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