added Simple Looping OPE Bullet on Button Press
this makes a bullet fire when pressed and repeat if the button is held down.
This tutorial is the best for making any OPE guns!Originally Posted by dasraiser
But I have seen that it shoots twice when once pressed.
The offset ticks should be half of the duration ticks, so that means, if the bullets travel time is 30 ticks, so you only need to set the filter operand 2 to 15 not 30!
For optional, you can also add vectors (vector, set vector event, vector object info: angle, object: camera) for setting angle, so it will be on the angle it shot out, that would be useful for visible object or effects.
And for errors, the Y trigger button should be changed to [Button trigger] or [RT button],
and instead writing "This works because the Vector Curved Data Source (or Curved Data Source) is still calculating the output value while it is disabled", you wrote:
"This works because the Vector Curved Data Souce (or Curved Data Sorce) is still calculating the output value while it is disabled"
thanks blaster
not sure why it would fire twice! if the invert second half checkbox is set it would need to be halved, i will investigate this further.
i'll also add rotational information to the OPE side to correct bullet rotation, change the button required to trigger sequence and correct typos.
edit: tested to see if it fired twice and i could not get it too, not sure why its happening for you! i will try to add rotation for the 1st person example as well, but this all depends on the orientation of a few things, this can make explaining very complicated as axis alignment is a challenge for global vs local!!
edit²: added rotate bullet using 1st person example method and storage for the Yaw/Pitch
will add rotation based on start and end location vectors, still working on clean method, most likely using arctan.
dasraiser,
How I did it is much simplier:
Set end value vector-->Set rotation vector-->Set start value vector-->...
Set rotation vector-->Angle vector (data source).
Set rotation vector: value: D<-- vector object info: angle, select object: FPS camera
OPE: Modify rotation[X], Local[ ], Set rotation [X]checked it and the bullet and effects are setting the rotation toward the FPS camera after press, that means, in real life, fire faces up, but here, it sets to the FPS camera location after pressing)
And by the OPE's yaw, pitch, bank-->angle vector
You don't need to have a second OPE, only need to use yaw, pitch, bank from the gun's OPE.
that'll work, nice. always easier to capture the angles and use themOriginally Posted by Blastergamer, funny i use that a lot when playing around but completely missed it playing with the 1st person example
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i'd still use a glue pivot, just in case the object rotation doesn't match so the bullet can be rotated in, if required.
i'll adjust the tutorial to simplify it. edit: Done and moved code so there are no inserts.
Hi dasraiser,
I translated myself your looping gun tutorial to german: Einfache schleifende OPE Schusswaffe,
and also edited a bit with the contact responses.
Someone German wanted to know how to set up a gun
wow fantastic blasterOriginally Posted by Blastergamerthanks
Just added a how to for decoding the game time for filtering, its work in progress until i finish filtering and why it works.
decode game time
Created Seven Segment Display to use as a real time in game clock, i mainly did this so i can add and change it for use in the decode game time 'how to'.
edit: changed share for decode was limited, now open![]()