Been tweaking a bit and playing around with implementing functionality for the turret. It’s a very simple testing setup, I added a boolean variable to A_Tracked_Vehicle called TurretLock so I can change whether my 360 pad’s input goes to the throttle or turret. So far it rotates along yaw and the barrel pitches but I haven’t added any limitations yet. I also added a basic fire function but as you can see the force applied is a bit funky*(Used your MMT Ad Force at Location)*. I made a socket for the muzzle location and I’m using it as a location for the force. I’m still trying to figure out how to properly apply the force for realistic-ish recoil.
Sorry for hijacking your thread with all my updates :rolleyes:
Still some performance tweaks to do, but I might continue that later. I think I’ll look into some multiplayer replication now and see if I can get the turret rotation to sync. After that some model tweaks as the turret model isn’t particularly accurate when it comes to the gun mantlet*(model probably wasn’t intended to be used for games)*.
I also found a bunch of awesome cutaway pictures, so I might try and model a basic interior for the tank*(I’m a terrible 3d artist, so it’d be the most basic of shapes)*. This really makes me regret selling my Oculus Rift DK2 a bit over a year ago. :rolleyes: