Post by chainsawpenguin on Jun 19, 2019 5:42:28 GMT
Hey, guys! I'm having a weird issue: my target flutters when I'm very close to an NPC (if, for example, I'm trying to target his head from very short range).
Here's what's happening:
- The aim target is "fluttering" from one point to another, rather than staying locked in the middle of the screen
- The NPC DOES have a ragdoll, with the BodyPart layer on all of the bones, and the Enemy layer on everything else on the NPC
- The players damage layers are "Default, BodyPart"
The most frustrating part is that if I put a target EXACTLY on the NPCs head, and pull the trigger, it doesn't register as a hit. If I adjust my aim so that my AIMTARGET is off in the distance but I can mentally draw a line from the gun to the aimtarget that would pass through the head (or turn on the Laser sight), the hit registers.
How do I make the aiming reticle move to where the bullet is going to go when I pull the trigger?
As near as I can tell, the variables of "isValid" and "validPoint" are ALWAYS true (except for the first frame, because the default for isValid is false, but thereafter it's set to the value of validPoint, which is defaulted to true).
I can't see any ciircumstances in the code where these are 1 - not set to true and 2 - change the position of the aiming reticle.
In more direct terms, I guess, I could ask this very specific question:
Where does SimpleAimGroupe/AimTarget/valid/AimCenter's POSITION get updated, and HOW does that correspond to the projectile's anticipated final destination?
I guess what I'm looking for is the GTA V/Red Dead Redemption II model: a fixed dot in the middle of the screen, and a raycast from the middle of the screen to any colliders. If the raycast hits, the shot hits, and the animation and projectile reflect that. I just really don't want my AIMTARGET to move around on the screen, but it's not clear how I'd disable that in the Shooter Template...
I can send you my project if you want to see what I'm going on about, OR could I respectfully request a demo scene of the desired behavior, maybe?
Here's what's happening:
- The aim target is "fluttering" from one point to another, rather than staying locked in the middle of the screen
- The NPC DOES have a ragdoll, with the BodyPart layer on all of the bones, and the Enemy layer on everything else on the NPC
- The players damage layers are "Default, BodyPart"
The most frustrating part is that if I put a target EXACTLY on the NPCs head, and pull the trigger, it doesn't register as a hit. If I adjust my aim so that my AIMTARGET is off in the distance but I can mentally draw a line from the gun to the aimtarget that would pass through the head (or turn on the Laser sight), the hit registers.
How do I make the aiming reticle move to where the bullet is going to go when I pull the trigger?
As near as I can tell, the variables of "isValid" and "validPoint" are ALWAYS true (except for the first frame, because the default for isValid is false, but thereafter it's set to the value of validPoint, which is defaulted to true).
I can't see any ciircumstances in the code where these are 1 - not set to true and 2 - change the position of the aiming reticle.
In more direct terms, I guess, I could ask this very specific question:
Where does SimpleAimGroupe/AimTarget/valid/AimCenter's POSITION get updated, and HOW does that correspond to the projectile's anticipated final destination?
I guess what I'm looking for is the GTA V/Red Dead Redemption II model: a fixed dot in the middle of the screen, and a raycast from the middle of the screen to any colliders. If the raycast hits, the shot hits, and the animation and projectile reflect that. I just really don't want my AIMTARGET to move around on the screen, but it's not clear how I'd disable that in the Shooter Template...
I can send you my project if you want to see what I'm going on about, OR could I respectfully request a demo scene of the desired behavior, maybe?