If you have a rotator and you put the input to roll and then if you roll it turns but if you let go it would go back to its original place but do you have ft code so that it won’t go back to its original plane and just stay there
If you have a rotator and you put the input to roll and then if you roll it turns but if you let go it would go back to its original place but do you have ft code so that it won’t go back to its original plane and just stay there
No by a gyroscope system @An2k
@Hellosss38 oh fixed by FT? how?
Thanks for the idea but it’s already fixed
@An2k
This is not funky tree but effect is similar
Example: rotator on activate AG8 ...since AG8 is ON by default inputROLL=turn. So
do the inputROLL while still holding it turn-OFF AG8.
this result itlocking its angle
until AG8 is turned-ON again`--ONLY Activating AG8 and with no inputROLL rotator angle returns to default 0 by it selfWhat are you trying to build? Can I take a look on an unlisted post?
You try putting that code on a rotator
@BagelPlane
I’m sorry but It doesn’t really work
@BagelPlane
@Hellosss38 No problem. Happy to help when I can. Usually, my FT skills are not good.
Oh sorry I meant the first ft code sorry but Thanks for this!
@BagelPlane
Roll Input:
clamp(sum(Roll*1), -1, 1)
.
Pitch Input:
clamp(sum(Pitch*1), -1, 1)
.
Inputs from the B-58. The
*1
adjusts speed.@Hellosss38 I'm confused. My B-58 turret stops right when you let off the input.
My B-58:
Click
Thanks for the code but do you have it so that is stops immediately not that it spins for a few seconds and then stops
@BagelPlane
Can you give the link I can’t find it
@BagelPlane
sum(Roll) should work. Otherwise, take a look at the turret inputs on my B-58.
Ok and also spelling (jk)@TheSupremeCoco
Do you have an answer?
@TheSupremeCoco