i had a bit of system for this in a stitch in time, but it was really buggy so I’m wondering what the best way to have the weapon and/or player flip based on the angle of the weapon.
I’ve tried extracting rotation and using filters but it doesn’t work very well
Maybe we could use a separate object for the mouse that the arms are always pointing at?
i don’t know if that would be any different
Maybe with that separate object the arms will extract it similar to how you use follow, but remove the velocity trigger
@JR01 @TinkerSmith @PixelPizza
sorry but i couldn’t find this anywhere else on the forums
Is it for Stitch in time, or something else you are working on? If so, link please
@TinkerSmith it’s for the decimation of mankind. I’m working on it with @ramshacklegamestudios
though i would probably put it in a stitch in time better too if I knew how to do it
warning: this game has some gore in it
JR01
September 27, 2020, 6:34pm
8
I would flip both and re-position the sword object on the player.
A position bundle for right and for the left.
I’ll take a look at it when I get back.
Hiya @F3Art
Wasteland level, the ‘arm’ object? Having a hard time to look at it, crashes my PC, but a simple one you could try is this:
Similar to what I did in my Auto Target example here:
And another lunch break quickie from the TinkerShed.
For your shooting pleasure:
[auto_target]
As with every lunch time release, use on your own risk, buggy as hell, LOL
Have Fun
Likes are always welcome and credits if you use it
yah sorry @TinkerSmith the game has a lot fo stuff to load, we plan on fixing that. I’ll try out that example though
also that was just the sprite for a new weapon, actual one is just in the library “arms”
nevermind fixed it I was going to say it wasn’t working
it’s perfect
\o/ it’s perfect!
I made the player flip when the arms are facing left/right!
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