Doing a tick,
Add 500 to velocity.
500 of velocity being added to velocity… EVERY TICK.
LOL That’s bad.
Is there anyway I can just put the 500 on top of the initial velocity? Not adding it for every tick, that is insane.
Doing a tick,
Add 500 to velocity.
500 of velocity being added to velocity… EVERY TICK.
LOL That’s bad.
Is there anyway I can just put the 500 on top of the initial velocity? Not adding it for every tick, that is insane.
Well, when exactly do you want to add the 500? If you just want it to be 500 when the game starts, then either go into the variable and set the ‘default value’, or set the value to 500 on ‘Event Begin Play’.
I plan to bind this 500 on to controller triggler, so analog control, based on the analog readings, the 500 value can change between 0 and 500.
I feel the need to learn C++ and vector calculus…
Alright, I believe that currently an analog reading goes from 0 to 1, which means you can just multiply the value by 500 to get something between 0 - 500. Again, I am not complete sure about what the analog value goes to.
I have 2 analog controlls for this velocity thing.
e.g, Base speed is can be 0 to 1000, boost speed can be 0 to 500. Probably need some brain storm other than adding it into velocity variable.
So just on click get your current velocity + 500 and set velocity to be that. On release, get current velocity - 500.
I figured out something with vector interpolation and physics based simulation. This way I don’t need to access the component velocity variable. Thank you guys anyway!