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@@ -694,9 +694,9 @@ If the currently loaded/open scene is ``Testing_Area.tscn``, we'd be adding our
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.. warning:: As mentioned later below in the section on adding sounds, this method makes an assumption. This will be explained later
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.. warning:: As mentioned later below in the section on adding sounds, this method makes an assumption. This will be explained later
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in the section on adding sounds in :ref:`doc_fps_tutorial_part_three`
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in the section on adding sounds in :ref:`doc_fps_tutorial_part_three`
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-Next we set the global transform of the clone to the ``Pistol_Aim_Point``'s global transform. The reason we do this is so the bullet is spawned at the end of the pistol.
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+Next we set the global transform of the clone to the ``Pistol_Point``'s global transform. The reason we do this is so the bullet is spawned at the end of the pistol.
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-You can see that ``Pistol_Aim_Point`` is positioned right at the end of the pistol by clicking the :ref:`AnimationPlayer <class_AnimationPlayer>` and
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+You can see that ``Pistol_Point`` is positioned right at the end of the pistol by clicking the :ref:`AnimationPlayer <class_AnimationPlayer>` and
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scrolling through ``Pistol_fire``. You'll find the position is more or less at the end of the pistol when it fires.
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scrolling through ``Pistol_fire``. You'll find the position is more or less at the end of the pistol when it fires.
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Next we scale it up by a factor of ``4`` because the bullet scene is a little too small by default.
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Next we scale it up by a factor of ``4`` because the bullet scene is a little too small by default.
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