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forum topic indicator Child node doesnt stay positioned relative to its parent node
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sixvivid
Registered User
Quote
2024-01-20 00:39:34

in this case it is a barrel and / or shell exit location attached to a gun which is attached to the camera.

When the camera is rotated with mouse in-game, the shell exit location (which is positioned on the gun and attached to it as a child node) does not stay in the same position relative to the gun.

Please note that collision is off for the gun and for the barrel / shell exit location.

Doesn't make any sense to me why the child node moves in a separate direction from the gun when the camera moves???

So many little issues like this are driving away from coppercube. I paid $100 for a buggy engine? Or what.

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spicymilk
Registered User
Quote
2024-01-20 00:47:48

https://veganpete.itch.io/specia... Like that?

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sixvivid
Registered User
Quote
2024-01-20 00:56:30

Do you have discord? I can show you a video of what is happening. The child node(Shell Ejection Location) does not retain its position relative to the gun when the gun moves.

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sixvivid
Registered User
Quote
2024-01-20 01:00:02

I dont see a way to upload a video here

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sixvivid
Registered User
Quote
2024-01-20 01:08:45

Oh jeez.... Disable clipping for child nodes I forgot to switch off!!

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sixvivid
Registered User
Quote
2024-01-20 01:09:06

On the FPS Camera

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sixvivid
Registered User
Quote
2024-01-20 01:19:31

However, I have experienced lots of other small issues like this doing other things that havent seemed to have a fix, I cant recall all of them right now, one of them is super poor hit detection that seemed to glitch around and work different in different projects with the same paramaters... made no sense

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sixvivid
Registered User
Quote
2024-01-20 01:23:18

Another small thing I cant seem to figure out, using the shoot function, can you change the rotation of the ojbect shooting? Not trajectory... As in shooting a cylinder which is rotated 0,0,-90 degrees to lay horizontally, when shot using "shoot" function, its back to 0,0,0 degrees. Id the cylinder to shoot to the camera target whist staying at 0,0,-90 degress

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just_in_case
Moderator
Quote
2024-01-20 07:40:14

It is possible to change the rotation of the inbuilt shoot action "bullet" with custom script but it is not recommended.
It is much better to create a whole new shoot action instead rather than rotating the inbuilt bullet

Regarding the clipping of children of the fps camera, I have fixed it internally and this bug won't happen in the upcoming version of Coppercube.

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sixvivid
Registered User
Quote
2024-01-20 21:58:25

Amazing, thank you just_in_case.

How could I do this and get my cylinder to face the right way when shooting lol. Its supposed to be at a -90 degree angle so that it looks like a bullet but when shot with shoot function the bullet node's rotation is reset, and there only seems to be a variable for rotation offset to shoot from camera, not rotation for the bullet itself

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sixvivid
Registered User
Quote
2024-01-20 22:04:00

I am also very glad to hear that the clipping issues will be fixed, I revoke my dissatisfactory!

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just_in_case
Moderator
Quote
2024-01-21 03:37:23

for the rotation of the bullet.

First you can change the rotation of the actual bullet node that you are using a sbullet, try setting its rotation to be -90 ad you are saying that is what it is supposed to be, then try shooting to check if it fixes the bullet rotation.


If not, then the second method involves scripting, you can use the execute a javascript command, right below your shoot action.

and in that command, you can use the javascript to get the last child of the root scene node, and then simply change the rotation of the last child to -90, it will change the rotation of the bullet node.

So now whenever you shoot the bullet it will simply change the rotation of the bullet because the last node in your scenegraph explorer will be a bullet node whenever you perform a shoot.


hopefully, that will fix your problem. emoji icon_holy

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sixvivid
Registered User
Quote
2024-01-21 04:45:58

Yeah I assumed that would probably do it, I guess thats something to look at adding in the future to the shoot function :)


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