From b4c20830d18c7c0449855abd390f566292d8caf5 Mon Sep 17 00:00:00 2001 From: Giuseppe Date: Sun, 19 Apr 2020 23:46:43 +0200 Subject: [PATCH] Fix reference to a node in FPS tutorial part 2 (#3413) --- tutorials/3d/fps_tutorial/part_two.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorials/3d/fps_tutorial/part_two.rst b/tutorials/3d/fps_tutorial/part_two.rst index 73b2ba037..f62c1ef31 100644 --- a/tutorials/3d/fps_tutorial/part_two.rst +++ b/tutorials/3d/fps_tutorial/part_two.rst @@ -694,9 +694,9 @@ If the currently loaded/open scene is ``Testing_Area.tscn``, we'd be adding our .. warning:: As mentioned later below in the section on adding sounds, this method makes an assumption. This will be explained later in the section on adding sounds in :ref:`doc_fps_tutorial_part_three` -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. +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. -You can see that ``Pistol_Aim_Point`` is positioned right at the end of the pistol by clicking the :ref:`AnimationPlayer ` and +You can see that ``Pistol_Point`` is positioned right at the end of the pistol by clicking the :ref:`AnimationPlayer ` and scrolling through ``Pistol_fire``. You'll find the position is more or less at the end of the pistol when it fires. Next we scale it up by a factor of ``4`` because the bullet scene is a little too small by default.