1. #11

    Re: How do I make good, hit-scan bullets?

    Originally Posted by RickyReb
    you can't glue area triggers, but you can use a physics joint set to (point to point) and it will act as glue.
    Okay, at least I know how you did it but how did you make it so that it would act just like glue? Whenever I do it it just vibrates and moves all over the place. Point to point is the best setting, but it still moves...If there's no way to fix that, I'll just go with it I guess.
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  2. #12

    Re: How do I make good, hit-scan bullets?

    My bullets move by object position event. Everything you see moving is with an object position event. I cant use any physics because the physics bubble would prevent things from moving when they are out of range.
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  3. #13

    Re: How do I make good, hit-scan bullets?

    Originally Posted by RickyReb
    My bullets move by object position event. Everything you see moving is with an object position event. I cant use any physics because the physics bubble would prevent things from moving when they are out of range.
    Okay, thanks a lot!

    Ricky Reb acquired an Internet cookie!
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  4. #14

    Re: How do I make good, hit-scan bullets?

    Lol thanks. If you have a mic, feel free to send me a party invite and ill help you set it up and get it working.
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  5. #15
    dasraizer's Avatar Senior Member
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    Re: How do I make good, hit-scan bullets?

    put a hitbox in the location where the bullets would intersect the driving line,
    now activate the hitbox when the bullets arrive at that location and have it scan for the bike, if OnHit the rider didn't avoid the incoming volley.
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  6. #16

    Re: How do I make good, hit-scan bullets?

    or make a bullet and attach a force. now use the ope very simply to teleport the bullet into the required firing position (all three positions and one angle) set the ope to let go just after the force turns on and hey presto super easy bullets that bounce and arc and can even stick to things if you turn the friction up. gravity off and locked to driving line for 2d.

    i made 10 bullets and they are fired from a chain of generic filters set to equals 1,2,3 etc.
    the interval trigger that kicks off the show is what governs your rate of fire and your bullets remain where they are fired until teleported into the firing position.

    works a treat but is very slightly inaccurate, check out my track "gravitation" to see what i mean.

    good luck!

    and dude well done on barrel apocolypse. thas proper that is lol
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  7. #17
    dasraizer's Avatar Senior Member
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    Re: How do I make good, hit-scan bullets?

    if your still having problems, try gluing a dummy object to the turret, that way when you rotate the glue the dummy will too, so grab its position and move the hitbox to that location
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