How To Make Homing Objects.: Difference between revisions

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==Connecting The Event===
==Connecting The Event===
You would need to do something like:
You would need to do something like:
<pre>
<pre>
Line 39: Line 40:
wait(0.01)
wait(0.01)
b.RocketPropulsion:fire()
b.RocketPropulsion:fire()
<pre>
</pre>


==See also==
==See also==


[[RBX.Lua.RocketPropulsion]] The RocketPropulsion object</pre>
[[RBX.Lua.RocketPropulsion]] The RocketPropulsion object</pre>

Revision as of 06:34, 13 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.

Connecting The Event=

You would need to do something like:

function onTocuhed(hit)
local a = hit.Parent.Humanoid
if a ~= nil then
local b = game.Lighting.Rocket
b.Position = Vector3.new(0,200,0) -- drop out of sky
b.Parent = game.Workspace
b.RocketPropulsion.Target = hit
wait(0.01)
b.RocketPropulsion:fire()

See also

RBX.Lua.RocketPropulsion The RocketPropulsion object