I’ve been tackling this issue for sometime now, and tried various ways to implement this, using Rinterp to, Vinterp to etc. the result mostly ends up with one of the players jittering around or just doing something really weird. How would i go about to implement a “smooth aiming” with my current setup (both players are locked on to each other constantly in this setup).
-Samuelb
the game in action
![alt text][1]
the look at function part1
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the look at function part2
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the eventtick calling the functions
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[1]:/storage/temp/125140-players+lookingat+#1.png
It’s been a while since I posted this question, I finally managed to solve it!(at least I think so). Firstly I completely scrapped the “lookatactors” events which are posted above. Instead i created 2 functions (“Pl1lockingon” to player 2 and “Pl2lockingon” to player 1). I call the function in the event tick off a switch has authority as follows:
Inside the functions I first check if “is valid” is true off my player1 and targettolookat variables, if it is then the function will execute and update the players new rotation.
I had a issue on the client where the balltargets that follow the player would jitter slightly as they followed the players. I managed to fix this (or create a workaround) today. I’m actually not entriely sure if this bad practice, but at least it fixed the issue.(PLEASE FEEL FREE to tell me otherwise, if this is not how you are supposed to go about implementing said behavior).
Anyway I first moved calling the events I created in the " actortargetbps" and called them inside my characterbp instead, using the referenced “actortarget” variables.
here is a screen cap of the current set up: