LOOKS LIKE I FIXED THE BULLETS

needed to add raycast to target area collision layer
This commit is contained in:
derek
2024-11-27 11:46:52 -06:00
parent ffd39c63f8
commit ff3155f25f
4 changed files with 92 additions and 65 deletions

View File

@@ -82,7 +82,7 @@ margin = 0.001
height = 1.5
radius = 0.055
[node name="Bullet" type="RigidBody3D" node_paths=PackedStringArray("collision_shape")]
[node name="Bullet" type="RigidBody3D"]
top_level = true
collision_layer = 128
collision_mask = 233
@@ -95,7 +95,6 @@ continuous_cd = true
contact_monitor = true
max_contacts_reported = 3
script = ExtResource("1_oj0f5")
collision_shape = NodePath("BulletCollision")
[node name="Cylinder" type="MeshInstance3D" parent="."]
transform = Transform3D(-2, -3.01992e-07, 0, 0, 0, -2, 3.01992e-07, -2, 0, 1.46364e-07, 0, 0.627698)
@@ -135,8 +134,8 @@ shape = SubResource("CylinderShape3D_tqvit")
[node name="RayCast3D" type="RayCast3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.781848)
target_position = Vector3(0, 0, -3)
collision_mask = 105
target_position = Vector3(0, 0, -6)
collision_mask = 233
collide_with_areas = true
[connection signal="body_entered" from="." to="." method="_on_body_entered"]