Godot Version 4.2.2
Question
i am making a 3d multiplayer fps in godot 4.2.2 when ever we press rmb or lmb (only Lmb is used in code currently) we are unable to look around
extends CharacterBody3D
signal health_changed(health)
# gets outsiders
@onready var Player = $"."
@onready var cam = $Camera3D
@onready var animPlayer = $AnimationPlayer
@onready var muzzle_flash = $Camera3D/pistol/muzzleFlash
@onready var raycast = $Camera3D/RayCast3D
@onready var deaths = $CanvasLayer/HUD/Deaths
# public variables
@export var health = 3
@export var SPEED = 8.7
@export var JUMP_VELOCITY = 6.8
# cans and cants
var canDoubleJump = false
var canSprint = true
# set World variables
var gravity = 20.0
var death = 0
func _enter_tree():
set_multiplayer_authority(str(name).to_int())
# handle mice
func _ready():
if not is_multiplayer_authority(): return
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
cam.current = true
func _unhandled_input(event):
if not is_multiplayer_authority(): return
# alex the mice moover
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * .005)
cam.rotate_x(-event.relative.y * .005)
cam.rotation.x = clamp(cam.rotation.x, -PI/2, PI/2)
# shootermc shoots alot
if Input.is_action_just_pressed("shoot"):
print("shot")
play_shoot_effect.rpc()
if raycast.is_colliding():
var hit_player = raycast.get_collider()
hit_player.recive_damage.rpc_id(hit_player.get_multiplayer_authority())
#mostly movement
func _physics_process(delta):
if not is_multiplayer_authority(): return
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump and double jump
if Input.is_action_just_pressed("ui_accept") and canDoubleJump == true:
velocity.y = JUMP_VELOCITY
canDoubleJump = false
else:
pass
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
canDoubleJump = true
# Get the input direction and handle the movement/deceleration.
var input_dir = Input.get_vector("left", "right", "up", "down")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
# Sprinting
if Input.is_action_pressed("boost") and canSprint == true:
print(SPEED)
SPEED = 13.2
else:
SPEED = 8.7
# Crouching
if Input.is_action_pressed("crouch"):
Player.scale.y = .5
cam.position.y = 1.119
SPEED = 5.9
canSprint = false
else:
Player.scale.y = 1
cam.position.y = 1.619
SPEED = 8.7
canSprint = true
# Pistol Anims
if animPlayer.current_animation == "Shoot":
pass
elif input_dir != Vector2.ZERO and is_on_floor():
animPlayer.play("Move")
else: animPlayer.play("Idle")
move_and_slide()
@rpc("call_local")
func play_shoot_effect():
print("shoot")
animPlayer.stop()
animPlayer.play("Shoot")
muzzle_flash.restart()
muzzle_flash.emitting = true
@rpc("any_peer")
func recive_damage():
health -= 1
if health <= 0:
health = 3
position = Vector3.ZERO
health_changed.emit(health)
func _on_animation_player_animation_finished(anim_name):
if anim_name == "Shoot":
animPlayer.play("Idle")