#Rotation of a piston

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spiral topaz
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If your gun is hitscan (Uses a cast function for hit detection), you shouldnt be using a projectile visual

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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
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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

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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

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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

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There is ways, its just really tedious and im not going to explain it

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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

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Piston = Projectile
Your gun is hitscan, not a projectile

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The piston is not instant
The raycast is