fixed shotgun pellets
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@@ -298,8 +298,8 @@ tracks/3/keys = {
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[sub_resource type="Animation" id="Animation_bsc1a"]
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resource_name = "shoot"
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length = 0.1
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step = 0.01
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length = 0.05
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step = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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@@ -307,7 +307,7 @@ tracks/0/path = NodePath("gun:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.03, 0.1),
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"times": PackedFloat32Array(0, 0.016, 0.05),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [Vector3(0, -0.000397999, 0), Vector3(0, 0.0908759, 0.176503), Vector3(0, -0.000397999, 0)]
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@@ -319,7 +319,7 @@ tracks/1/path = NodePath("gun:rotation")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0, 0.03, 0.1),
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"times": PackedFloat32Array(0, 0.016, 0.05),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [Vector3(0, -1.5708, 0), Vector3(-1.34655e-08, -1.5708, -0.313147), Vector3(0, -1.5708, 0)]
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@@ -331,7 +331,7 @@ tracks/2/path = NodePath("gun/slide:position")
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tracks/2/interp = 2
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0, 0.04, 0.1),
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"times": PackedFloat32Array(0, 0.026, 0.05),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [Vector3(0, 0, 0), Vector3(0.4, 0, 0), Vector3(0, 0, 0)]
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@@ -27,7 +27,7 @@ _data = {
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&"pellet_glow": SubResource("Animation_s2rms")
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}
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[node name="ShotgunPellet" type="RigidBody3D" groups=["pellet", "spawned"]]
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[node name="ShotgunPellet" type="RigidBody3D" node_paths=PackedStringArray("collision_shape", "mesh") groups=["pellet", "spawned"]]
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collision_layer = 160
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collision_mask = 233
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mass = 0.01
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@@ -36,7 +36,8 @@ continuous_cd = true
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contact_monitor = true
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max_contacts_reported = 1
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script = ExtResource("1_1v1ju")
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max_bounces = 20
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collision_shape = NodePath("CollisionShape3D")
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mesh = NodePath("MeshInstance3D")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("SphereMesh_5okb1")
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