Game Development Reference
In-Depth Information
To ensure that the player can't just shoot continuously, we check the value of the local
variable bullets before processing a bullet spawning process. Every time the player
presses the shoot button, we make sure that the number of bullets is more than 0 and then
call the shoot event to process a bullet and call the changeAmmoValue to reduce the
number of bullets.
The shoot event itself is just using the spawnPoint type of billboard component to get a
world transform and then using the Spawn Actor of Class node to spawn the bullet blue-
print.
Then it reduces the total number of the current bullets in the local variable bullets by 1 us-
ing the integer - integer node, and finally plays a shooting sound at the location of the
spawning.
In case the character controller Event Hit gets hit with a component that has an enemy
tag, then the level needs to be restarted as the player will die.
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