yeah it will follow it to the ends of the world.Originally Posted by Hazard
edit: im under the impression that you're OPE the bullet, make sure physics are on and i would make the target really thick to stop it teleporting past, could use custom collision cylinder shape.
Yea but if theres two bullets out there and they both need to have physics, and they aren't near each other???????Originally Posted by sparkierjonesz
if thats the case jarr, i'd go with summing the positions of the bullets and then averaging that so the dummy object for the bubble was at the center of all of them
im using you OPE though would that still activate the hit trigger when the bullet hits the target
it would if it hits or is inside the object, OPE just teleports the object so if its moving fast it could technically pass either side of your hit target without any triggering, hence make it really thick or has a lot of depth.
if you didn't want to use hit triggers you could generic filter test the position of the bullet against the position of the target, this would make your game more flexible in terms of bullet counts and distance, but if your firing one bullet then there's no real need.
so i would have to setup the end of the bullet so that it doesnt go past the target. okie dokie cheers
or just make the target have really deep edges.
hmm well came across another problem, when i test the bullet it will go all the way and hit the target.. but when i go and test track properly the bullet stops mid air but only going half way