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Question about rotators and guns

5,167 NeJi  2.5 years ago

how do make turrets autoaim using rotators but at the same time limiting their rotation angle?

1

and as for guns , is there a way to put a delay between pressing the fire button and the gun actually firing?

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    @Ninjacodersc2010 oh darn, it didn’t highlight, can someone tell me how to make my words highlight #highlight

    1.5 years ago
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    FireGuns

    1.5 years ago
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    5,167 NeJi

    @Grob0s0VBRa i'll be using it on my upcoming builds , thanks!! i'll be sure to tag you and give you some credits

    +1 2.5 years ago
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    13.1k Grob0s0VBRa

    @NeJi
    Put this to Input
    (ceil(smooth(clamp01(-FireGuns),3.75))=1) & (FireGuns=1)
    ...
    *profit*

    +1 2.5 years ago
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    5,167 NeJi

    @Grob0s0VBRa XD sorry for bothering you when you're trying to sleep , I'm using fireGuns as input and I want it to blink only once then stop for the duration that I'm holding the fire button

    2.5 years ago
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    13.1k Grob0s0VBRa

    @NeJi
    Lemme sleep, pretty please.
    Ok bybye
    I guess i did that somewhen... any specific conditions for the light to, em, blink?
    *amogbus*

    2.5 years ago
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    5,167 NeJi

    @Grob0s0VBRa this is a different question but do you know how to make lights blink only once then stop , or is that even possible to do?

    2.5 years ago
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    5,167 NeJi

    @Grob0s0VBRa i will use the XML from your creation , I'll tag you when I post it

    2.5 years ago
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    5,167 NeJi

    @Grob0s0VBRa no i just need guns , thanks :)

    2.5 years ago
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    13.1k Grob0s0VBRa

    @NeJi
    Stars not included
    so it should be like this:
    smooth(FireGuns,1.5)
    also do you need to delay firing after you tap like it's a firing delay on some missiles or what?
    If that's so then nothing gonna happen, my code makes you that you NEED to HOLD fire guns. And well any other kind of delay is impossible as we only can tweak activation group (not input)
    *boop*

    2.5 years ago
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    5,167 NeJi

    @Grob0s0VBRa still doesn't shoot, is the * included?
    if you know one can i get a link of a build where this is used so i can copy paste?

    2.5 years ago
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    13.1k Grob0s0VBRa

    @NeJi
    *oof*
    FireGuns, not the fireGuns

    2.5 years ago
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    5,167 NeJi

    @Grob0s0VBRa smooth(fireGuns,delay * doot *) gun doesn't shoot anymore....help

    2.5 years ago
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    5,167 NeJi

    @Grob0s0VBRa very much appreciated :)

    2.5 years ago
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    13.1k Grob0s0VBRa

    @NeJi Put smooth in activation group
    Welp is a exampe with range 180
    And
    This is my try with range 10 and min&max on 0.1 (pop-up turret behind red mark,much code)

    +1 2.5 years ago
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    5,167 NeJi

    @Grob0s0VBRa thank you !! ,where do i put smooth(fireGuns,delay * * )???

    and if possible could you link a build that uses the XML for rotator? I'm not good at XML :)

    2.5 years ago
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    13.1k Grob0s0VBRa

    1) Most (if not all) auto-aim formulas require range to be 1 degree (range 10 and min max values 0.1 or jus xml range to 1) so all you need is clamp(*doooooot*,min *doot*,max *doot*).
    2) If you use wing gun or gatling then insert smooth(fireGuns,delay *doot*) if cannons, em, no.

    +1 2.5 years ago