#Rotation of a piston
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If your gun is hitscan, your projectiles should either be:
- Fire FX, Hit FX
or - Fire FX, Hit FX, Bullet tracer
Raycast would mean your weapons are hitscan, not projectiles
You should not have a projectile, you should only have a firing FX, hit FX, and optionally, a bullet tracer
"Firing FX" refers to a sound effect for firing, and a visual effect for firing
"Hit FX" refers to a sound effect where the raycast hits, and a visual effect where the raycast hits
"Bullet Tracer" would be a line from the bullet emitter to the hit position, best done with studio since you can scale objects/make trails/make particles
If you want to get an example of hitscan weapons, play some Overwatch 2, its free on steam
Some heros have projectile based weapons, and some have hitscan based weapons
You may want to wait for studio functions to come out before making a bullet tracer, this way you can set scale/position/rotation without needing 9 animations
There is ways, its just really tedious and im not going to explain it
The best method I know right now would be using 1 object as a tracer you can scale with circuits, an empty parent of that object which can be rotated via circuits and enabled/disabled with circuits
This way you can make a shape originate from the gun tip which can rotate towards a hit position, and have a shape scaled so it reaches that position
Piston = Projectile
Your gun is hitscan, not a projectile
The piston is not instant
The raycast is