How can i make my plane move like this?

My plane is locked to the center of the screen and i have no idea how to keep the crosshair in the center and move the plane.

EDIT

I need to change the mesh etc but what so ever.
I can make the plane roll now without touching the screen, only the plane. So far so good but my issue is now, i can’t do it smooth with ‘interp to’. It just stops at 4 / -4 where the max roll value is set to 1600. So it should smoothly roll from 0 to 1600 (about 80 degrees max).

Looks like this → 2018 08 30 00 12 14 - YouTube

In the video you seems to produce a few different numbers (assuming the top number is the Roll in some form) so the thing should be working.

Have you tried with much, much lower Interp Speed?

Can you also re-check if all your values going in the Finterp to are in the right dimension? Mixing radians with degrees and with whatever 4 / -4 is might produce something like this.

Please do correct me if I’m wrong but doesn’t “New Rotation X” take the angle in degrees and the Finterp target is something in the range of 1600?

Have a look at this one, a stripped down version of something I used in one of my own projects. It projects a mouse location into the world and makes the target face it over time. It has added auto roll and handles 6dof gracefully enough; by no means perfect, though.

I disconnected MoveRight and MoveUp in the template and modified the component hierarchy a bit:

252034-root.png

The root can be anything. The plane mesh rotation is set to Absolute World - this one is important. Everything else is at default, I think.

In motion:

https://drive.google.com/open?id=112f8xKPMTly6iYL-tOUDoXci42y0vOkr

Perhaps you can adopt it and adapt it to your needs.

edit: I just saw your second vid in which you actually have the aiming covered already. For the roll to interpolate correctly, you need to feed Current your Plane mesh rotation (Roll).

If I wanted an extra dodge roll, I’d do something like this at the bottom of the script I posted:

Image from Gyazo


You’d need to add relative location mesh offset to make it look more believable, maybe camera lag on top of that. In case you need the interp speed decoupled from the existing ones so you can control the movement more precisely, you can use more Select nodes or do every aspect of movement with a separate interp.

I did something similar in my game, just added a set amount of roll based on the degree of lateral movement. So if you only moved the mouse (or in my case swipe) a few degrees in either direction you wouldn’t get any roll. But beyond say 15-20 degrees or so, you add an increasing amount of roll to the plane to simulate how real aircraft make turns. Once I released from the “turn” I had it Lerp between the current roll value and a roll of 0 degrees to smoothly rotate back to a neutral position automatically.

It’s pretty much like that if you look at the long video above. The delta rotator finds the, well, delta and the map range translates it into banking. There’s no minimum here, true. Could be added easily.

I made my steering different, i don’t follow my cursor :3 The thing is that i don’t want to roll it with a button. It should be a visual thing where it moves left/right while strafing. In my first video that i showed, you press A/D and it like rolls left/right while pressing only A/D

Up to you, feel free to simplify what I posted, or add the roll to your version, one way or another it’s a pretty straightforward implementation. I just hope it helps someone.

Good luck with the rest!

FIXED IT !

With this Location Y i was like "hmmm what happens if i connect this to this hmmm…
BOM problem solved lmao xd Now i need also to make this for steering (mouse) not only for strafe.

Nice one, smooth and solid!

Here is how it looks like :smiley: I guess the movement is done so far.

Hello I wanna make something similar can I ask you for example how to make it? I cant solve this problem :frowning: