Update part_two.rst

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starrydigits
2018-08-26 21:29:42 -07:00
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@@ -551,18 +551,18 @@ Expand ``Rotation_Helper`` and notice how it has two nodes: ``Gun_Fire_Points``
``Gun_aim_point`` is the point that the bullets will be aiming at. Notice how it
is lined up with the center of the screen and pulled a distance forward on the Z
axis. ``Gun_aim_point`` will serve as the point where the bullets will for sure collide
axis. ``Gun_aim_point`` will serve as the point the bullets will for sure collide
with as it goes along.
.. note:: There is a invisible mesh instance for debugging purposes. The mesh is
a small sphere that visually shows where the bullets will be aiming at.
a small sphere that visually shows where the bullets will be aiming.
Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial <class_Spatial>` nodes, one for each
weapon.
Open up ``Rifle_Point`` and you'll find a :ref:`Raycast <class_Raycast>` node. This is where
we will be sending the raycasts for our rifle's bullets.
The length of the raycast will dictate how far our the bullets will travel.
The length of the raycast will dictate how far our bullets will travel.
We are using a :ref:`Raycast <class_Raycast>` node to handle the rifle's bullet because
we want to fire lots of bullets quickly. If we use bullet objects, it is quite possible