How To Make Homing Objects.: Difference between revisions

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>Dreaddraco2
Thought people might occasionaly want to know what rocketpropulsion can be used for, or how to make homing objects.
>NXTBoy
Lots of rubbish here.
 
(55 intermediate revisions by 10 users not shown)
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=How To Make Homing Objects=
{{CatUp|Tutorials}}
__TOC__
==Rocket Propulsion And The Part==
Create the RocketPropulsion and the [[RBX.lua.Part (Object)|part]] object.  Alternatively, you could make a missile with rocketpropulsion without a target, and put it in [[RBX.lua.Lighting (Object)|Lighting]], then [[Clone (Function)|clone]] the rocket.


==Introduction==
===Defining the target===
How do i make homing objexts? You may ask. Well heres the simplest way of making homing objects!
This requires a [[RBX.lua.Script (Object)|script]].  The script will define the target's [[Position (Property)|position]], the thing you want to home in on!


==Section One: Rocket Propulsion And The Part==
Example:
Step one is to create the RocketPropulsion And The Part object. Or alternatively, you could make a missle with rocketpropulsion without a target, and put it in Lighting, Then Clone The Rocket.
<pre>
game.Workspace.Part.RocketPropulsion.Target = game.Workspace.yourusernamehere.Head
</pre>


==Section Two: Defining the target==
===Firing The Part===
This Requires a script. E.g. "game.Workspace.Part.RocketPropulsion.Target = game.Workspace.dreaddraco2.Head
This also requires a [[RBX.lua.Script (Object)|script]], this will set off your part (If Unanchored) after The Target:


==Section Three: Firing The Part==
Example:
This also requires a script, this will set off your part (If Unanchored) after The Target:
<pre>
"game.Workspace.Part.RocketPropulsion:fire()"
game.Workspace.Part.RocketPropulsion:fire()
</pre>


==Section Four: Additional Features==
===Additional Features===


CartoonCharacter
The [[CartoonFactor]] property sets whether your part should head Directly towards it, ignoring the point its facing, or whether it faces straight at you. 1 Would be always facing at you. 0.5 Would be sort of facing you. 0 would be no effort to face you.
Now when you made the RocketPropulsion you might have thougt something like "CartoonCharacter???", "WHY IS THERE A CARTOONCHARACTER PROPETY???" Or mayber "WHAT COULD IT MEAN?". Well this sets weather your part should head Directly towards it, ignoring the point its facing, or weather it faces straight at you. 1 Would be always facing at you. 0.5 Would be sort of facing you. 0 would be No effort to facing you.


:abort()
:[[Abort (Function)|abort()]]
This, as its name suggests, aborts the RocketPropulsions mission to get to you, You could us this if your objects need fuel, and when the fuel is 0 they drop out of the sky.
This, as its name suggests, aborts the RocketPropulsion's mission to get to you, you could use this if your objects need fuel, and when the fuel is 0 they drop out of the sky.
 
===Connecting The Event===
 
You would need to do something like:
 
script.Parent.Touched:connect(function(hit)
local a = hit.Parent and hit.Parent:findFirstChild("Humanoid")
if a ~= nil then
local rocket = game.Lighting.Rocket:clone()
rocket.Position = Vector3.new(0, 200, 0) -- drop out of sky
rocket.RocketPropulsion.Target = hit
rocket.Parent = game.Workspace
wait(0.01)
rocket.RocketPropulsion:fire()
end
end)
 
This is what you might use in some place:
 
a = Instance.new("RocketPropulsion")
a.Target = game.Players.PERSONNAME.Character.Torso
a.Parent = game.Players.Name.Character.Torso
 
== Another homing brick example ==
 
Insert objects into the workspace to make the following:
 
Part
  NumberValue { Name = "Speed", Value = 0.2 }
  BodyGyro
  BodyPosition
  Script
 
In the Script, insert the following:
 
<pre>
local part = script.Parent
 
function moveTo(target)
local dir = (target.Position - part.Position).unit
part.BodyGyro.cframe = CFrame.new(0, dir)
part.BodyGyro.maxTorque = Vector3.new(9000, 9000, 9000)
part.BodyPosition.position = target.Position
part.BodyPosition.maxForce = Vector3.new(10000, 10000, 10000) * part.Speed.Value
end
 
function findNearestTorso(pos)
local nearest = {
torso = nil,
distance = math.inf
}
for _, object in ipairs(game.Workspace:GetChildren()) do
if object:isA("Model") and object ~= script.Parent then
local torso = object:findFirstChild("Torso")
local human = object:findFirstChild("Humanoid")
if torso and human and human.Health > 0 then
local this = {
torso = torso,
distance = (torso.Position - pos).magnitude
}
if this.distance < nearest.distance then
nearest = this
end
end
end
end
return nearest.torso, nearest.distance
end
 
while true do
local torso = findNearestTorso(part.Position)
if torso ~= nil then
moveTo(torso)
end
wait()
end
</pre>
 
This will make a brick that will follow you.
 
==See also==
 
*[[RBX.lua.RocketPropulsion (Object)|Rocket Propulsion]]
*[[Scripting]]
 
[[Category:Scripting Tutorials]]

Latest revision as of 14:31, 16 September 2011

Rocket Propulsion And The Part

Create the RocketPropulsion and the part object. Alternatively, you could make a missile with rocketpropulsion without a target, and put it in Lighting, then clone the rocket.

Defining the target

This requires a script. The script will define the target's position, the thing you want to home in on!

Example:

game.Workspace.Part.RocketPropulsion.Target = game.Workspace.yourusernamehere.Head

Firing The Part

This also requires a script, this will set off your part (If Unanchored) after The Target:

Example:

game.Workspace.Part.RocketPropulsion:fire()

Additional Features

The CartoonFactor property sets whether your part should head Directly towards it, ignoring the point its facing, or whether it faces straight at you. 1 Would be always facing at you. 0.5 Would be sort of facing you. 0 would be no effort to face you.

abort()

This, as its name suggests, aborts the RocketPropulsion's mission to get to you, you could use this if your objects need fuel, and when the fuel is 0 they drop out of the sky.

Connecting The Event

You would need to do something like:

script.Parent.Touched:connect(function(hit)
	local a = hit.Parent and hit.Parent:findFirstChild("Humanoid")
	if a ~= nil then
		local rocket = game.Lighting.Rocket:clone()
		rocket.Position = Vector3.new(0, 200, 0) -- drop out of sky
		rocket.RocketPropulsion.Target = hit
		rocket.Parent = game.Workspace
		wait(0.01)
		rocket.RocketPropulsion:fire()
	end
end)

This is what you might use in some place:

a = Instance.new("RocketPropulsion") 
a.Target = game.Players.PERSONNAME.Character.Torso 
a.Parent = game.Players.Name.Character.Torso

Another homing brick example

Insert objects into the workspace to make the following:

Part
  NumberValue { Name = "Speed", Value = 0.2 }
  BodyGyro
  BodyPosition
  Script

In the Script, insert the following:

local part = script.Parent

function moveTo(target)
	local dir = (target.Position - part.Position).unit
	part.BodyGyro.cframe = CFrame.new(0, dir)
	part.BodyGyro.maxTorque = Vector3.new(9000, 9000, 9000)
	
	part.BodyPosition.position = target.Position
	part.BodyPosition.maxForce = Vector3.new(10000, 10000, 10000) * part.Speed.Value
end

function findNearestTorso(pos)
	local nearest = {
		torso = nil,
		distance = math.inf
	}
	
	for _, object in ipairs(game.Workspace:GetChildren()) do
		if object:isA("Model") and object ~= script.Parent then
			local torso = object:findFirstChild("Torso")
			local human = object:findFirstChild("Humanoid")
			if torso and human and human.Health > 0 then
				local this = {
					torso = torso,
					distance = (torso.Position - pos).magnitude
				}
				if this.distance < nearest.distance then
					nearest = this
				end
			end
		end
	end
	return nearest.torso, nearest.distance
end

while true do
	local torso = findNearestTorso(part.Position)
	if torso ~= nil then
		moveTo(torso)
	end
	wait()
end

This will make a brick that will follow you.

See also