![]() ![]() Meanwhile anything trying to get up close to a tinker tank, or Buckmaster mech, will have their face right in front of your gun barrels. Almost everyone in today’s world owns a device that is capable of creating a virtual environment for playing games. Gaming these days has become something usual. While the Touro is more like a bit over one tile (It's just as tall, but it's primary gun is smaller and more practically mounted). Here, we bring you an online aim trainer, or you can call it an Aim Booster to put your aiming skills to the test and improve them. The Praetor mech can't aim it's heavy gun closer than about 2 grid tiles, for example. ![]() And this can be measured by using the standard DPI. At number second, you gotta write down the current sensitivity of your mouse. It can either be the default or standard DPI setting, or a custom setting. Plus, if stuff is right next to you, your guns may not be physically able to aim that close to your body on a tall mech or huge tank like the treehouse. Enter the current DPI value of your mouse in the first bar. But if you use it on something lower, more often it will plow through a crowd of infantry and power suits to reach where you are aiming rather than go over their heads. If you use it on the Mantis mech the flavor text says was built for it, your aim needs to be spot on all the time. But driving around in most tanks, and the shorter mechs, lets you get away with essentially sweeping your guns to hit crowds of small enemies a whole lot more. Taller stuff make the whole "oops I overshot them" happen more often. That said, try spending more time with shorter vehichles. Which, again, leads to overshooting a lot more if you don't know it (or, just got told about it, but stubbornly keep putting the mouse pointer directly on a short power and acting surprised it went over their head) Keeping in mind that the biggest gap in "where I aim" and "Where it lands" is that it goes slightly past your mouse pointer. And stuff like the small carlos are some of my favorites. That problem I also had went away after a bit. Well, while I'm hardly an expert at this game despite how long Ive had it. While it's fun, i preffer to have "boom" gun and more precise gun in loadout, but it's ending up with precision gun being completely uselles for me, coz it's end up flying over the heads of everything. It's most likely coz i have problem with depth perception, but in the end i take all explosions and go in guns booming. The scripting was the harder part, and it took a lot of trial and error to figure out a solution that worked.To be honest, it made me feel stupid.įirst things first, we need to track the mouse movement, so I used the built-in _input function, which is called whenever there is input from the user (keyboard press, mouse click, mouse move, tap gesture, etc).Originally posted by riderin:That the reason exactly. A Crosshairs node, which is a simple Node2D with a Sprite child node so we can see the crosshair.A Camera2D to follow the player around as they moved.A ColorRect to serve as the player sprite.In the end, my scene tree looked like this for the player node: After some experimentation, this did not work as expected. It seemed like the Camera2D would be a child of the player Node2D, and the crosshair may be another Node2D, but maybe a child of the Camera2D, so that if the Camera2D rotates, the crosshair rotates with it. This one felt like it may be simple, so I gave it a try. While on the Godot Engine Facebook page, I saw another request asking for some assistance with a 2D shooter game. ![]()
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