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.
>Mindraker
This page needs work.
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=How To Make Homing Objects=
=How To Make Homing Objects=


==Introduction==
==Rocket Propulsion And The Part==
How do i make homing objexts? You may ask. Well heres the simplest way of making homing objects!
Create the RocketPropulsion and the part object.  Alternatively, you could make a missle with rocketpropulsion without a target, and put it in Lighting, then clone the rocket.


==Section One: Rocket Propulsion And The Part==
==Defining the target==
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.
This requires a script.  


==Section Two: Defining the target==
Example:
This Requires a script. E.g. "game.Workspace.Part.RocketPropulsion.Target = game.Workspace.dreaddraco2.Head
<pre>
"game.Workspace.Part.RocketPropulsion.Target = game.Workspace.dreaddraco2.Head
</pre>


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


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


CartoonCharacter
The [[CartoonCharacter]] 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 facing 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()
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 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.
==See also==
[[RBX.Lua.RocketPropulsion The RocketPropulsion object]]

Revision as of 21:15, 12 May 2008

How To Make Homing Objects

Rocket Propulsion And The Part

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

Defining the target

This requires a script.

Example:

"game.Workspace.Part.RocketPropulsion.Target = game.Workspace.dreaddraco2.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 CartoonCharacter 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 facing you.

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.

See also

RBX.Lua.RocketPropulsion The RocketPropulsion object