Set to true if you want to use the scope that's specified in Weapons System GUI. For example, this value for the Crossbow is 1 because arrows arc during flight, but this value for the Rocket Launcher is 0 because propelled rockets travel straight. Maximum distance bullets/projectiles travel before disappearing.Īmount that gravity should influence each bullet/projectile. Setting this to a very high value like 20000 simulates raycasting weapons like laser guns. Speed that bullets/projectiles travel when shot. Anything hit beyond this distance will receive less and less damage as the distance nears ZeroDamageDistance.Īnything hit at or beyond this distance will receive no damage. Maximum distance that shots will do full damage. Number of shots per click/burst only matters if you set FireMode to Burst. Time between each shot in a burst only matters if you set FireMode to Burst. For weapons with FireMode of Automatic, this is also the time between shots while pressing the fire button or holding click. Note that ammo is unlimited and this does not specify how much ammo a player is carrying.Ĭhoose from either Semiautomatic (one shot per click/tap), Automatic (continuous fire), or Burst (burst of shots equal to NumBurstShots on each click/tap). This can help make the effect feel more dynamic and responsive to the character’s movement, and avoid the issue of it being too distracting or persistent.Number of shots in each "ammo clip" before player must reload. For example, if the character is moving quickly, you could scale up the effect to make it more noticeable, and if the character is moving slowly or not at all, you could scale it down to make it less noticeable. This can help make the effect feel more natural and realistic, and avoid the issue of it being too distracting or noticeable.įinally, you could try using a script to adjust the scale of the muzzle flash effect based on the character’s movement. For example, you could gradually reduce the transparency of the effect over time, so that it gradually fades away instead of suddenly disappearing. This would allow you to have more control over the timing and duration of the effect, and avoid the issue of it persisting when it shouldn’t.Īnother option is to use a script to adjust the transparency of the muzzle flash effect as it dissipates. For example, you could have the effect only show up for a brief moment when the character fires their weapon, and then hide it when the character is moving or not firing. – I would love to use something other than a particle emitter to create the muzzle flash, I just don’t know what else could create the same effect.Īdditionally, you could try using a script to control the visibility of the muzzle flash effect. Changing the transparency of a particle emitter has to be done with a number sequence(kinda dumb) function muzzle_flash(shoot_part) –This is a function within my main gun code Try to make your topic as descriptive as possible, so that it’s easier for people to help you! When I stand still while shooting, the muzzle flash looks perfectly fine(Image 2), but if I were to move around while shooting(Jump, move side to side Image 1) the muzzle flash image doesn’t clear fast enough so you can see it appear multiple times which isn’t very realisticġ: I’ve tried to decrease the wait time(Code) which didn’t workĢ: Increasing the rate of the particle emitter and decreasing the lifetimeģ: Setting the rate to 1 and the lifetime to maximumĤ: Instead of changing the transparency I’ve tried to just enable and disable the particle emitter as a whole, which doesn’t work for some reasonĥ: I also tried looking for people with similar problems which resulted in nothing.Īfter that, you should include more details if you have any. I’m trying to create a muzzle flash effect for a pistol I’m making.
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