifndef DISABLE_DEPRECATED private: struct CompatibilityShapeData { See documentation: https://docs.godotengine.org/en/stable/classes/class_tilemap.html#class-tilemap-method-get-cell-autotile-coord Here's a script that will allow you to click on a tile and change it to a different tile, defined by its atlas coordinates: extends TileMap @export var NEW_TILE_COORDS = Vector2i(3, 0) func _input(event): if event is InputEventMouseButton: if event.pressed: var mousePos = get_global_mouse_position() var tileLocalposition = mousePos - For an item index at specific location, use TileMap.get_cellv() will get the id of the tile you're standing on, but as you said the id doesn't help when you're using autotile - the id will always be the same. I've tried a few different things but this is what I keep coming back to. There are functions like TileSet::autotile_get_navigation_polygon(int id, Vector2 coord) to get other auto/atlas tile properties, but the ones for collisions are not there. Scan this QR code to download the app now. I just genuinely don't understand these methods on a tilemap. The project window appears blurry, unlike the editor. What can I do with Godot? I want to store which biome I am currently in by storing it in a variable, I thought I could do this by detecting what tile I am standing on (since each biome has its own tiles), it's important to note that I am using auto tiling not normal single tiling do I don't think IDS work. Just a little question regarding TileMap. The regular tile_get_* set of functions has collision getters, but there is no apparent way to find the specific shape you are looking for for your auto/atlas subtile. Your solution works much better, makes my code much cleaner, and saves me from several function calls per loop! Already on GitHub? to your account. Im setting cells in second tilemap based on first. Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community. Thanks! Each tile that shares the same bitmask Godot considers as a variation of the same tile. This page assumes you have created or downloaded a TileSet already. Press question mark to learn the rest of the keyboard shortcuts. For example if you use few tilemaps to separate different types of objects and one of them have single autotile in tileset. So it's exactly the same as if the cell doesn't have autotilling. Return whether the referenced cell is flipped over the Y axis. WebApplies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates. In my game, you can place different rotations/varieties of an object (houses rotated at different angles, different flower/tree types, etc) which is done by changing the autotile coord of the atlas. Returns the coordinate (subtile column and row) of the autotile variation in the tileset. Optionally, the tile can also be flipped, transposed, or given autotile coordinates. func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, autotile_coord=Vector2(0,0)): # Write your custom logic here. Your correction would make function return (-1,-1) if cell is empty, but if there is a tile, which is not autotile - it will still return (0,0). Inherits: Node2D < CanvasItem < Node < Object. Some text such as "NO DC" appears in the top-left corner of the project manager and editor window. Returns a zero vector if the cell doesn't have autotiling. WebA community for discussion and support in development with the Godot game engine. Return whether the referenced cell is transposed, i.e. Click the Bitmask button at the top and start clicking in the tiles. Again the goal is to save the autotile coord of all used tiles and then correctly place them. WebNow that you have selected the set of tiles to make up the autotile group, its time to set the bitmasks. If you have a tile coordinate, you can find the position in pixels of the tile's center like so: # tile_pos is your tile coordinate var tile_center_pos = map_to_world (tile_pos) + cell_size / 2 For your other question, the reverse is also possible: var mouse_tile = world_to_map (get_global_mouse_position ()) See TileMap docs for details) I's a useful one, it return from an autotile group or atlastile group the current cell coord. I have also tried to export the tilesheet as PNG and manually draw bitmasks on top, resulted in the same weird behaviour. Return the tile index of the cell referenced by a Vector2. When I want to get the tile index, I use ex. NVidia GTX1660. Return whether the referenced cell is flipped over the X axis. I want to say a specific tileas in a How much does it cost? There are two workflows to build responsive UIs, Anchors are relative to the parent container, Use size tags to change how UI elements fill the available space, Arrange control nodes automatically with containers, Add containers to place UI elements automatically, Turn the bar and counter into reusable UI components, Use Scene Inheritance to create the remaining elements, Inherit the Bar Scene to build the LifeBar, Set up the Lifebar with the Players max_health, Update health with a signal when the player takes a hit, Animate the loss of life with the Tween node, Assign the animated_health to the LifeBar, Scripting: GDScript, C# and Visual Script, GDScript: An introduction to dynamic languages, General differences between C# and GDScript, Communicating with other scripting languages, SRGB -> linear conversion on image import, Using 3D bones to implement Inverse Kinematics, Using 3D bones to implement ragdoll-like physics, Giving the player a flash light and the option to sprint, Adding the ability to grab and throw RigidBody nodes to the player, Writing a sound system we can use anywhere, Local to global coordinates and vice versa, Introduction to the 2D animation features, Not blocking main thread during the polling. The masked area will appear red. Again the goal is to save the autotile coord of all used tiles and then correctly place them. And I also have it so if you click on a block you manipulate it (based on that tileID)". I'm trying to get navigation working, but I need to get the centers of my tiles in Global Coordinates so the vehicle can move to each one on its way to the destination tile. WebFor the most part I am trying to imitate the way the engine performs subtile selection but with a few modifications. Optionally, the tile can also be flipped over the X and Y coordinates, transposed, or be given autotile coordinates. Returns the coordinate of the autotile variation in the tileset. I'd like to add Area2Ds/CollisionShape2D to these tiles at runtime (or as a tool in editor). WebAdd the possibility to set the size of an instance scene in the Tileset in terms of cell size. I'm pretty stumped at this point so any help is appreciated. OS/device including version: Solus 4. So you could use only get_cell_autotile_coord to determine if cell is empty or have tile and which autotile it is. So now we may apply the id to a match statement to decide what to do. You signed in with another tab or window. Applies autotiling rules to the cells in the given region (specified by grid-based x and y coordinates). WebAdd new parameters to method set_cell: length and width. This would work but unfortunately, I'm doing a procedurally generated world so doing this would always give me a random value. I took the liberty to check the tile_map.cpp - if I may add a small contribution to the project. This enable to set the different cells in the area described and link to the scene instance. Then only interact with a dictionary for changes. Godot version 3.3 The autotile information is useful to have, especially if you are not using the built-in physics engine but tiled-based collisions, and/or doing animations on a per tile basis, or for some other reason need to know the tile for gameplay specific purposes, like doing damage to the player etc, or placing lights or traps. a tile index different from -1). Use get_cell_autotile_coord (). steps to reproduce: 2d node, add a TileMap. (Well, not exactly, but if it could, it'd be plaid.). I'm building a simple platformer and have been using an autotile for my spikey walls and I'd like to have Area2D collisions only on the edge tiles. autotile_coord) thats minor inconvenience, as I must now split vector coordinates to two separate numbers just to use set_cell() instead. Hello! void update_bitmask_area ( Vector2 position ). Set the Snap Options Step to 64x64. To set the Returns the coordinate (subtile column and row) of the autotile variation in the tileset. What get_cell_autotile_coord is used for. "When u procedurally generate a level with tilemap, u use TileID to place the tiles, I've done this recently. Will [Insert closed SDK such as PhysX, GameWorks, etc.] Using GLES3. Can paid assets be uploaded to the asset library? Add new parameters to method set_cell: length and width. So that means if you are able to call get_cell, you already have access to the tileset, just using a different function. Maybe the constant INVALID_CELL could be returned is both coordinates of the vector2 to handle this case: The text was updated successfully, but these errors were encountered: Actually the problem is that in several places default empty values for autotile coordinates are set to (0,0) and I'm not sure why. Calling with invalid (or missing) parameters applies autotiling rules for the entire TileMap. tilemap tileset asked Oct 29, 2020 in Engine by 1izNoob (253 points) 1 Answer +1 vote oh nevermind, figured it out. Web`core class TileMap` inherits `Node2D` (unsafe). For example in cell(0,1) say that the autotile cords are (0,2), so this is the third autotile of the tile. Tilemap does. Steps to reproduce: If you want some custom properties for each individual cell it is useful, but you will have to seperate those parameters. Calling with invalid (or missing) parameters applies autotiling rules for the entire tilemap. There are three numbers added to the PoolIntArray for each tile you add: the id of the cell the tile occupies the id of the tile in the lists of all tiles inside your tileset the id of the sub-tile if it's an atlas-tile, else it's set to zero answered Apr 15, 2020 by njamster (10,618 points) ask related question What about the flip flags? Vector2 get_cell_autotile_coord( int x, int y ) const. It may not be common use though.. Press J to jump to the feed. Try to use the method. gdnative-bindings-lily 0.9.3 Docs.rs crate page will give you the id of the autotile-set. void update_bitmask_region(Vector2start=Vector2( 0, 0 ), How to get Cell position in Global Coordinates. Execute the minimal project linked. WebIntroduction: A tilemap is a grid of tiles used to create a game's layout. Return an array of all cells containing a tile from the tileset (i.e. Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community. I have a great idea that will make Godot better. that, when collided, returns always 0 (not the correct index) and if not, -1. get_cell returns the ID of the tile, it's an integer, so of course it doesn't have the tileset function on it. I want to extend Godot. For isometric tiles, I recommend to set the the It would make it possible to create dynamic/procedural tile maps using atlases. answered Oct 29, 2020 by 1izNoob (253 points) ask related question All categories In any case that does not change the fact the user should first check if the tile is an autotile first, but I agree it might be simpler for the user to simply check if the returned result is Vector2(-1, -1). Return the absolute world position corresponding to the tilemap (grid-based) coordinates given as an argument. Well occasionally send you account related emails. WebMember Function Description. the X and Y axes are swapped (mirroring with regard to the (1,1) vector). I agree that this can be seen as miss information. Steps to reproduce: Open a project. Here is an example godot tileset that uses the z index: [gd_resource type="TileSet" load_steps=5 format=2] [ext_resource path="res://maps/dungeon.png" type="Texture" id=1] to your account. Add a get_cellv_autotile_coord which is like get_cell_autotile_coord but it takes a Vector2 argument. void update_bitmask_region ( Vector2 start=Vector2 ( 0, 0 ), Vector2 You cannot use get_cell without already having a tilemap to call it on. You'll need to use the world_to_map and get_cell functions of TileMap. The GDscript function get_cell_autotile_coord() returns a zero vector when the cell doesn't have autotilling. The project window doesn't appear centered when I run the project. All this to say, how should I be approaching this? The ideal solution would be to allow a custom property on a tile called "zIndex" which should be an integer, this should get exported to the godot tileset format. The autotile coordinate refers to the column and row of the subtile. How do you usually keep track of objects that player can interact with? 2 3. void create_tile A standard blob tilesheet that was exported as Godot .tres by Tilesetter with bitmasks on didn't work as expected. How can I contact you? So maybe you can loop on tilemap cells and get all cells to get the autotile coords and then get only the cells which have the autotile in (0,2) coord. I'm looking at the engine code, specifically TileSet::autotile get subtile for bitmask. Set the Autotile Bitmask Mode to 3x3. GrassTilemap.get_cellv(pos). WebThis function is used to get the id value: func get_cell_id (x, y): var v2 = $TileMap.get_cell_autotile_coord (x, y) return int(v2.x + 4 * v2.y) This gives us an integer that equates with the enum value of the corresponding part type. There is a method called get_cell_autotile_coord(int p_x, int p_y) in tilemap.cpp,, but it's not available in the editor. Autotiles work perfectly, but not atlas tiles. The code for it definitely isn't correct though. Set the tile index for the cell referenced by a Vector2 of grid-based coordinates. I also need to convert the Global Coordinates of the mouse cursor to the nearest Cell position on the TileMap, so I can set a destination tile. Minimal reproduction project: If you have a tile coordinate, you can find the position in pixels of the tile's center like so: # tile_pos is your tile coordinate var tile_center_pos = map_to_world WebThe Godot editor appears frozen after clicking the system console. At the same time this I don't see a scenario where you would use get_cell_autotile_coord without get_cell, can you think of one? Returns a zero Yes, it works for atlases even though it's called autotile. WebI can set them just fine apparently with set_cell taking an autotile_coord.tres vector value, its just getting the bitmask value/.tres vector (converting a bitmask value to the vector value whould be doable messing with the .tres file). Click it to get to the editor. Steps to reproduce: You probably won't find much on it because the solutions are varied, depends heavily on your art, they're not intuitive, and they require a lot of tinkering to get how you want it to look. By clicking Sign up for GitHub, you agree to our terms of service and However, this doesn't keep the atlas autotile coords. WebApplies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based x and y coordinates. How would you get the texture of the subtile? Expose get_cell_auto_tile_coord() to the editor. get_cellv() only returning 0 as index using autotile. I dont believe you. You can check what kind of tile a tile is with its ID. Webgodot get_cell autotile coord. Optionally, the tile can also be flipped, transposed, or given autotile coordinates. Add an autotile_coord parameter to set_cellv. That's why TileMap.get_cell_autotile_coord() exists. If there's something placed in there check if it's something player can walk through, like grass or low fence and decide if player is allowed to walk further that way. WebThen you set the bitmask. WebGodot tilemap random tile. Using this, you can figure out which autotile cell you're on. What are the license terms? Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based x and y coordinates. Godot version 3.3.2 mono official System information w10 64 Issue description get_cell_autotile_coords returns Vector2.Zero in two different cases: empty tile the first Here's the dictionary for reference: Also the attempted for loop for "Directions": (Buildings is the tilemap) At the moment I'm trying to implement a walking feature in a turn-based game. Webget_cellv () returns the tileset cell index (not the x,y position at the tilemap). What the function returns is a vector2 containing the coordinates of the tile in the tileset. Returns a zero vector if the cell doesn't have autotiling. If it's zero, then it should be the first entry in the list of tiles when selecting your GrassTileMap What are my options for creating plugins? An index of -1 clears the cell. Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams WebGodot version: 3.0.6 stable OS/device including version: Windows 10 Issue description: There is a method called get_cell_autotile_coord(int p_x, int p_y) in tilemap.cpp,, but I was looking back through my asked questions and forgot I even submitted this one! Why use a custom scripting language instead of my language of choice? Webif get_cellv(Vector2(i,0)) == 2: print ("Water") var tile = get_cell_autotile_coord(i,0) if int(tile.x+1) % 5 == 0: tile.x -=5 set_cell(i,0,2,false,false,false,Vector2(tile.x+1,1)) 1 Share ReportSave More posts from the godot community 1.0k Posted by6 days ago Picture/Video The demo is short but I Please help us by contributing one! . WebSets the tile index for the cell given by a Vector2. But the first tile in the tileset is at the position (0, 0). The documentation does say that it will return a zero vector. It should be func set_cell(x, y, tile, Node for 2D tile-based maps. Also make sure to set the "Snap Options" Step to x64 y184 and the "Selected Tile" Texture offset to height minus cell size, so x0, y-120): Add the spritesheet to your Godot Tileset. When youre done it should look like this: Remember, were not using the tiles in the lower-right corner. About the Developer/Tools Command Prompts and the Visual C++ compiler, Development in Visual Studio or other IDEs, Cross-compiling for Windows from other operating systems, Building per asm.js translation or LLVM backend, Updating Sources after pulling latest commits, Improving the build system for development. Sign up for a free GitHub account to open an issue and contact its maintainers and the community. I have two tilemaps: First don't have autotiles, and second have auto tiling. If it's zero, then it should be the first entry in the list of tiles when selecting your GrassTileMap-node. Have a question about this project? I'm pretty stumped at this point so any help is appreciated. . Have a question about this project? The code is missing the defaults on the arguments. 1 3. ax by cz d 0. pom material data sheet. be supported in Godot? WebDownload the map, set up the Autotile, and draw it in few seconds. Does not play well with multiple types of tile. Issue description: The GDscript function get_cell_autotile_coord() returns a zero vector While returning something like Vector2(INVALID_CELL, INVALID_CELL), does not make much sense, as the vector is not made of two cell IDs, we might change it to return Vector2(-1, -1). So a player should be able to select another cell and walk there only if it's free. GitHub Your Godot version: 3.2.2 Issue description: The Documentation on Tilemaps have a code example of overriding the "set_cell" function. Returns the coordinate (subtile column and row) of the autotile variation in the tileset. If you want some custom properties for each individual cell it is useful, but A community for discussion and support in development with the Godot game engine. # To call the default method:.set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord) URL to the documentation page (if already existing): By clicking Sign up for GitHub, you agree to our terms of service and What are the technical reasons for the item above? I's a useful one, it return from an auto tile group or atlas tile group the current cell coord. The method get_cell would then return the same value for the multiple cells under the same scene instance. Sign in Copyright 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) I had come up with a patchwork solution that used get_tile to check surrounding tiles in a sort of custom autotile. In Godot's tilemap system, border tiles are placed regardless of whether the other base terrain tile is present, similar to a Blob set. You'll see that the cell at the coordinates (0, 0) get the same result with the get_cell_autotile_coord function as the cell (4, 0) even if it's an empty cell - so obviously no autotiling. However, because I'm using an autotile, every tile has an ID of '0' so I'm having trouble using a script to add Area2Ds (as per this question). Click on Tile Set in inspector and choose "New Tileset". Similarly, to the TileMap::get_cell_autotile_coord() I think it would be useful to have a corresponding setter method. The autotile coordinate refers to the column and row of the subtile. Directions is what is supposed to save the coords. Godot version: 3.2.1 mono 64 OS/device including version: win10 64 Issue description: A tile that is part of an atlas cannot be referenced with SetCell. (Well, not exactly, but if it could, it'd be plaid.) What do you think? It's a stealth-puzzle game, where you play as a Penguin that has to escape from a castle guarded by Walrus. If you have a tile coordinate, you can find the position in pixels of the tile's center like so: For your other question, the reverse is also possible: Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community. Thought that parameter meant something else. Are you sure the index of the cell the mouse pointer is on is not index 0? eastrd commented on Aug 17, 2020. Webvoid set_cell (int x, int y, int tile, bool flip_x=false, bool flip_y=false, bool transpose=false, Vector2 autotile_coord=Vector2( 0, 0 ) ) Sets the tile index for the cell given by a Vector2. WebMy first Godot demo: Penguin's Cape. We will build an array of Parts. So the function can return misleading information. A community for discussion and support in development with the Godot game engine. ago Thanks alot just what i needed 1 HecThorOdinson 20 days ago void update_bitmask_region ( Vector2 start=Vector2( 0, 0 ), Vector2 end=Vector2( 0, 0 ) ). WebFor ysorting, first make sure all TileMap nodes you want to ysort have the ysort property enabled. WebTo get the coordinates of the chosen tile from the atlas/autotile, one can use TileMap.world_to_map(Vector2(x,y)) or TileMap.get_cell_autotile_coord(x,y). This is the autotile that i get when using set_cellv (position, 1): The result i want: It's the same placeholder autotile i got from godot docs, but when i use set_cellv () How can I get/make a tile ID for specific tiles in an autotile. OS/device including version: Windows10. Optionally, the tile can also be flipped over the X and Y axes or transposed. privacy statement. GrassTilemap.get_cellv ( x, y ) will give you the id of the autotile-set. TileMap::set_cell; intended usage of autotile_coord? Optionally, the tilemaps potential half offset can be ignored. Now add your graphic with the '+' at the bottom. How can I loop through an autotile in GDScript and add Area2Ds only to specific tiles in my tileset? Set the Subtile Size to 128x128. To get the id of the subtile instead, you have to use: It will return a Vector2, where (0, 0) equals the subtile in the top-left of your autotile-texture, (1, 0) will be the one to the right and (0, 1) the one below it. Is there a method to know which object from tileset atlas is placed on a cell? Oh, and it makes a fuss if the tile's Global Position is negative in either X or Y. I solved by using of get cell autotile_coord (cell.x, cell.y), where cell.x,cell.y is the cell's x,y values for the cell I wanted to find which autotile is there. The text was updated successfully, but these errors were encountered: @KoBeWi @clayjohn @Aasdyfi , i think this issue can be closed.

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