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| RocketPropulsion is a little-known secret that is very helpful when creating pets, homing rockets, and any projectile that homes in on a [[Part]].
| | {{Preliminary}} |
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| | {{ObjectPage|name=RocketPropulsion| |
| | The '''RocketPropulsion''' object is used to apply force to a Part or other object in a similiar manner as a rocket (ie. towards a given part, with given thrust and torque).<br><br> |
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| == Functions: ==
| | '''See Also''' |
| | | *[[BodyThrust]] |
| '''Fire()''' - Makes the rocket fly.
| | *[[BodyForce]] |
| '''Abort()''' - Makes the rocket fall.
| | *[[BodyGyro]] |
| | | *[[BodyVelocity]] |
| | | }} |
| == Properties: ==
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| '''Target''' - Part that the rocket will fly towards. | |
| '''MaxSpeed''' - How fast the rocket will fly.
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| '''CartoonFactor''' - In a nutshell, the tilt of the rocket as it flies. A value of 0 will make the rocket's nose point upwards. A value of 1 will make the rocket's nose point straight towards the Target.
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| '''TargetRadius''' - The radius of the Target before the ReachedTarget event is fired.
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| '''MaxThrust''' - The amount of thrust that is exerted on the rocket, used to keep heavier rockets airborne.
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| '''MaxTorque''' - The amount of torque the rocket will use to rotate the rocket.
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Latest revision as of 14:05, 18 February 2012
Preliminary:This item is under development and is likely to change. Use only for experimental work.
The RocketPropulsion object is used to apply force to a Part or other object in a similiar manner as a rocket (ie. towards a given part, with given thrust and torque).
See Also
Clone( )
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Returns
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Instance
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Description:
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Returns a clone of the object and its children, unless its Archivable property is false. The clone will have the same properties as the original object and the same descendants (except those with an Archivable property set to false). The clone's Parent will be nil.
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Member of:
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Instance
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FindFirstChild( string name, bool recursive = false )
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Returns
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Instance
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Description:
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Returns the first child found with a name of name. Returns nil if no such child exists. If the optional recursive argument is true, will recursively descend the hierarchy while searching rather than only searching the immediate object.
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Member of:
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Instance
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GetFullName( )
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Returns
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String path to object
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Description:
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Returns a string with a dot (.) character separating a path of object hierarchy excluding "game".
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Member of:
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Instance
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Destroy( )
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Returns
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nil
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Description:
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Sets the Parent property to nil, locks the Parent property, disconnects all connections and calls Destroy() on all children.
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Member of:
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Instance
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TurnP
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Type
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number
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Description
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The P in the PD controller that governs the rotation of the Rocket. The higher the number, the more aggressively the rocket will turn towards the Target.
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Member of
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RocketPropulsion
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TurnD
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Property
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Number TurnD
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Description
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The D in the PD controller that governs the rotation of the Rocket. Dampens the rotation of the Rocket, preventing it from overshooting.
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Member of
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RocketPropulsion
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ThrustP
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Property
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Number ThrustP
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Description
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The P in the PD controller that governs the motion of the Rocket. The higher the number, the more aggressively the rocket will move towards the Target.
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Member of
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RocketPropulsion
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MaxThrust
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Property
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Number MaxThrust
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Description
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The maximum thrust the rocket will exert. Heavy rockets need more thrust to remain airborne and to track the target.
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Member of
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RocketPropulsion
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Name
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Type
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string
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Description
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The name of the object, which is often used to identify it in the context of its parent. Note that names are not unique identifiers; multiple children of an object may share the same name. In a script where you want to access an object using a name, for example, game.Workspace["Brick"], the first object found with that name is that object. This "first object" can be found in the Explorer menu.Names are great for showing a very brief title or summary of an object.
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Member of
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Instance
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Parent
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Type
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Instance
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Description
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The hierarchical parent of the object. When no scripts hold references to an object, it will still be maintained as long as it's parent is set to an object which does have references to it, either by other objects or scripts. The toplevel DataModel object (the one referred to as the "game" by scripts) has no parent, but always has a reference held to it by the game engine, and exists for the duration of a session.
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Member of
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Instance
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Archivable
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Type
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bool
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Description
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Sets whether or not the object is saved when publishing or saving to file. Also sets whether or not the object is clonable.
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Member of
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Instance
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ClassName
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Type
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string
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Description
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A unique string per type of Instance. Should only be used as a unique identifier, as it does not reveal any information about nature of the type hierarchy the type is in. For this use, see IsA.
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Member of
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Instance
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