What I need is to be able to ADS my gun, however where the gun is in relation to my ViewModel’s chest is determined by an idle animation I play that I called “Revolver_Hold” I am trying to make the FPS element of a game I am working on. It’s best to use this tactic to delay large hoardes of enemies, or when capturing objectives with enemies on said objectives.Hey, this is my first time asking for help on the DevForum, so I’m not really used to doing this. This is where holding down G becomes useful: As stated before, the longer you hold down, the less time it takes for you throwable to explode. In almost all cases, you may wish to give an enemy almost no time to notice you throwing a grenade.It can also be used as an evasion tactic, i.e sliding to a corner to evade an attacker. As stated before, double sprint sliding is most useful when you need to traverse maps quickly to get to objectives etc.To quickly switch, you’ll need to press the RightMouseClick + in quick succession. However, it’s worth noting that you don’t have to be fully aimed in to switch magnification options. When using hybrid optics, obviously you’re going to toggle between them quite frequently.Quick tip: To quickly back out of a previous menu option, press the space button on your keyboard. To change Characters you will need to click on the CHARACTERS tab, then to whatever you want, assuming you have it unlocked.Otherwise, select any of the tabs marked Assault Rifle, SMG, etc, to choose a category, and then select the desired weapon. You can return by clicking the RETURN button in the bottom left of the screen. When clicked, you will be brought to the weapon selector. This will also list any attachments you have equipped. To select a weapon: Click the box displaying the gun name and image in the Loadout Editor.Relatively self explanatory, but you need to click on the EDIT button next to a loadout to modify it. The longer your hold down, the quicker your throwable will explode.
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