#Auto aim turret
15 messages · Page 1 of 1 (latest)
spawn loop rotate the turret and place an obj far away in a straight line and give it a group. Make a copy of that obj, put that in a different group. make the second one follow the first one and make the bullet follow the second one, which you pause and resume its follow
idk might not make sense
wait i did something
the red circle follows the player until the spawn triggers is activated, the spawn trigger spawns the 2 moves triggers which make the spike move +1 endlessly towards the circle and the circle moves -1 towards the spike, so they both moves until i collides with a collision block that reset the turret.
For resetting after the collision i tried using a move trigger with target mode that teleports the bullet to the turret and a resume for the advanced follow.
I would like to make the bullet rotate properly towards the red circle but i cant figure out, also i would like not to use a collision block for every block but it seems to have a terrible hitbox when scaled
ah u meant that kinda autoaim
I'm sorry, I thought I was clearer
na mb
u have any suggestion for the collision blocks?
cuz i dont understand their hitbox when scaled
if the hitboxes mess up when scaled just keep them in every block
less bugs better than optimizing
yea maybe u right
anyone knows why does it do that? (i haven't even figured out what inputs makes it spin like that, but it doesn't seem random)
To fix the hitbox of collision enable extended collision in
> extra