newmodels It returns parse error
Alexandr200P

- Jul 11, 2022
- Joined May 18, 2022
- 0 best answers
My character should go as its rotated
extends KinematicBody export var speed = 14 export var sensitivity = 0.01 export var fall_acceleration = 75 var velocity = Vector3.ZERO func _physics_process(delta): var direction = Vector3.ZERO if Input.is_action_pressed("move_right"): direction.x += 1 if Input.is_action_pressed("move_left"): direction.x -= 1 if Input.is_action_pressed("move_back"): direction.z += 1 if Input.is_action_pressed("move_forward"): direction.z -= 1 if direction != Vector3.ZERO: direction = direction.normalized() velocity.x = direction.x * speed velocity.z = direction.z * speed velocity.y -= fall_acceleration * delta velocity = move_and_slide(velocity, Vector3.UP) func _unhandled_input(event): if event is InputEventMouseMotion: rotate_object_local(Vector3.UP, event.relative.x * -sensitivity)
func _process(_delta): if Input.is_action_just_pressed("ui_right"): spawn_bullet(Vector2.RIGHT) elif Input.is_action_just_pressed("ui_left"): spawn_bullet(Vector2.LEFT) elif Input.is_action_just_pressed("ui_up"): spawn_bullet(Vector2.UP) elif Input.is_action_just_pressed("ui_down"): spawn_bullet(Vector2.DOWN)